TEXT: Mogfur’s Painful Dilemma 
  Recommended Level​: 3-4 Level 1 Characters 
  Dungeon Master Notes. ​The information in ​italics ​is meant to be read out loud. Information in ​purple 
  bold italics​ ​are magic items while information in ​red bold italics ​are monsters. These will require you to 
  refer to one of the three core rulebooks for more information on their stats. ​A skill check or saving throw 
  will be in pink text​. You may need to lower or increase the strength of the monsters or Difficulty 
  Challenges (DC) to better match the strength and skills of the party. You are encouraged to alter the story 
  and its contents as you wish. You will want to explain what Faraway Figurines are (rules on death) before 
  starting. I recommend reading through the whole adventure before starting, but especially the “NPCs and 
  Character Motivations” section. 
  Summary. ​This is a story about a giant named Mogfur who loves music. Mogfur goes to every showing of 
  the Azulian Orchestra, until recently. He has been missing for some time now. The party has decided to 
  take a contract to find Mogfur and see if he is okay.  First, they must travel across the Decaying Hills and 
  through the dense Rosewood forest. They will also have to deal with a Knight of the Candle named Knight 
  Gunter, an evil man who seeks to destroy Mogfur and collect his Faraway Figurine. Players must find 
  Mogfur, make sure he is safe, and deal with Knight Gunter and his conquest for Mogfur’s Faraway 
  Figurine.  
  Preparation. ​This section details the preparation needed for this adventure. The DM will need the 
  Player’s Handbook, Monster Manual. And Dungeon Master’s Guide. The DM will also need note taking 
  materials, a DM screen, a set of dice, and a copy of each player’s character sheet. It’s recommended that 
  the DM bring extra sets of dice. Each player will need a set of dice, character sheet, pencil, eraser, and 
  note paper.  An extra Player’s Handbook is a bonus. 
  If you want to go above and beyond, pick out songs ahead of time that match the mood of each stage of 
  the adventure as you play. Dressing as your character is also a huge plus. 
  Props. ​This includes a list of suggested props that can be used throughout the adventure, if able. Games 
  are always more fun with props! 
  · Miniatures to represent characters (chess pieces or other objects work well!) 
  · A battle grid – 1’ squares = 5 ft. (Pre-drawn maps on printer paper work if you don’t have an 
  alternative) 
  · A dice tray (This is to catch dice that may roll off the table. Pencil boxes or something similar 
  work well) 
  · The job offer letter from Chant the Conductor – Page 3 - (rolled up piece of paper tied with 
  ribbon or string) 
  Rules on Death (Faraway Figurines). ​In these adventures, characters and monsters don’t die in the 
  traditional sense. A character that drops to 0 hp still makes Death Saving Throws. When a character fails 
  all three of his or her Death Saving Throws, their body is transported to the Faraway Plane. This is a 
  mysterious and unknown plane of existence that most everyone knows about, but no-one really knows 
  the full details of. Monsters that drop to 0 hp also go to this place. Going to the Faraway Place is known 
  as being “taken faraway”. When this happens, the body transforms into a pile of fine silver dust.  Leftover 
  in the dust is a small indestructible silver stone figurine of the character or monster. These figurines, 
  known as Faraway Figurines, are magical and can be restored with spells like Revivify or Resurrection.  
   
  1 
  
  Rules of Roleplay. ​The following list includes some ideas for enhancing the role play of your games. Use 
  as many or as few of these rules as you think are applicable for your age range. Try expanding on them 
  with future games. 
  1. ​Find ways to facilitate roleplay and get the 
  kids thinking about how their character would 
  react, not how they would act. Find ways to ask 
  “What would (insert character name) do in this 
  situation? 
  2. In the beginning of the adventure, encourage 
  each player to give their character one good trait 
  and one flaw. They can be creative with this. An 
  example of good traits include being 
  courageous, shy, or creative. Some negative 
  traits include nosy, secretive, and impatient. 
  3. Recommend players to come up with a voice 
  for their character, but only if they want.  
  4. Encourage players to create a short backstory 
  on why their character became the class they 
  are (fighter, wizard, etc) and one thing that is 
  special or interesting about that character. (2-3 
  sentences). They should read this aloud or give 
  to the DM to read. 
  5. Each player should choose one mannerism 
  for their character. Some mannerisms include 
  crossing their arms when defensive, tilting their 
  head when curious, or rubbing their hands in 
  anticipation. 
  6. As the DM, ask each player “How would your 
  character say that?” to get them to speak in 
  character. Do this repeatedly across the 
  adventure. 
  7. Encourage each player to participate in 
  in-character interaction by making eye contact 
  and gesturing to those players who may be too 
  shy or are overshadowed by other players. 
  Smile and encourage the players to describe 
  what their character is doing. If they can’t think 
  of anything, offer some suggestions. 
  8. Always refer to each player by their character 
  name. 
  9. Encourage some in-character personal 
  questions. Adventuring isn’t all slaying monsters 
  and finding gold coins. At the table, players are 
  living and breathing as their characters. This 
  means that casual conversation can occur. 
  Encourage the players engage in a little 
  in-character small talk.  This can be about their 
  character’s past, things the character encounter 
  during their adventures, or any introspective 
  questions. 
  10. Try to interact with the player’s characters 
  with an NPC. This could be an NPC included in 
  the adventure or one of your own making such 
  as a sarcastic familiar, someone who talks to the 
  characters in their dreams, or a sentient magic 
  object. This will help shy players or newcomers 
  feel more comfortable role playing their 
  character.  
  11. Try to limit out of character conversations 
  about mechanics and rules if possible. I only 
  recommend enforcing this for those that already 
  have a good understanding of the rules. 
  12. Reward role playing. This can be done by 
  rewarding characters with inspiration points or a 
  circumstance bonus. An example of a 
  circumstance bonus is when a player does a 
  really good job convincing a merchant to lower 
  their prices with an in-character conversation. 
  You can reward their character with a +5 bonus 
  to a Persuasion Check or letting them have 
  advantage on that roll. Another example could 
  be describing a cool scene in combat. An 
  example is describing that their rogue wants to 
  backflip off a balcony, swing off a chandelier, 
  and land on an enemy below. You may reward a 
  character that describes that scene advantage 
  on their Dexterity Check or bonus to damage 
  dealt. 
  13. Don’t forget the rule of fun. Set the 
  expectations in the beginning of the game and 
  give clear examples. Having fun is always the 
  PRIMARY GOAL, above all else. Players should 
  have fun without impeding someone else’s fun 
   
