TEXT: Designed for parties of five characters of levels two, four and six
  Volume Three
  By Rowan & Doug Schultz
  Adventure Shorts
  Adventure Shorts
  Fifth Edition Compatible
  
  R&D Adventures
  R&D Adventures
  ©2015 Schultz
  The Encounters
  1. Arcane Pillar
  Reading the magic writing on a strange stone pillar in the 
  woods has some unexpected results.
  2. Carpath Brothers
  The mausoleum of two long-dead evil brothers may still have 
  secrets to yield.
  3. The Fog
  After entering a dense fog, the adventurers discover the 
  temple of a goddess.
  4. The Scribe
  A simple scribe, on his way home for the evening, is attacked 
  as he nears his cottage. He carries a small, interesting key 
  around his neck.
  5. Young Beggar
  The adventurers have a chance help someone in need. But 
  there’s more to this young beggar than meets the eye.
  Writing & Playtesting
  Doug & Rowan Schultz 
  Graphic Design, Illustration, Cartography
  Doug Schultz
  Adventure Shorts Volume Three is © 2015 R&D 
  Adventures. All rights reserved. Reference to other 
  copyrighted material in no way constitutes a challenge to the 
  respective copyright holders of that material. 
  Open game content may only be used under and in the 
  terms of the Open Game License. R&D Adventures is not 
  affiliated with Wizards of the Coast™. R&D Adventures 
  make no claim to or challenge to any trademarks held by 
  Wizards of the Coast™.
  This publication of Adventure Shorts Volume Three is done 
  under Version 1.0a of the Open Gaming License, and the 
  System Reference Document, by permission from Wizards 
  of the Coast, Inc. 
  Designation of Product Identity: The following items 
  are hereby designated as Product Identity in accordance 
  with Section 1(e) of the Open Game License, version 1.0: 
  Adventure Shorts Volume Three, all names, artwork, maps, 
  symbols, depictions, and illustrations, places, locations 
  except such elements that already appear in the System 
  Reference Document or have been released as Open Content. 
  Designation of Open Content: The Open Content in this 
  issue includes the new monsters, NPCs and their related 
  statistics appearing in the encounters. All other material is 
  Product Identity, especially place names, character names, 
  locations, story elements, and fiction. No other portion 
  of this work may be reproduced in any form without 
  permission. 
  Thank You
  We hope you enjoy playing our encounters! It’s our goal to 
  make you completely satisfied. If you have any comments, 
  concerns, or questions please contact us anytime and give 
  us a chance to address them. If you are satisfied with the 
  product, please consider writing a review. Reviews and 
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  Thank you for purchasing our publication.
  R&D Adventures
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  Adventure Shorts
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  Running the Encounters
  Encounter Levels
  These encounters are designed for a party of five adventurers 
  of levels two, four and six. Balanced encounter numbers, 
  including monsters, NPCs and treasure, have been provided 
  for parties of both levels.
  Preparation
  Before beginning play, it’s recommended that the game 
  master (GM) become familiar with the encounters. This 
  will help in planning for the challenges the adventurers will 
  face and allow time to gather all the materials necessary 
  for things to run smoothly. Having the fifth edition core 
  rulebooks handy will also be helpful. Many of the details 
  have been accounted for, but it may be necessary to reference 
  the books when more detail is needed. It will also be helpful 
  to have your characters created in advance so the GM knows 
  the strengths and weaknesses of your group. 
  Reading the Entries
  Setup: Various areas within the adventure contain short 
  overviews or descriptions, including the number of 
  monsters, creatures, animals or non-player characters. It 
  also includes any traps, obstacles, magic items or anything 
  else that needs to be specifically described. A page number 
  in the core rulebooks is provided for all creatures and NPC 
  statistics. 
  Features: The text highlighted in blue typically contains 
  detailed text that describes the setting, physical features, 
  rooms, clues, objects, obstacles, items to be found in the 
  encounter or the voice of an NPC that is speaking. This text 
  is meant to be read aloud to the players. It can be read as is 
  or paraphrased as necessary.
  Outcomes: This section is provided to summarize what the 
  next steps or provide ideas about what might happen next.
  Tactics: If needed, information is given about how the 
  enemies in the encounter will act before or during combat. 
  This might include their initial positions, if there’s a chance 
  they surprise the adventurers or any other tactical advantage 
  they might have.
  Adventure Extras
  There are also maps, notes, letters and miniature grids 
  included within the adventure or Appendix to provide all 
  the materials you’ll need for a rich visual experience.
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  Create Food and Water, but produces much tastier food 
  like roasted meat, fine cheeses, fresh fruit, artisan bread 
  and includes wine and beer to drink along with water.
  • Bestows a Wish to the reader of the spell, although the 
  reader doesn’t know it. When the words of the spell are 
  read it appears that nothing happens, but the next time 
  the reader wishes for something the wish comes true as 
  described by the Wish spell.
  Experience Points: Divide experience points per character 
  level equally among the adventurers if they successfully 
  defeat the creatures in this encounter.
  Level 2 - 400 XP
  Level 4 - 1,400 XP
  Level 6 - 3,600 XP
  Monsters per character level:
  Level 2 - 2 Quaists
  Level 4 - 2 Bearded Devils
  Level 6 - 2 Barbed Devils
  Location: Any path or road through a wooded area.
  Setup: A short way off the road or path the adventurers 
  discover a stone pillar. With a successful DC 15 Intelligence 
  (Arcana) check they discover it’s a Pillar of Anzuirr, a way-
  marker created and used by wizards centuries ago to mark 
  roads and store spells that would help them as they traveled. 
  As years went by the pillars fell into disuse and they were 
  either taken down, forgotten or lost as roads changed and 
  wizards stopped using them.
  Narrative: While walking in the woods setting up camp, 
  gathering firewood, hunting, etc. the adventurers encounter 
  the following: 
  While walking through the wood you see something that at 
  first appears to be a large tree trunk, heavily overgrown with 
  vines. Upon closer inspection you can see that underneath the 
  vines there’s stone instead of wood. Pushing the vines aside 
  reveals a 12-foot tall stone pillar with carved writing on all 
  four sides.
  The Pillar: On each of the four sides of the pillar there is 
  magic writing that will trigger a spell when read. Anyone 
  who can read magic can read the spells but the results can’t 
  always be determined or predicted. Because of their age not 
  all spells the pillars stored are known and there’s always 
  the chance they could have been tampered with over the 
  years. If there’s no one in the group who can read magic 
  as a feature of their class, the spells can still be read with a 
  successful DC 10 Intelligence (Arcana) check. Nothing can 
  be predetermined about the type of magic that will result 
  from reading the spells, even by using a Detect Magic, 
  Identify or like spell. Each spell can only be used once and 
  the recharge rate of the pillar’s magic is unknown.
  Roll a d4 to randomly determine the order in which spells 
  are read. The spells triggered are as follows:
  • Triggers a spell of summoning. A black rip in the ground 
  appears and the devils spew forth to immediately attack 
  the adventurers.
  • Triggers a spell of Invisibility that is cast upon the reader 
  and last for 8 hours. The spell can be canceled with a Dispel 
  Magic spell.
  • Triggers a spell called Feast. This is similar to the spell 
  Arcane Pillar
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  in the far corners of the room and two next to the door, all 
  of which can be lit. In the center of the room is the wooden 
  table with the book, just as the elderly people described. 
  Besides the book, on the wooden table is an ink well, quill 
  pen, and a candle in a holder. Under the table is a hexagon-
  shaped dark red carpet. Under the carpet and directly under 
  the table is an unlocked wooden trapdoor. If the adventurers 
  read the book they find numerous stories about cruelty, 
  treachery and vile acts carried out by the knights.
  If the adventurers search the room the trapdoor can be 
  found with a successful DC 20 Wisdom (Perception) check. 
  Each failed check results in a 15 minute time delay. When 
  the trapdoor is found and tampered with the sarcophagi 
  release monsters who attack the adventurers.
  Under the trapdoor is a 5-foot by 5-foot vertical shaft with 
  carved stone and masonry walls that’s 20 feet deep. On the 
  south side of the shaft there are iron bar steps fixed into 
  the walls. The steps are very dusty and there are cobwebs 
  everywhere. At the bottom of the shaft there’s a small 10-foot 
  by 10-foot room with a low 7-foot ceiling. The room is very 
  dark. On the far side of the room are three things: a black 
  knight’s helmet made out of steel, a black longsword with a 
  large onyx stone in the pommel, and a locked iron chest.
  Treasure: Some of the knight’s wealth was never accounted 
  for and is hidden in the secret chamber beneath the 
  mausoleum along with two magic items:
  Monsters per character level:
  Level 2 - 2 Ghouls
  Level 4 - 2 Wights
  Level 6 - 2 Wraiths
  Location: A mausoleum located in any cemetery.