  2 
  
  The City of Azule 
  City Theme. ​A city of beautiful works of art, 
  craftsmen, and adventurers. 
  Locations of Interest. ​Blacksmith, General 
  Store, Fighter’s School, Jeweler, Woodcarver, 
  Azulian Theater, Azule Stone Quarry.  
  People of Interest 
  1.
  Sindri the Male Gnome 
  (Charismatic, Charming, Job: Baker) 
  2.
  Bojack the Female Orc (Scholarly, 
  Strict, Job: Librarian) 
  3.
  Kalaack the Male Arakocra 
  (High-spirited, Preoccupied, Job: 
  Tavern Keeper and Blacksmith) 
  Climate and Environment. ​Azule is landlocked 
  so it can be very dry. It’s currently summer and 
  the days can get unbearably hot if you’re not in 
  the city. Those who are wearing heavy clothing 
  or armor while traveling outside the city must 
  succeed on a DC 10 Constitution Saving Throw 
  or become exhausted (level 1) with an increase 
  in exhaustion level after each successive failure. 
  Wearing light clothing and drinking cool liquids, 
  or weather protection from magical items, will 
  reduce your exhaustion. A long rest will also 
  help.  These saving throws only apply when 
  travelling through the Decaying Hills. The 
  Rosewood’s shade blocks the heat of the sun.  
  The area surrounding Azule are large, mostly 
  barren hills. The locals call them the Decaying 
  Hills because of the night predators that roam 
  the area. The landscape has the occasional 
  large boulder or tree. After one day’s travel 
  south, characters will arrive at the Rosewood. 
  This is a forest with huge coniferous trees that 
  sprout red and white roses from their trunks. The 
  ground is often littered with rose petals.  
  Demographics. ​The local population is mostly 
  dwarven and human, although races of all types 
  live and visit Azule.  
  City Culture. ​Mostly high spirited, although 
  some adventurers can be unruly and upset the 
  locals. It’s not uncommon to see the city guard 
  and their silver armor intervene in a dispute over 
  an adventure contract or trade deal. Azule is a 
  hub for adventurers because of the heroic sleep 
  they gain, and because many main roads lead 
  through the city from other parts of the continent.  
  Benefits. ​Sleeping in the city grants characters 
  advantage on Charisma Saving Throws and 
  Charisma Checks for the day, until sunrise. 
  Sleeping with a chunk of Azule Stone in one’s 
  possession will grant the same benefits. Azule 
  Stone can be bought from Kalaack the 
  Blacksmith.  
  Dangers. ​Bandits and Wolves patrol the 
  Decaying Hills. Thieves lurk in the city. There 
  are unknown dangers in the Rosewood.  
   
   
   
   
   
   
   
   
  3 
  
  Chapter 1 - Finding Mogfur 
  This chapter details the characters starting point 
  in the city of Azule and their travels through the 
  Decaying Hills.  
  Your story begins in Azule, a beautiful city made 
  of blue stone that shimmers in the sunlight. Its 
  high walls make it difficult to see into the city 
  from the outside, except for those that sit on the 
  southern hills. From there, one can see the 
  many people moving through its streets, like 
  ants in a busy colony. People come to Azule 
  because of the beautiful buildings made of large 
  blue stones, which are rumored to bless people 
  with magical courage and a golden tongue. 
  Knights and warriors from far away, after 
  perilous journeys, come to spend the night in 
  Azule and awake with no more fear and the 
  courage of the fearless ancient Dwarven hero 
  Dralgon Fireglide. An image of Dralgon and his 
  fire hammer are emblazoned throughout the city 
  on several tall cloth banners. 
  People come to Azule to get a heroic sleep, but 
  stay for the Azulian Orchestra. Every week on 
  Sun’s Day, the 100 member orchestra fills the 
  city with beautiful and intense music as the sun 
  falls. Music spills out from the blue stone 
  amphitheater, through the streets, and out 
  across the Decaying Hills.  
  People also come to Azule for the adventuring 
  contracts. Azule, being a central hub on the 
  continent, is a popular destination for people to 
  hire adventurers for oddjobs of all sorts. These 
  jobs range from collecting components for 
  wizards and their spells to slaying vicious beasts 
  that threaten the land.  
  Your party awakes early on Sun’s Day. The first 
  thing you hear is the sound of beautiful music. 
  It’s not the sound of the Azulian Orchestra, but 
  of the hundreds of Rose-breasted Grosbeaks 
  chirping, acting as an alarm for the city to wake 
  up. Shortly after, you hear the echoes of 
  collective yawns and the creaking of wood as 
  hundreds of resident craftsmen and out-of-town 
  adventurers begin their day.  
  You’ve awakened from your slumber and 
  stumble downstairs for some toast and sausage. 
  How do you begin your day? What do you say to 
  each other? 
  At this time, allow the players to introduce their 
  characters. In this adventure, the characters 
  have only known each other for about a day. 
  Each has their own reason for visiting or 
  traveling through Azule, but they are mainly 
  there to earn some extra coin by completing one 
  of the many posted assignments. Encourage 
  them to share their own reason for visiting Azule 
  and their backstory if they haven’t already.  
  One of the characters will have found a paid 
  assignment from a notice board outside their inn 
  and has convinced the other to tag along. Most 
  assignments posted in Azule are dangerous and 
  better completed as a group. If you use a prop 
  for the note, hand it to the player that “found it”. 
  Encourage them to read the parchment. The 
  parchment reads: 
   
   
   
   
   
   
   
  4 
  
  CONTRACT: BIG REWARD 
  We are deeply saddened by the disappearance of the local giant, Mogfur. He is our 
  biggest fan and watches our performances from the southern hills every Sun’s Day 
  night. He didn’t show last week, which was odd, but now I’m worried because he hasn’t 
  shown up this week either. He is usually lounging all day on the southern hill, waiting for 
  our performance. Please check on Mogfur let him know we miss him. He lives 
  somewhere in the Rosewood, past the Decaying Hills to the south, no more than a 
  four-day journey there and back. Bring him to the Azulian Theater. Please hurry. 
  Afterwards, please see me, Conductor Chant of the Azulian Orchestra, for your reward. 
   