  Setup: Long ago a pair of evil knight brothers ruled the 
  surrounding lands. Eventually the people rose up against 
  their tyranny, unseated them from power and put them into 
  prison to await execution. From prison they were allowed 
  to direct the construction of their own mausoleum. No one 
  knew that the builders hired to construct the mausoleum 
  were allied with the knights and were instructed by them 
  to include a small hidden chamber beneath the floor as a 
  hiding place for some of their treasure. The builders were 
  instructed by the town leaders to place a rug and a small 
  wooden table in the center of the room. Knowing the rug 
  was to be placed in the center of the room, the builders used 
  it to conceal the trapdoor leading to the secret room. A book 
  was placed on the wooden table so that anyone who wished 
  to do so, could write their story about how they had been 
  wronged by the knights. 
  Narrative: The encounter begins when the adventurers pass 
  a cemetery at dusk or night and they see the following: 
  As you’re passing a cemetery, you see a flickering light in the 
  window of a large mausoleum constructed of black stone. A 
  moment later you see the light go out and two elderly people 
  emerge from the structure. 
  The Mausoleum: The elderly 
  people tell the adventurers 
  about the knights and explain 
  that they came to write in the 
  book after living away from the 
  surrounding lands for many 
  years. When they’re done talking 
  to the adventurers they go on 
  their way. Before they leave 
  the people describe having an 
  uneasy feeling when they were 
  inside the mausoleum.
  Inside the mausoleum there 
  are two sarcophagi also made 
  of black stone, each with a 
  sculpture of a knight carved on 
  the lid. There are two braziers 
  Carpath Brothers
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  • Black Helmet of Opposite Alignment: The helmet looks 
  like one a knight would typically wear in combat but when 
  placed on the head, however, it’s curse immediately takes 
  effect. The alignment of the wearer is radically altered – 
  good to evil, lawful to chaotic, or neutral to some extreme 
  commitment (LE, LG, CE, or CG) – to an alignment as 
  different as possible from the former alignment. Alteration 
  in alignment is mental as well as moral, and the individual 
  changed by the magic thoroughly enjoys his new outlook 
  and is not interested in making any attempt to return to 
  the former alignment. In fact, he views the prospect with 
  horror and avoids it in anyway possible. The curse can only 
  be lifted with the following spells: Dispel Magic, Greater 
  Restoration, Remove Curse, Wish or any other like spell 
  of 3rd level or higher at the GM’s discretion. The helmet is 
  magically charged and is a one use per day item.
  • Blade of Dark Deeds: The sword is also black and both 
  Wicked and Possessive as described on p.143 DMG. It 
  functions as a +5 weapon for those of evil alignment. It 
  functions the opposite for those of non-evil alignment 
  giving them a -5 for attack and damage rolls.
  • There is also a locked iron chest containing the following 
  treasure. The lock can be opened with a successful DC 20 
  Dexterity check and the use of thieves tools. Each failed 
  check results in a 15 minute time delay. 
  Level 2 – 4 pp, 163 gp, 62 ep, 173 sp, 1,633 cp 
  Level 4 – 12 pp, 495 gp, 188 ep, 510 sp, 4,934 cp 
  Level 6 – 15 pp, 622 gp, 211 ep, 824 sp, 4,406 cp
  Conclusion: Consider what would happen if the helmet’s 
  curse affected the same person wielding the cursed 
  longsword.
  Experience Points: Divide experience points per character 
  level equally among the adventurers if they successfully 
  defeat the creatures in this encounter.
  Level 2 - 400 XP
  Level 4 - 1,400 XP
  Level 6 - 3,600 XP
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  check. Each failed check results in a 15 minute time delay. 
  The main road is about a mile away and the terrain is uphill.
  Experience Points: Divide experience points per character 
  level equally among the adventurers if they successfully 
  defeat the creatures in this encounter.
  Level 2 - 400 XP
  Level 4 - 800 XP
  Level 6 - 2,600 XP
  Alternately, 100 XP can be awarded to each character if they 
  decide to honor the temple and leave the statue in place.
  Creatures per character level:
  Level 2 - 2 Animated Armor
  Level 4 - 4 Animated Armor 
  Level 6 - 2 Animated Armor and 2 Helmed Horrors
  Location: Any path or road through a wooded area.
  Setup: The path the adventurers are on leads down into 
  a large valley blanketed by a thick, almost magical fog. 