  After reading the assignment, encourage the 
  players to ask questions and discuss how they 
  will start this quest while in character. 
  Emphasize that this journey will take at least two 
  to three days there, and two to three days back. 
  How would they plan for a dangerous journey if 
  they were in their character’s shoes? 
  The characters have spent some time in Azule 
  already, talking with the locals. They’ve learned 
  the Decaying Hills to the south can be 
  dangerous. There are wolves and other 
  creatures lurking about. It can get very dark at 
  night. The heat may cause fatigue for those that 
  wear heavy armor. There may also be other 
  adventurers that they must compete with on 
  contracts.  
  The city of Azule is a large place and has many 
  merchants to purchase supplies from. The party 
  can ask the residents for assistance finding 
  shops. The amount of starting gold is up to you, 
  but I recommend following the starting gold 
  presented in the Player’s Handbook, which is 
  roughly 100 gold pieces per character. I 
  recommend they purchase an explorer’s pack at 
  the very least. The characters will only have until 
  sundown before shops close for the next three 
  days for the Azulian Craft Festival, a monthly 
  craft fair where local craftsmen sell and 
  celebrate their creations. 
  Characters may want to travel by day, as travel 
  by night is more dangerous. It is also 
  recommended that characters take turns 
  keeping watch during the night, so nobody 
  sneaks up on them and interrupts their long 
  rests to restore HP and spells. 
  The characters can travel through the southern 
  portcullis of Azule to reach the Decaying Hills. It 
  will take a little over 24 hours of traveling by foot, 
  through the hills, to reach the Rosewood. 
  Characters can purchase horses or a wagon, 
  but they will be expensive. Horses also require 
  feeding and can be spooked. Characters will 
  need an explorer’s pack, ​Potion of Healing 
  (Magic Item), and other adventuring gear in 
  order to survive. They should expect anything.  
  Before leaving the town, the characters will 
  overhear a loud and obnoxious young man with 
  long blonde hair named Knight Gunter. This man 
  is a Knight of the Candle and is wearing near 
  pristine plate armor with a lit candle on his 
  breastplate and a lantern hanging from his hip. 
  He has a two-handed longsword on his back 
  and is holding a steel full helmet with a purple 
  plume against his side with his right hand. He is 
  talking to a group of half a dozen members of 
  nobility. 
  Knight Gunter: ​“That’s when I slayed the beast! 
  The slimy Lizard King never even saw it coming. 
  The last thing he saw was the flame of my 
  candle and the metal flash of my sword before 
  turning into silver dust. Commander Tobey paid 
  me a fine price for his Faraway Figurine!” 
  The onlookers smile and laugh at his story.  
  Knight Gunter: ​“Now I’m on a task to clear the 
  country-side of any beasts that lurk around. 
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  Soon their figurines will be mine, and even 
  better, the coin that comes with it!” 
  As he says that, a peasant woman in a dirty red 
  dress comes running up to him, sobbing, and 
  slaps his chest plate and says, 
  Peasant Woman: ​“Knight Gunter! How could 
  you, Knight Gunter! You’re a monster! The 
  Knights of the Candle are monsters! You sent 
  my poor husband Joey to the hospital, all 
  because you thought he was trying to steal your 
  bounty! How could you? Joey is a good man!” 
  As she finishes, he grabs her arms and pushes 
  her to the ground with an evil smile. 
  Knight Gunter: ​“That’s what he deserves for 
  getting between me and my bounty. He’s lucky I 
  didn’t collect his Faraway Figurine!” 
  The nobles laugh as the peasant woman looks 
  in horror then runs away. Gunter pulls out his 
  sword and raises it in the air. 
  Knight Gunter: ​“For the Knights of the Candle! 
  Nobody shall stop me in my conquest! Not even 
  dirty peasants!” 
  The nobles cheer as he finishes speaking. He 
  continues speaking, but noticeably gives your 
  party a watchful eye for a few seconds before 
  returning to conversation with the nobles.  
  Waiting on the other side of the southern 
  portcullis, the characters will meet Sterm 
  Lightblade. Please read “Characters and NPCs” 
  section below to know more about Sterm 
  Lightblade.  
  Sterm is seen wearing very old Knight of the 
  Candle plate armor and has a two-handed 
  sword on his back. Sterm will ask if he can join 
  the characters so he can complete his Knightly 
  duties and finally retire. For a Knight of the 
  Candle to retire, they must perform a ceremony 
  involving the burning of their plate armor and 
  sword. To do this, he must travel deep in the 
  forest until he’s found a pit of firewax. This wax 
  burns so hot that it melts solid steel. He tells that 
  party that if the party helps him, he will protect 
  them from danger and reward them in the end, 
  although he won’t say what the reward is.  
  He will also be on the lookout for his lost ​Ring of 
  Invisibility​ ​(Magic Item). Only knights of high 
  ranking are given these rings, although he will 
  not say how he obtained the ring in the first 
  place. He will say he obtained the ring long ago 
  from a friend if they ask about it.  
  If the party questions his affiliation with Knight 
  Gunter and the Knights of the Candle, he will 
  explain how a man named Commander Tobey 
  took control of the Knighthood and the Knights 
  took a turn for the worst after that, seeking 
  power for themselves over justice for others. 
  As the DM, you will use Sterm to impart advice 
  when the party is stuck or acts as a helping 
  hand if combat becomes dire. Sterm is a very 
  friendly person and will do things like pat 
  adventurers on the back, give group hugs after a 
  triumph, and give words of encouragement.  
  While traveling through the Decaying Hills, 
  characters may encounter a variety of threats. 
  Before travelling through the hills, please read 
  the “Climate and Environment” section above. 
  Howling wolves can be heard all through the 
  night as they stalk and hunt in the hills. When 
  travelling during the night, roll 1d20 every 6 
  hours of in-game time using “Encounter Table A” 
  to determine what threats that may try to attack 
  the party. When traveling during the day, roll 
  1d20 every 12 hours. Do this even while in 
  Rosewood. The journey through the Decaying 
  Hills should only last a day or so on foot.  
  It’s recommended that you use a maximum of 
  one encounter using the encounter table in a 
  24-hour period, although you may increase it to 
  two if the party can handle it and time permitting. 
  Use your best discretion when determining when 
  encounters occur, if at all.  
   
   
   
  6 
  
  Encounter Table​ ​A ​(1d20) 
  1-4: (1d6-1) Giant Frogs (CR 0.25) attack the party. 
  5-8: (1d4) Black Bears (CR 0.5) attack the party.  
  9-12: (1d4) Wolves (CR 0.25) stalk the party for several hours before trying to attack while they are 
  sleeping. 
  13-16: (1d6) Bandits (CR 0.125) try to rob the party of their gold. 
  17-20: Nothing happens 
   
   
   
  Chapter 2 – Travelling through the Rosewood  
  This chapter details travelling through the 
  Rosewood. The intense smell of roses will fill the 
  character’s noses as they reach the tree line into 
  the Rosewood. Within the Rosewood, 
  characters will not suffer from heat exhaustion 
  because of the shade. There is no clear path in, 
  but the trees are far enough apart to not have 
  any trouble walking through, although a cart 
  wouldn’t be able to fit. 
  Red and white roses climb up and down every 
  tree trunk and branch. A thick blanket of petals 
  covers the ground floor. The sound of chirping 
  Rose-breasted Grosbeaks seems to grow louder 
  as you start to walk within the Rosewood, but 
  eventually softens.  
  A character that succeeds on a DC 15 Nature or 
  Investigation Check will notice faint outlines of 
  large footprints, pressed into the petals, that 
  lead further south. A character that succeeds on 
  a DC 10 Insight Check will know these are 
  giant’s footprints and probably Mogfur’s. 
  After walking for a couple hours, following the 
  footprints, a character that succeeds on a DC 18 
  Perception Check will notice some smaller 
  footprints leading off to the right of the path.  
  Characters that follow these footprints will be led 
  to the base of a large tree. At the base of this 
  tree is a circle impression in the rose petals, as if 
  someone was sitting down here.  
  SIDE TASK: ​If the characters try to investigate 
  further, and stick their hand down towards the 
  impression, they will discover an invisible 
  humanoid napping against the tree. This is a 
  male gray feathered Kenku, named Flipper, who 
  is napping against the base of the tree while 
  wearing a ​Ring of Invisibility​. This is the same 
  ring that was stolen from Sterm Lightblade.  
  If prodded or disturbed, Flipper will wake with a 
  startle and try to scurry up the tree and hide in 
  the canopy 50 feet up. Some of his black 
  feathers will fall off in the process. He will look 
  frightened and suspicious. Sterm will accuse 
  Flipper of stealing his ring. The Kenku will tell 
  the party that his cousin gave him the ring as a 
  wedding present.​ Succeeding on a DC 14 
  Insight Check will reveal that this is a lie. ​If 
  caught in the lie, Flipper will admit that he stole 
  the ring from Knight Sterm as he slept. He will 
  then drop the ring but stay in the tree until they 
  leave.  Then he will run back to Azule.  
  After four more hours of travel, the characters 
  will start to notice smaller trees that have been 
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  knocked over, scrapes and gashes in the larger 
  trees, and a general path of destruction leading 
  further south made by the giant. After a couple 
  more hours of travelling along this heavily 
  beaten path, they will catch up to the giant.  
  The party should be cautious about approaching 
  Mogfur. If they startle him in the slightest, and he 
  is easily scared, he will spot the party and start 
  to run south. Please see the “APPENDIX” below 
  for stats on Mogfur and other characters or 
  monsters in this adventure.  
  Chasing Mogfur. ​When Mogfur starts to run, 
  the party should follow him. When they do, this 
  will start a skill challenge. Characters must 
  partake in a series of group Dexterity Saving 
  Throws as Mogfur tries to slow the characters 
  down as he runs while slightly limping in pain.  
  Take the combined average of checks for all the 
  characters for each challenge. If the characters 
  fail the skill contest, they will lose sight of Mogfur 
  and have to track him down again. He will not 
  listen to their pleas to stop until after this skill 
  challenge.  
  Challenge 1: ​Mogfur takes off running as 
  quickly as he can bearably do so, which is only 
  slightly quicker than the characters thanks to the 
  thorn in his foot. As he runs, he picks up a large 
  stone and rolls it behind him. ​Everyone in a 5 
  foot line, 100 feet back, must succeed on a DC 
  13 Dexterity Saving Throw or take (2d4) 
  bludgeoning damage and fall prone.  
  Challenge 2: ​Mogfur will then try to club a tree. 
  It will fall right in front of the characters. 
  Everyone in the path of the tree must succeed 
  on a DC 14 Dexterity Saving Throw or fall prone. 
  Challenge 3: ​Mogfur will take a huge chunk of 
  mud in his hands and throw it at the party. 
  Characters must succeed a DC 15 Dexterity 
  Saving Throw or have their eyes covered in mud 
  and become blinded for 2 rounds.  
  If the party catches up to Mogfur, he will try to 
  swing his club at the party. When he gets a 
  closer look at the characters, he will realize his 
  mistake and drop his club and sincerely 
  apologize. He tells them the pain he is in and 
  how it makes him do dumb things sometimes. If 
  he hurts one of the characters, he will take some 
  red and purple rose petals from a big leather 
  satchel hanging from his side and grind them 
  with water into a pestle and mortar until he 
  makes a healing paste. Applying this paste to 
  the wound closes it and heals the target for 
  (2d4+2) hp.  
  Afterwards, he will explain that he has been in a 
  foul mood because of a massive thorn in his foot 
  that he stepped on gathering some purple rose 
  petals from the Purple Rosewood Thicket to the 
  east.  
  The characters should explain that he’s needed 
  back at the city because of Conductor Chant. 
  When he hears this, he will be shocked and 
  warmhearted. He never knew the Azulian 
  Orchestra cared for him like he does for them. 
  Listening to the Azulian Orchestra on the hills 
  outside of Azul is his favorite thing to do every 
  Sun’s Day which makes the pain of the thorn 
  that much worse. He wants nothing more than to 
  return to Azule to listen to the Orchestra, but 
  needs the thorn removed from his foot before he 
  can make the trek across the Decaying Hills. He 
  can’t remove the thorn because it hurts far too 
  much.  
  He calls himself dumb for not thinking of it at the 
  time, but the berries of the Purple Rosewood 
  Tree have special numbing properties that, 
  when properly mixed with red and purple rose 
  petals, creates a numbing paste. When applied 
  to Mogfur’s foot, it will numb it enough to remove 
  the thorn without pain. Only then, will Mogfur be 
  able to heal and travel with the party. He will tell 
  the party that the Purple Rosewood Thickett is a 
  day’s journey to the west of their location.  
  Dire Wolves Attack. ​As Mogfur is talking, two 
  Dire wolves sneak up on the group  from the 
  east. There is a white ​Dire Wolf​ ​and a gray ​Dire 
  Wolf​. Their stats are in the “APPENDIX”. They 
  stand far enough away so as to not draw 
  attention to themselves and wait for an 
  opportunity to strike. Towards the end of the 
  conversation, they sneak behind Mogfur. After 
  the conversation ends, they attack. ​Characters 
  can try to make a contested Perception 
  (Characters) vs Stealth (Dire wolves) Check to 
  try to spot the wolves, but the characters will 
  have disadvantage unless they are actively 
  looking for a threat.  
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  When the ​Dire Wolves​ ​attack, they will mostly 
  go for Mogfur. These wolves have thick fur, 
  snarling teeth, and a wild vicious look in their 
  eyes. Saliva drips from their large sharp teeth. 
  They give out a vicious growl as they sprint 
  towards Mogfur.  
  As the fight begins, Mogfur yells at the party not 
  to intervene. The ​Dire Wolves​ ​bite at Mogfur’s 
  legs and occasionally jump up to bite his arms 
  as he tries to kick and swing them away. He 
  manages to toss the white wolf off, which was 
  attached and biting his arm, to the ground 
  nearby. As the gray wolf is biting his legs, he 
  swings his club down on the white wolf and 
  knocks it unconscious. When he does this, the 
  gray wolf whimpers and backs off, then flees into 
  the woods to the west. The den is located to the 
  east. The wolf does this purposely so as not to 
  lead anyone to the den directly.  
  After the fight ends, Mogfur tells the party not to 
  worry. He says he will care for the wolf back at 
  his cave. He puts the white wolf over his 
  shoulder. ​ ​A character that succeeds on a DC 10 
  Animal Handling Check, they will notice that the 
  white Dire wolf is a female.  
  Mogfur is slightly injured, but nothing serious. He 
  quickly bandages himself with some rags and 
  more healing paste. He tells the characters how 
  to find his home. Mogfur lives 30 minutes south 
  of this location in a small cave.  
  At this point, Mogfur will urge the party to   find 
  the Purple Rosewood Thickett and bring back 
  Purple Rosewood petals and berries so he can 
  help himself and the white ​Dire Wolf​. He tells 
  the characters that they should head east, past 
  the Crying Rock, across the tree bridge on the 
  river, and up the Howling Cliff. Before they 
  leave, Mogfur hands the characters two rolled 
  up balls of the red and purple petal healing 
  paste that can be used to heal a character for 
  2d4+2 hp in a round. Each ball of healing paste 
  has one use. 
  Mogfur will tell them that there are unknown 
  dangers that lurk in the woods and that they 
  should be stealthy and cautious if able. He tells 
  them not to be fooled by the beautiful scenery 
  and wishes them luck.  
   