  Without knowing it the fog causes the adventurers to 
  become disoriented and stray off the main path they’ve been 
  traveling. Consider this area heavily obscured as described 
  on p.183 PH. Because the fog is so thick the adventurers 
  don’t realize they’ve left the main path until there is a temple 
  in sight.
  As the adventurers approach the temple the land continues 
  to slope downward and the fog becomes less dense. Consider 
  this area lightly obscured as described on p.183 PH. Temple 
  is built on a large foundation so that the front of the 
  structure meets the hill on the front side but has a 10-foot 
  drop off the back side. 
  Narrative: When the adventurers arrive at the temple they 
  observe the following: 
  Through the fog you can see an old temple that’s 50-feet long, 
  30-feet wide, and 35-feet tall at the peak of its roof. It looks to 
  be constructed of flawless white marble with a uniform, faint 
  yellow tint. The building is symmetrical from front to back 
  with four fluted columns on either side and large openings 
  15-feet wide in the front and back walls of the central room. 
  In the center of the temple is a 3-foot tall statue sitting atop a 
  marble pedestal.
  At the Temple: The statue is of Nike, the goddess of victory 
  (the GM can choose a different god or goddess based on 
  adventure or campaign setting) made of pure silver weighing 
  240 lbs. (1200 gpv). The creatures in the encounter are the 
  temple guardians. They’re standing in the inside corners 
  of the temple as shown on the map (if there are only two 
  guardians we leave it to the GM’s discretion which corners 
  they start in). If the adventurers attempt to steal the statue 
  it causes the shrine guardians to attack. If the adventurers 
  want to know how much they can lift or carry see p.176 PH.
  Conclusion: When the adventurers want to find their way 
  back to the road they’d been traveling on they’ll need to 
  make a DC 20 Intelligence (Nature) or Wisdom (Survival) 
  The Fog
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  Monsters per character level:
  Level 2 - 1 Werewolf
  Level 4 - 2 Werewolves - care should be taken as this 
  encounter borders on deadly
  Level 6 - 3 Werewolves 
  Location: Any path or road through a wooded area not too 
  far from a town.
  Setup: It’s getting late in the evening as a middle-aged man 
  is traveling back to his cottage in the woods. He was hoping 
  to get home a little earlier because there have been reports 
  of strange creatures roaming about. As darkness approaches 
  his fears are confirmed and he’s attacked by Werewolves. 
  The man is a scribe who’s lived alone in his small cottage for 
  a number of years earning a modest living performing tasks 
  like writing letters for illiterate folk, and copying documents 
  and manuscripts. He’s managed to save a fair amount of 
  money over the years and keeps it hidden under a loose 
  floorboard with a knot that’s under his desk. Since he has no 
  heirs he’s left a note and a clue to the location of the money 
  in a locked drawer in his nightstand, thinking that someday 
  he’ll pass it on to a random person.
  Narrative: As the adventurers are traveling through the 
  woods in the evening they observe the following: 
  A full moon can be seen through broken clouds. The smell of 
  fires from the nearby town drift on the night air. Suddenly, 
  up ahead you hear the sound of snarling and growling amidst 
  cries for help. 
  When the Werewolves spot the adventurers they turn their 
  attack to them. 
  When the adventurers have a chance to attend to the man 
  they find that he’s succumbed to the wounds he’s sustained 
  from the attack before he has a chance to say anything to 
  the group. If the adventurers search him they find that he’s 
  carrying a dagger and he has a small key on a chain around 
  his neck. He also has another larger key with a small brass 
  bell attached to it in his waistcoat pocket, which is the key to 
  his front door. The dagger is not special but the small key is 
  for his nightstand drawer.
  Scribe’s Cottage: Not far from where the man is lying there’s 
  a narrow path that leads a short distance into the woods to 
  the scribe’s small cottage. The front door of the cottage is 
  locked and requires the key with the bell to open or a DC 15 
  Dexterity check to pick the lock. Each failed attempt to pick 
  the lock without the key results in a 10 minute time delay.
  1. Desk: On the desk there are books, papers, a candle 
  holder, inkwell, and a quill pen. To the right of the desk 
  there’s a side table with more books and another candle 
  holder. On the left there’s a brazier. Also near the desk is a 
  large comfortable chair. It looks like the scribe was copying 
  the content of some papers into a book. It could be the 
  family history of a noble.
  2. Bookshelf: The bookshelf contains books of various titles, 
  blank books, a wooden box with parchment paper, a few 
  small jars of ink, a box of quill pens, a box of candles, a jar of 
  oil for the brazier, a fancy wooden box with two intricately 
  designed gold pens (20 gpv).