   
   
   
   
   
   
   
   
   
  Chapter 3 – Finding the Purple Rosewood Tree  
  9 
  
  In this chapter, the characters will travel east 
  through the Rosewood to try to find the Purple 
  Rosewood Thickett. The journey there and back 
  will take approximately 24 hours. Along the way, 
  the characters will pass by the Crying Rock, the 
  river with the tree bridge, and the Howling Cliff. 
  Each location is roughly 6 hours apart.  
  Characters must succeed on DC 15 Survival 
  Checks between each location or risk running 
  into trouble. ​Take the group average. If the 
  average is below 15, roll a 1d20 using the 
  “Encounter Table B” to determine what threats 
  the party encounters. 
  Encounter Table​ ​B ​(1d20) 
  1-4: (1d4-1) Giant Centipedes (CR 0.25) 
  5-8: (1d4-1) Goblins (CR 0.25) 
  9-12: (1d4) Giant Rats (CR 0.125) 
  13-16: (1d4) Kobolds (CR 0.125) 
  17-20: Nothing happens 
   
  The Crying Rock.​ ​After hours of traveling 
  through dense forest, you come across a giant 
  boulder that sits between two trees. Either by 
  natural or magical means, the front of the 
  boulder is shaped like a frowning face with large 
  sunken eyes. Water dribbles from its eyes from 
  somewhere within the rock. The canopies from 
  the trees on either side of the rock lay on the 
  rock as if to give it big bushy hair.  
  A character that searches near the rock and 
  succeeds on a DC 18 Perception check will find 
  a loose dirt patch, as if something was buried 
  under the ground.​ Characters that discover this 
  and find a way to dig through 3 feet of dirt, will 
  discover a small metal chest that has strange 
  unknown symbols carved on top. Those that 
  understand Celestial will know this says 
  “remember to disarm the trap”.  
  The chest is unlocked but trapped. A character 
  can discover that this box is trapped by 
  succeeding a DC 15 Perception Check. 
  Unlocking the trap requires holding two hidden 
  buttons on either side while simultaneously 
  opening the lid very slowly. A character may do 
  this if they try to open the chest and succeed in 
  a DC 16 Dexterity check, with thieves’ tools. On 
  a failure, the trap will release a spring-loaded 
  piton that destroys the potion inside. Inside is a 
  Potion of Animal Friendship​ (Magic Item), a 
  Ring of Jumping​ (Magic Item), and a leather 
  coin pouch with 50 gold pieces.  
  ____________________________________________________________________________________ 
   
  The Tree Bridge. ​Here, you come to a rushing 
  river about 50 feet wide and countless miles 
  long. There are several tall trees that line the 
  river. One of them has been cut down, its trunk 
  being used as a bridge.  
  As you approach, you see small flashes of light 
  coming out of the tree line on the other side of 
  the river. The light is from the glass lantern that 
  hangs from the hip of Knight Gunter. He walks 
  up to the tree trunk that makes the bridge and, 
  with a heavy kick, shoves the bridge out of 
  place. The rushing water carries it down the 
  river.  
  Knight Gunter: ​“I know you plan on helping this 
  giant I’ve been hearing so much about, and with 
  the help of another Knight of the Candle, 
  no-less.” 
  10 
  
  He raises his sword towards Knight Sterm 
  Lightblade.  
  “Have you forgotten your duties, old man? We’re 
  here to slay beasts, not make friends with them. 
  They’re evil monstrosities that stand in the way 
  of our power! You’ll regret what you’re doing.” 
  As he says that, he rubs a small ring on his 
  finger and disappears.  
  At this time, Knight Gunter will have left the area 
  to stalk the party. The party will need to find a 
  way across the river.  
  The river flows for countless miles in either 
  direction. It is 60 feet wide. The trees are 
  approximately 50-75 feet tall and stand on either 
  side.  
  A character that falls in the water will have to 
  succeed in two out of three DC 15 Acrobatics or 
  Athletics Checks to swim to either side, or wash 
  down the river until they find a way to hold onto 
  one of the many rocks or tree roots in the water. 
  If someone falls in, someone could throw a rope 
  in for them to grab onto. ​If this happens, each 
  character holding onto the rope must succeed 
  on a DC 10 Strength Check, else the rope will 
  slip out of their hands.  
  A character that succeeds on a DC 12 Insight 
  Check will realize they can chop down one of 
  the taller trees to use as a new bridge.​ If they do 
  this, the characters may want to secure the tree 
  on each end with large heavy river rocks found 
  on each side of the river. Otherwise, they risk 
  the bridge coming loose and end up floating 
  down the river. 
  If the characters find the buried box at the 
  Crying Rock, they can try to use the Ring of 
  Jumping to jump across the river one at a time.  
   
  ____________________________________________________________________________________ 
  The Howling Cliff. ​The Howling Cliff is a rock 
  face that is 100 feet tall and 60 feet wide. Either 
  side is covered in a dense layer of bushes and 
  rocks, too thick to pass through. As wind rips 
  through the trees and hits the smooth surface of 
  the wall, it creates a sharp howling noise. Three 
  cuboid pillars on circular rotating platforms sit at 
  the base of the cliff. Each pillar has a hole at the 
  top with a metal flap in the center. Each is facing 
  west, or towards you.  
  ____________________________________________________________________________________ 
  Puzzle. ​To solve this puzzle, the characters will need to align all the pillars to face south. This way, the 
  wind will be able to blow through all the holes and spin the metal flaps to activate the mechanism they 
  control. When the flaps on all three pillars are spinning, a secret stairwell will activate and pop out of the 
  wall that will lead the characters safely up the wall. If one of the flaps stops spinning, the stairs will retract 
  back into the wall.  
   
   
   
   
  11 
  
   
  ____________________________________________________________________________________ 
   
  Thorn Maze. ​Once the characters reach the top 
  of the Howling Cliff they will only need to travel 
  another hour to reach the Thorn Maze that 
  guards the Purple Rosewood Thickett. These 
  trees have purple trunks and are covered in 
  purple roses and small purple berries. Before 
  the characters reach the Purple Rosewood 
  grove, the characters will approach clusters of 
  massive green vines, about a foot in diameter 
  and sprawling in all directions. The clusters of 
  vines stand 10 feet tall. The vines have long 
  thorns, approximately 6 inches in diameter and a 
  couple feet long. These vines create a maze that 
  is spread a couple hundred feet in radius around 
  the Purple Rosewood Thickett.  
  The images below show the maze of thorns and 
  the path that leads to the center where the grove 
  of Purple Rosewood Trees resides. The paths of 
  this maze are approximately 20 ft. wide. The 
  walls of thorns are 3 to 5 feet wide. The walls of 
  the maze are impassable because of the thorns 
  and thick vines. The vines are as tough as iron, 
  although the thorns can snap off fairly easily. 
  A character that is thrown against the thorn wall 
  must succeed on a DC 13 Dexterity Saving 
  Throw or take (1d4) piercing damage.  
  Below is the map that you can use to slowly 
  reveal parts of the maze to the characters. I 
  recommend only revealing parts of the map that 
  the characters can see. The characters can try 
  to climb a nearby tree and look down on top of 
  the maze to get a better understanding of the 
  layout, but the maze is too obscured from the 
  canopies of the trees and clusters of thorn vines 
  to see any threats within. 
   