  3. Dining Table: On the table is a candle holder and next to 
  it is a side chair. 
  4. Shelf: On the shelf there’s a partial wheel of cheese, two 
  partial loaves of bread, cookware, dishes, utensils, a small 
  cask of wine, a small cask of water, peck-sized baskets with 
  apples, potatoes, onions, carrots, garlic, small earthenware 
  jars of cooking spices, a small bag of flour, etc.
  5. Fireplace: In the fireplace there’s a small iron pot hanging 
  from hook. Next to the fireplace there’s a small pile of wood.
  6. Room Screen: A room screen separates the dining area 
  from the sleeping area.
  7. Bed: The single bed is simple but looks comfortable.
  8. Nightstand: On the nightstand there are a couple of 
  books and a candle holder. The nightstand has a drawer 
  that’s locked. The key found on the scribe opens the drawer. 
  If the adventurers didn’t find the key the lock on the drawer 
  requires a DC 20 Dexterity check and the use of thieves tools 
  to open. Each failed attempt results in a 15 minute  
  time delay. 
  The Scribe
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  The drawer contains a small wooden box with a note and a 
  clue. Other items in the drawer are a comb, a cork, a razor, 
  needle and thread, candle, a pipe, and pipe weed. The  
  note reads:
  Greetings, 
  If you found this note something must have happened to me. 
  I’ve been a simple scribe my entire life and have managed to 
  save a little money along the way. I have no family to leave an 
  inheritance to though, so if you can find the money it’s yours. 
  Use the clue included with this note to help you.
  Best wishes and farewell,
  Nicolas Ottenwell
  9. Wardrobe: In the wardrobe there are a few sets of 
  commoner’s clothes, a wool cloak, a pair of leather boots, 
  and a pair of fur-lined winter boots.
  The Clue: The clue is a stick cipher that can be read once 
  the strip of paper is wrapped around a pencil. It reads “look 
  under the knot,” which is a clue to where the treasure is 
  located. The clue can be printed and cut out ahead of time so 
  that it’s ready to give to the adventurers. It might also help 
  the players figure out what to do with the clue if it’s already 
  been wrapped around a pencil and is slightly curled. There’s 
  also another way to read the clue. The message can be 
  deciphered by reading every other letter. And if all else fails, 
  the adventurers could be asked to make a DC 25 Intelligence 
  (Investigation) check to read the clue. To add interest the 
  check could be played as a one-time check and a failed result 
  requires the players to figure out the clue.
  Treasure: There is a small unlocked chest with treasure 
  hidden under a floorboard that has a knot in it, under the 
  scribe’s desk. 
  • Level 2 - 5 pp, 126 gp, 81 ep, 123 sp, 326 cp
  • Level 4 - 14 pp, 502 gp, 341 ep, 160 sp, 4,853 cp
  • Level 6 - 9 pp, 860 gp, 122 ep, 468 sp, 4,367 cp
  Experience Points: Divide experience points per character 
  level equally among the adventurers if they successfully 
  defeat the monsters in this encounter.
  Level 2 - 700 XP
  Level 4 - 1,400 XP
  Level 6 - 2,100 XP
  Additionally, award each character who takes part in giving 
  the scribe a proper burial 100 XP each.
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  Monsters per character level:
  Level 2 - 3 Orcs
  Level 4 - 7 Orcs
  Level 6 - 3 Orog, 8 Orcs
  Location: Any path or road through a wooded area.
  Setup: In our campaign setting there’s a place called the 
  Dragon Lands that are ruled by an ancient and wise silver 
  dragon named Argent. In this encounter Argent (or another 
  ancient silver dragon that fits into the current campaign 
  setting) has traveled to wherever the adventurers are in 
  search of special people to reward for their goodness. Argent 
  has polymorphed into a human boy and disguised himself 
  as a beggar to test those walking along the forest path. If the 
  adventurers give the boy some form of help, they’re rewarded 
  in the end based on the amount of help they give.
  Narrative: The encounter starts as the adventurers happen 
  upon Argent in his boy form:
  It’s a very cool morning as you come upon a boy sitting near 
  an old ruined wall at the edge of the road. He looks like a 
  beggar and when they first see him he has his head down. He 
  is dirty, has tattered clothes, no possessions, no shoes, very 
  pale skin, and unkempt hair that might be white under the 
  dirt. He has a wooden cup in his hand that he’s shaking. It 
  sounds like it might have a few coins in it. As you get near 
  him you can see that he’s shivering. He looks up but doesn’t 
  speak right away but you see that he has sky blue eyes.
  Variation 1: The adventurers help the boy.
  If the adventurers speak to him or offer to help him 
  he starts to open up and talk to them a bit.
  • He tells them his name is Max Silverleaf.
  • He tells them that he’s heard there have been orc 
  attacks in the area.
  • He tells them that he’s traveling to the next town.
  • He asks if he can travel with them for safety.
  About five minutes after the adventurers begin 
  traveling again they’re attacked by orcs.
  Variation 2: The adventurers pass by the boy.
  If the adventurers pass him by without speaking 
  to him or offering to help him he doesn’t speak 
  to them. About five minutes after the adventurers 
  have passed by the boy comes running up from 
  behind them shouting, “Orc attack!  
  Help me!”
   
  Orc Attack:
  The terrain is not critical and any forest road setup can be 
  used. We’ve provided a map for a forest encounter in case 
  you need one.
  During the orc attack the boy cowers as the adventurers 
  fight. The boy is attacked and wounded during the fight to 
  give the adventurers the opportunity to help him. Assume 
  that a few of the orcs retreat after most of their cohorts  
  are defeated.
  Meeting Argent: After the orc attack, the boy thanks the 
  adventurers profusely and offers to show the them a secret. 
  He leads them off the path into the woods until they come 
  to a small clearing. The boy asks the adventurers to wait 
  for him in the clearing as he steps into the trees. If the 
  adventurers are reluctant to follow him because they’re not 
  sure he has good intentions, have them perform a Wisdom 
  (Insight) check with automatic success. Once there the  
  boy polymorphs into his true form, the ancient silver  
  dragon Argent.
  Narrative: Just after the boy steps away the following 
  happens:
  After the boy’s gone for a moment you hear a popping sound 
  and the energy in the air changes, whereas before everything 
  was calm and silent, now there’s a faint sense of danger 
  mingled with a hint of cold air. Then, from the woods where 
  the boy went, you hear the sound of branches creaking and 
  snapping. Suddenly an ancient, gargantuan silver dragon 
  steps out into the clearing.
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  Speaking in common he explains that he is Argent, a dragon 
  king, and that he comes to these lands every ten years with 
  special gifts for those with true, generous, and brave hearts. 
  He doesn’t tell them this but the number of the gifts he gives 
  is based on the amount of help the adventurers gave the boy. 
  For every item the adventurers gave the boy, Argent gives 
  them one gift in return when he returns to his dragon form. 
  Examples of help the adventurers might have given that will 
  equal a reward:
  • Money 
  • A meal
  • Clothing
  • Gear, tools or a weapon
  • Protection during the orc attack
  • Healing after the orc attack
  Rewards: The rewards that Argent gives are meant to give 
  the adventurers protection or the ability to heal, so he 
  does not give weapons. The GM can choose any from the 
  following list or choose another uncommon or rare magic 
  item from the DMG. 
  • Amulet of Health
  • Bracers of Defense These normal-looking leather bracers 
  are imbued with magic, giving the wearer a +2 bonus to AC 
  (they look differenct than the ones in the DMG). 
  • Cloak of Elvenkind Wisdom (Perception) checks to see 
  you have disadvantage and you have the advantage on 
  Dexterity (Stealth) checks made to hide.
  • Ioun Stone of Sustenance Clear spindle.
  • Ioun Stone of Awareness Dark blue rhomboid.
  • Mithral Chainmail Armor AC 16 no Dex disadvantage to 
  Dexterity (Stealth) checks and no Strength requirement.
  • Ring of Resistance Garnet for resistance to fire damage.
  • Staff of Healing Requires attunement by a bard, cleric, or 
  druid.
  Experience Points: Divide experience points per character 
  level equally among the adventurers if they successfully 
  defeat the creatures in this encounter.
  Level 2 - 300 XP
  Level 4 - 700 XP
  Level 6 - 2,150 XP
  15
  
  R&D Adventures
  ©2015 Schultz
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  Young Beggar
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  16
  
  © 2015 Schultz
  Arcane Pillar
  Carpath Brothers
  The Fog
  The Scribe
  Young Beggar
  A collection of short, challenging 
  adventures each that can be played in 
  a single gaming session. 
  An Adventure to be played using rules 
  from the fifth edition of the world’s 
  most popular roleplaying game.
  Adventure Shorts
  Adventure Shorts
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/R&D Adventures/R&D Adventures - Adventure Shorts Vol. 3.pdf