  Below is the solved maze with marked locations 
  of interest. 
  12 
  
   
  The ​red circle​ ​is (1d4-1) Giant Rats (CR 0.125).  
  The ​purple circle​ ​contains (1d4) Giant Rats 
  (CR 0.125). There is a pile of silver dust here 
  from someone who has “gone faraway” with a 
  figurine of a young male Knight of the Candle 
  recruit. On the ground is also a ​+1 Longsword 
  (Magic Item). The hilt is made with a standard 
  black leather wrap andthe blade is engraved 
  with the words “Honor and Glory”. It gives off a 
  slight golden glow.  
  The ​green circle​ ​has a regular Rosewood tree 
  with some of the roots sticking out of the dirt. ​A 
  character that succeeds on a DC 15 Perception 
  Check will reveal the shimmering hilt of a sword 
  jammed in the dirt and tied up by the roots​. If the 
  characters spend some time trying to slice the 
  roots, they may eventually free the sword. Stuck 
  in the roots is a ​+1 Short Sword​ ​(Magic Item). 
  The hilt has a light brown leather wrap and the 
  blade is dark blue with a red trim on the blade’s 
  edge.  
  The ​blue circle​ ​is the location of the Dire Wolf 
  den. Currently, the gray wolf is here guarding its 
  pups. The pups can be heard whimpering and 
  growling as the characters get closer to the 
  center of the maze. The gray wolf will try to 
  attack the characters about halfway to the center 
  of the maze or if they take a left-hand turn 
  towards the den. Alternatively, the gray wolf may 
  wait till the characters are ready to exit the 
  maze. If the wolf’s health becomes too low, it will 
  flee back to its pups, put the two pups on its 
  back, and flee through a small exit through the 
  thorns.  If the wolf flees, it will go to Mogfur’s den 
  and wait there to check on the white ​Dire wolf​. 
  The center of the maze contains a half dozen 
  Purple Rosewood Trees. The purple petals that 
  have fallen to the ground can be collected, but 
  the berries that are still attached to the trees can 
  only be cut off or freed by a magical weapon. If 
  the players haven’t been able to come across a 
  magical weapon, Sterms sword is magical and 
  he will be able to collect the berries. They will 
  only need a handful of berries.  
  Once the berries have been collected, they 
  should head back to Mogfur’s cave and give him 
  the berries. They will know the location and can 
  travel there easily.  
  About halfway back to Mogfur’s cave, when it 
  becomes very dark, ​a character who succeeds 
  on a DC 20 Perception Check will notice a small 
  ball of light following them in the distance. ​This 
  is the lit candle of Knight Gunter hundreds of 
  yards back. If they spot him, they can choose to 
  confront him.  
  Confrontation with Knight Gunter. ​If Knight 
  Gunter is not spotted, he will try to attack the 
  party in the night and gain the advantage of 
  surprising the characters. During the fight, if he 
  is low on health, he will use his ​Ring of 
  Invisibility​ and escape to fight another day. He 
  will heal back to full health overnight and 
  continue to track the party to Mogfur’s cave. He 
  will not reveal himself again until they reach the 
  cave.  
   
  ____________________________________________________________________________________ 
   
   
   
  13 
  
  Mogfur’s Cave. ​Mogfur’s cave is built into a 
  small hill. It is approximately 40 ft. wide by 60 ft. 
  deep. There is a 40 ft. clearing in front of the 
  cave entrance with a dense tree line beyond 
  that. The cave is 40 ft. tall. One may position 
  themselves above the cave on the hill which 
  overlooks the clearing. Inside the cave is a large 
  simple bed, a rack hanging with large simple 
  wooden tools, and a bunch of dried meats 
  hanging just outside the entrance.  
  When the characters reach Mogfur’s cave, they 
  will notice that the white wolf is on top of Mogfur 
  and growling. Upon closer inspection, the 
  characters will notice that the wolf is playing with 
  Mogfur and not harming him. Mogfur will have a 
  big smile on his face.  
  After returning the berries to Mogfur, he will 
  make a purple paste to cover his foot and 
  remove the thorn. He will then wrap the foot in a 
  thick cloth. It will take 24 hours for his foot to 
  heal before he can travel.  
  During this time, when Mogfur is still healing and 
  is fast asleep, Knight Gunter will approach the 
  giant, still invisible because of the ​Ring of 
  Invisibility​, and try to slay him as he sleeps. ​A 
  character that succeeds on a DC 15 Perception 
  Check will hear the sound of clanking armor 
  before this happens, but cannot discern the 
  exact location​. ​A character that succeeds on a 
  DC 18 Perception Check will hear the clanking 
  armor and notice it is getting closer to Mogfur. 
  After noticing the location of the noise, a 
  character that succeeds on a DC 15 Perception 
  Check will notice foot imprints being created in 
  the mud getting closer to Mogfur.​ If the 
  characters do not react immediately, Knight 
  Gunter will try to strike Mogfur.  
  If Knight Gunter gets the chance to strike, his 
  attack will be a critical attack. At this time, 
  Mogfur will awake with a scream and combat will 
  start. The white wolf is too weak to attack and 
  will stay in the back of the cave and growl at the 
  attacker.  
  When Knight Gunter attacks, he will remove a 
  black crystal necklace, throw it to the ground, 
  and stomp on it to break it. Black smoke will flow 
  out of the broken crystal and will reveal x2 
  Shadows​ ​(CR 0.5) that fight on behalf of 
  Gunter. The shadows will try to stick to the 
  shadow of the cave, because of their weakness 
  to sunlight, but will exit the cave if they must. 
  They will try to attack the giant first, unless 
  threatened.  
  If Knight Gunter’s health is too low, he will 
  surrender or try to run away. Knight Gunter will 
  be holding a coin pouch that has 200 gold 
  pieces, as well as a leather bag that contains 
  roughly 50 Faraway Figurines. These figurines 
  depict monsters and humanoids of all sorts. It’s 
  unclear which are innocent.  
  Upon discovering these figurines, Knight Sterm 
  Lightblade will recommend taking the bag of 
  figurines to a temple in Azule so they can sort 
  out which Faraway Figurines are those of the 
  innocent.  
   
   
   
   
   
   
   
  14 
  
  Chapter 4 – Extinguishing the Candle 
  After Knight Gunter is caught, he should be tied 
  up and taken into Azule and reported to the 
  authorities. If the characters have chosen to slay 
  Knight Gunter instead, they should bring back 
  his bag of figurines to prove he was an evil man. 
  Knight Sterm will know to take the figurines to 
  the Azulian Clerics.  
  Before heading back to Azule, and after Mogfur 
  is healed, the gray wolf and pups will make an 
  appearance. The gray wolf does not seem 
  hostile and has a big slab of meat in his mouth. 
  He crawls to the feet of Mogfur and places the 
  meat at his feet, as a sign that he means no 
  harm and wants peace. The white wolf then 
  goes and nuzzles the gray wolf as Mogfur pets 
  both. He gestures towards the cave as if to say 
  “You can live here with me if you want”. Then he 
  takes a piece of meat from his bag and throws it 
  inside the cave. They happily accept the 
  invitation.  
  After Mogfur’s foot is healed, he will travel with 
  the party back to the city of Azule. On Mogfur’s 
  back is a large object wrapped in cloth. It’s the 
  shape of a large tree branch. Mogfur will not say 
  what the item is, only that it’s something “very 
  special”. Mogfur will lead the party safely 
  through the Rosewood forest and across the 
  Decaying Hills. On the way back, he will help 
  any bandits or possible threats that might 
  appear. You do not need to roll these 
  encounters, just explain them if they should 
  happen. Nothing in the area is a match for a 
  full-strength Mogfur. A loud roar and a wave of 
  his club intimidates any danger. Mogfur provides 
  the characters with a special watery drink made 
  with the red petals of the Rosewood to combat 
  any fatigue from the heat.  
  As the party reaches the large black iron 
  portcullis of Azule, they open for the adventurers 
  and their giant friend. As they walk through the 
  city streets, the residents of the city look in awe 
  at Mogfur. Giants wandering in a city, even one 
  with a constant flow of strange adventurers from 
  across the land, is a rare sight. The residents 
  don’t stare with any negative intent, but with 
  wonderment. Many young children run up and 
  hug Mogfur’s leg until their parents rush up to 
  drag them away, although they can’t help doing 
  so without a smile. Mogfur responds back with 
  funny faces and a smile.  
  As Knight Gunter is led into Azule, the same 
  members of nobility from before are now 
  laughing and pointing at him. One of the city 
  guards, wearing silver armor, approaches the 
  party. 
  The following dialogue assumes Knight Gunter 
  has been hauled into the city and not slain.  
  Guard: ​“Hault there. What are you doing with 
  this Knight?” 
  At this time, the characters should explain what 
  Knight Gunter did wrong, which involves 
  harming Mogfur and threatened the characters if 
  they intervened. Sterm Lightbloade will ask the 
  guard to call upon the Azulian Clerics. Being a 
  respected member of the old order of the 
  Knights of the Candle, they do what he says.  
  The guard rushes off. A few minutes later, six 
  clerics, a mix of Dwarves and Halflings in blue 
  robes holding long white staffs, gather near the 
  party. As they approach, the guard motions 
  towards the party.  
  Guard: ​“Well, do what they ask.” 
  Sterm Lightblade: ​“I suspect that not everyone 
  here deserved their fate. Can you please look?” 
  Sterm takes the bag of figurines and carefully 
  spreads them out on the ground. There are 
  figurines of goblins, knolls, and harpies. There 
  are also figurines of normal looking peasant-folk.  
  One of the clerics looks at Sterm closely and his 
  eyes widen. 
  Azulian Cleric: ​“For Knight Sterm Lightblade, 
  slayer of monstrosities and former General of 
  the Knights of the Candle, I will do anything you 
  ask. How can I not, after you saved our town 20 
  years ago from those Gargoyles? The way you 
  used your Ring of Invisibility to sneak into their 
  nest and trapped them with that giant magical 
  net? Then your Knights rode in on their horses 
  and took out the beasts, saving at least 20 
  15 
  
  townsfolk too? I still tell that story! Anything for 
  you, Knight Lightblade! After this, can I please 
  get an autograph?” 
  The cleric, a Halfling with a long white beard, 
  waves his hand over the figurines. The evil ones 
  glow red, while the innocent ones glow blue. He 
  looks back at the other clerics and they form a 
  circle around the figurines and hold hands. They 
  start to chant the language of magic. By this 
  point, several townsfolk have gathered around to 
  watch. As they chant, the figurines that were 
  blue start to glow bright white. They glow so 
  white, that everyone reflexively covers their 
  eyes. A few moments later, the clerics stop 
  chanting and everyone opens their eyes.  
  The figurines that were blue have grown into the 
  full-size people that they used to be. They have 
  been brought back from the Faraway Plane. 
  Standing in the middle of the circle of clerics are 
  now an assortment of humans, dwarves, and 
  elves with one orc, dressed in plain peasant 
  clothing. You hear a scream of joy from behind 
  you as someone says “My Joey!” 
  As you turn around, you see the peasant woman 
  in the dirty red dress from before running up to 
  hug one of the human men. She turns to the 
  characters and runs up to hug them and thank 
  them all individually.  
  After this, Knight Gunter becomes very 
  uncomfortable and starts sweating a lot. He 
  starts desperately looking around for a way to 
  escape.  
  Knight Gunter: ​“​Hey, look, those aren’t mine. I 
  was holding them for a friend, I promise!” 
  As he says that, the guard grabs Gunter by the 
  arm and hauls him off to the town jail. As they 
  leave, the onlookers cheer with joy. Then, Knight 
  Sterm Lightblade turns to look at the party, then 
  Mogfur. 
  Knight Sterm: ​“It seems our work here is 
  almost done. It’s unfortunate that I couldn’t find 
  any firewax. I was hoping to retire today. 
  Upon hearing this, the peasant woman in the 
  dirty red dress runs up to Sterm and says, 
  Peasant Woman: ​“You need firewax? We have 
  a bunch of the stuff at home. It makes a great 
  fire in the winter and never goes bad. Hold on, 
  I’ll go get you what we have. It’s the least I can 
  do.” 
  The woman runs off for a few minutes and 
  returns with a tin container filled with orange 
  firewax and hands it to Knight Sterm. As she 
  does, he opens the lid of the container and his 
  eyes lights with joy. He gives the woman a huge 
  hug.  
  Ceremony of the Candle. ​After receiving the 
  firewax, Sterm will lead the party just outside the 
  southern portcullis. He will take off his armor and 
  smear it in the fire wax, covering every inch, 
  before lying each piece on the ground and 
  surrounding them with 10 candles. He lights 
  each one slowly and with care. After a pause, he 
  draws his sword, holds it up, and begins to 
  speak. 
  Knight Sterm: ​Knights of the Candle. Knights of 
  the Flame. Knights of Valor and Knights of 
  Fame. Sword held high, the heat of the sun on 
  my face, I hope I’ve done my duty, with bravery 
  and grace. I’ve swung my last sword, slain my 
  last foe, and now I look forward, a new road, I 
  go. 
  As he finishes, he brings his sword down and 
  slashes one of the candles in half. The lit portion 
  lands on the armor and sparks the firewax.  The 
  armor lights in a brilliant flame that melts it 
  completely in a matter of minutes. Sterm stares 
  into the fire, as if he’s seeing his past all at once. 
  After a couple of minutes, he turns to the 
  characters and gives them all a big hug, Mogfur 
  included. 
  Knight Sterm: ​“Now, I believe this big guy has 
  places to be! Follow me!” 
  He gives Mogfur a playful shove and leads the 
  characters to the Azulian Theater.  
  Upon reaching the Azulian Theater, Chant the 
  Conductor comes out to meet the party. Chant, 
  the blue female tiefling, twirls the edges of her 
  conductor’s cape out of excitement and looks up 
  at Mogfur with a giant smile. She quickly greets 
  16 
  
  them all and ushers them to their seats in the 
  empty blue Azule stone amphitheater.  
  Chant: ​“Thank you so much for checking on 
  Mogfur. Every performance I look to the 
  southern hills and hope to see this big friendly 
  guy staring back down at us. Here, please 
  accept this as a gift. It’s not a lot, but it’s the 
  least I can do.” 
  Chant hands the party a bag of 200 gold pieces 
  and a ​Stone of Good Luck​. 
  Chant: ​“That stone has helped me a lot over the 
  years, but I no longer need it. Mogfur will be my 
  good luck charm! Please, have a seat and enjoy 
  the performance.” 
  Chant rushes behind the large red curtains that 
  cover the stage. As she does, Mogfur gets out of 
  his seat and rushes to talk to Chant. They are 
  too far away to hear what they’re saying, but 
  they see Chant smile as Mogfur motions to the 
  wrapped object on his back. They see Chant 
  nod and motion Mogfur to follow Chant behind 
  the curtains.  
  After a couple minutes, four lights from above 
  and behind the seating area shine on the 
  curtains and light the stage. An older male 
  wizard in fine formal attire, a black suit and 
  bowtie, walks on stage in front of the curtain.  
  Wizard: ​“It is with great pleasure that I welcome 
  our honored guests this evening. We have 
  prepared something special, just for you all. 
  Now, without further adieu, I present the Azulian 
  Orchestra.” 
  Then, he raises his hands towards the curtains, 
  and with a couple flicks of his wrists, magically 
  opens the curtains and ties them to either side of 
  the stage. Unveiled, is the Azulian Orchestra, 
  instruments shining under the brilliant bright 
  lights. Chant, the Conductor, is standing on a 
  small platform facing the members. Mogfur is 
  nowhere to be seen. After a couple moments, 
  Chant turns around. 
  Chant: ​“Thank you, honored adventurers! We 
  owe you a debt for returning our biggest fan, 
  whom we care deeply. I am pleased and 
  honored to present this private performance and 
  welcome our honorary new member of the 
  Azulian Orchestra to the stage, Mogfur!” 
  As he says that, the orchestra stands up and 
  erupts in cheers. Mogfur, now dressed in the 
  formal blue layered uniform of the Azulian 
  Orchestra, walks on stage holding a large 
  wooden instrument called a Shawm. It looks like 
  a large wooden clarinet mixed with a horn. He 
  has the biggest smile you’ve ever seen. Each 
  tooth glimmers from the stage light.  He walks 
  over and takes his place at a large chair to the 
  front and right of the stage. The orchestra waits 
  to sit until Mogfur sits. 
  After a few moments, Chant the Conductor 
  brings out her conductor baton and starts to 
  wave it four times. Suddenly, the sound of 
  Mogfur’s Shawm fills the room. After a few bars 
  of playing, the Azulian Orchestra follows as a 
  beautiful force of music fills the theater. Song 
  after song, Mogfur’s face lights with more and 
  more joy. After a while, the music softens and 
  ends. The curtains close behind them.  
  THE END 
   
   
   
   
   
   
   
    
  17 
  
  NPC Characters and Motivations 
  Knight Gunter 
  The main antagonist in this story is Knight Gunter of the Knights of the Candle. Knight Gunter enlisted in 
  the Knighthood shortly after Commander Tobey, an evil and power-hungry man, took power. Knight 
  Gunter, under the orders of Commander Tobey, began on his conquest of banishing monsters of all sorts 
  to the Faraway Plane. He is doing this to ensure that the Knights of the Candle have nobody in their way 
  when Commander Tobey decides to use his Knights for future conquests across the rest of the continent. 
  Knight Tobey doesn’t care if innocents are slain in the process. He has recently slain an innocent named 
  Joey for getting in his way. 
  The authorities of Azule know about Knight Gunter but doesn’t know he has slain innocents in the 
  process. Local adventurers don’t like Knight Gunter. Recently, Knight Gunter discovered the giant Mogfur 
  and aims to destroy him and banish him to the Faraway Plane.  
  Knight Gunter saw the party take the contract to seek the giant in the beginning of the adventurer and has 
  been keeping close tabs on them since them. He overhears any conversation between the party and 
  Knight Sterm Lightblade. Overhearing that the party plans on helping the giant, instead of merely slaying 
  him, Knight Gunter plans on intercepting the party and foiling their plans and slaying  
  Knight Sterm Lightblade 
  Sterm Lightblade is a human male in his late 60s. He has short white hair and carries himself with pride. 
  He is caring and honorable and always looking out for people.  Sterm is a pure knight, through and 
  through. He belongs to the Knights of the Candle, a Knightly order who used to stand for justice and all 
  things good in the world.  
  While he still wears the armor of his order, plate armor with a candle engraved on the front, and is still 
  technically classified as a Knight of the Candle, his days of conquest are over. He spends most of his time 
  napping in the Rosewood and imparting wisdom and advice on local adventurers around Azule. He 
  believes strongly in the ways of the old and loves to help people. His views conflict with the new and 
  younger order of Knights. Their current leader, Commander Tobey, shifted focus of the order away from 
  seeking justice and towards seeking power. Since then, more and more shady characters have slipped 
  into the ranks of the Knighthood.  
  Mogfur and the Dire Wolves 
  Mogfur is a big friendly giant. He loves going to the southern hills of Azule to listen to the Azulian 
  Orchestra every Sun’s Day. He makes regular trips to the Purple Rosewood to collect purple rose petals 
  that have fallen from the trees. These are used in special healing paste that heals him from his injuries. 
  Recently, a pair of Dire Wolves, one with gray fur (father), and one with white fur (mother) has moved into 
  the dense maze of thorns that surround these trees. During Mogfur’s last visit, not only did he step on a 
  large thorn that badly injured him, he disturbed the newly formed Dire Wolf den.  
  This happened a couple days ago. Since then, the Dire Wolves have been stalking Mogfur and waiting for 
  the opportunity to strike back. They fear that the giant may return to harm their growing pups. The pups 
  are old enough to fend off any smaller predators that lurk around the Rosewood, but can’t handle the 
  threat of a giant.  
  Mogfur has no knowledge of the Dire wolve’s presence until they attack.  
  18 
  
  APPENDIX 
   
  Knight Sterm Lightblade 
  Medium Humanoid, Lawful Good 
   
  Armor Class ​16 
  Hit Points ​16 (2d8 + 5) 
  Speed ​25 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  17 (+3) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 
   
  Saving Throws ​Wisdom +4, Strength +6 
  Skills​ Investigation +4, Perception +3, Survival +4, Persuasion +5, History +4 
  Languages ​Common, Dwarvish 
  Challenge ​2 
   
  ACTIONS 
   
  +1 Longsword. ​ ​Melee Weapon Attack​: +6 to hit, reach 5 ft., one target. ​Hit​: (1d8+4) slashing damage. 
   
   
  Knight Gunter 
  Medium Humanoid, Lawful Evil 
   
  Armor Class ​16 
  Hit Points ​23 (3d8 + 6) 
  Speed ​25 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  17 (+3) 13 (+1) 14 (+3) 12 (+0) 10 (+1) 14 (+2) 
   
  Saving Throws ​Charisma +4, Strength +6 
  Skills​ Investigation +4, Perception +4, Survival +6, Persuasion +5 
  Languages ​Common, Giant 
  Challenge ​2 
   
  ACTIONS 
   
  Longsword. ​ ​Melee Weapon Attack​: +6 to hit, reach 5 ft., one target. ​Hit​: (1d8+4) slashing damage. 
  Shortbow. ​Ranged Weapon Attack​: +4 to hit, range 80/320 ft., one target. ​Hit​: (1d6+2) piercing damage. 
   
   
   
    
  19 
  
    
  Mogfur 
  Huge Giant, Lawful Good 
   
  Armor Class ​13 
  Hit Points ​105 (10d12 + 40) 
  Speed ​40 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  21 (+5) 8 (-1)
  19 (+3) 10 (+0) 9 (+1)
  8 (-1) 
   
  Skills ​Perception +2 
  Languages ​Common, Giant 
  Challenge ​5 
   
  ACTIONS 
   
  Multiattack. ​The giant makes two greatclub attacks. 
  Greatclub. ​ ​Melee Weapon Attack​: +8 to hit, reach 10 ft., one target. Hit: (3d8 + 5) bludgeoning damage. 
  Rock. ​Ranged Weapon Attack​: +8 to hit, reach 60/240 ft., one target. Hit: (3d10 + 5) bludgeoning 
  damage. 
   
   
   
    
    
  Thanks for playing! 
  For more adventures, visit dndadventuresforkids.com 
   
   
    
  Written by, 
  Cameron Wright 
    
    
    
  20 
  
SOURCE: textdata/thevault/dndadventuresforkids.com/Mogfur and the Painful Thorn FINISHED.docx.pdf