Professional Documents
Culture Documents
W e l c o m e to D U N G E O N S & D R A G O N S ENCOUNTERS™, a n
Design
exciting o f f i c i a l D U N G E O N S & D R A G O N S * p r o g r a m . T h i s
James W y a t t a n d Shawn M e r w i n
adventure is a m i n i - c a m p a i g n season designed to be
(based o n designs b y Gary Gygax a n d Douglas Niles)
played at y o u r local W i z a r d s Play N e t w o r k location.
Development
One o f the goals o f t h i s D & D ENCOUNTERS™ season
Chris Sims
is to t r y out a n e w f o r m a t for adventure design. T h i s
Editing
season presents you w i t h the o p p o r t u n i t y to play out
Scott Fitzgerald Gray
the elements o f the story i n a sequence t h a t y o u a n d
Managing Editor y o u r players d e t e r m i n e . I n t h i s sort o f arrangement,
Kim Mohan
the adventurers have m o r e c o n t r o l over t h e i r choices
D & D Group Manager d u r i n g the season, a n d y o u have m o r e f r e e d o m i n tai-
Mike Mearls l o r i n g Against the Cult of Chaos™ to m a x i m i z e the f u n .
D&D Producer W i t h this f r e e d o m , o f course, comes responsibility.
Greg Bilsland Since the encounters t h r o u g h o u t most o f the season do
Senior Creative Director not u n f o l d i n a strict linear order, y o u must be ready to
Jon Schindehette react to players' choices a n d actions. M a n y players a n d
Art Director D M s consider t h i s open-endedness to lead to a m o r e
Kate Irwin enjoyable experience. I t does, however, r e q u i r e the D M
Cover Illustration to spend m o r e t i m e i n p r e p a r a t i o n before each session.
Alexey Aparin Some D M s m i g h t favor u s i n g a l i n e a r approach,
since such adventures are generally easier to prepare
Interior Illustrations
Eric B e l i s l e , S t e v e Ellis, W a y n e E n g l a n d , J i m N e l s o n , W i l l i a m a n d r u n . W i t h t h i s i n m i n d , the text o f each encoun-
O'Connor ter includes a sidebar called "The Straightest Path."
Cartography
These sidebars t e l l y o u w h i c h clues to place i n f r o n t o f
Jason A . Engle the players to r u n the season i n a linear m a n n e r , thus
r e d u c i n g y o u r p r e p a r a t i o n t i m e b u t still enabling y o u r
D & D Brand Team
N a t h a n S t e w a r t , Liz Schuh, Laura T o m m e r v i k , Shelly players to experience the f u l l scope o f the story.
M a z z a n o b l e , C h r i s L i n d s a y , H i l a r y Ross
SYNOPSIS
I n Against the Cult of Chaos, the adventurers m u s t deal W H A T IS T H I S ADVENTURE?
w i t h a t h r e e f o l d threat: a spirit naga w h o is establishing Against the Cult of Chaos is a strange mash-up of three
a c u l t o f followers t h r o u g h her ability to c h a r m v i c t i m s ; classic D&D adventures: The Keep on the Borderlands,
a priest u s i n g the p o w e r s u p p l i e d by M i s k a to lead ban- Village of Hommlet, and Against the Cult of the Rep-
dits against the village; a n d f i n a l l y , a d a r k priestess w h o tile God. It also includes some story elements from
l u r k s w i t h i n h u m a n o i d - i n f e s t e d caves, a t t e m p t i n g to another adventure, Rod of Seven Parts, specifically the
create a p e r m a n e n t c o n n e c t i o n to Miska's p r i s o n plane. story of Miska the Wolf-Spider.
Each o f these threats is separate; however, the adven- This adventure combines the villages of Hommlet
turers m u s t deal w i t h each o f t h e m at the same t i m e and Orlane into the single village of Hommel Lane,
as t h e i r investigations reveal the webs o f deceit a n d and turns the tower of Rufus and Burne into a version
danger. of the Keep on the Borderlands. It drops all of this
The adventure begins as the characters accompany into a nebulous setting defined in part by the conflict
Sir H a d a r a i M o o n b r o o k t o w a r d the village o f H o m m e l between the Queen of Chaos and the Lawbringer,
Lane. Sir M o o n b r o o k , an e l f p a l a d i n w h o reveres the two generic deities with no place in any known D&D
Lawbringer, received a missive f r o m the Canoness world. It turns Lareth the Beautiful and the Reptile
Yeeday, leader o f the Lawbringer's temple i n H o m m e l God into minions of the Cult of Chaos, and turns
Lane. The missive w a r n e d t h a t s o m e t h i n g f o u l was the relationship between the faith of the Lawbringer
afoot. The p a l a d i n gathered adventurers as q u i c k l y as and the Old (druidic) Faith in the village into a more
he c o u l d to r i d e f o r t h a n d battle the evil, whatever its significant conflict. Like Keep on the Borderlands, the
form. adventure's location is defined only as being at the
W h i l e the characters are o n the r o a d to H o m m e l far edge of civilization, two weeks' journey from an
Lane, a t e r r i b l e force possesses L o r d M o o n b r o o k , forc- unnamed barony to the west, which an unnamed
i n g h i m a n d his retainers to attack the adventurers. baroness rules.
A l t h o u g h the adventurers defeat the p a l a d i n , the e v i l If you and your players are familiar with the old
essence r e m a i n s w i t h i n h i m , t r a p p e d by the paladin's adventures, we hope you enjoy this homage to their
resolve to keep the e v i l c o n t a i n e d so that i t cannot stories, locations, and villains. If not, we hope this
spread. piques your curiosity about the early days of D&D. In
I n the village, m a n y residents have been c h a r m e d by either case, take the adventure for what it i s - a chance
a spirit naga c a l l e d the Reptile G o d , a n d t h e y n o w serve to explore a web of intrigue and evil in a generic D&D
her as m e m b e r s o f the C u l t o f the Reptile G o d . They setting.
capture other villagers a n d take t h e m to the creature, Tactical Placement: This adventure provides a
h o p i n g to t u r n the village i n t o a mindless c u l t . M u c h o f sample tactical setup for each encounter, includ-
the k i d n a p p i n g is done at the G o l d e n G r a i n I n n , a n d ing the location of the monsters. Tactical maps for
the prisoners are r o u t e d t h r o u g h the Temple o f the each encounter present only one way to set up the
L a w b r i n g e r b y a t e l e p o r t a t i o n device, l e a d i n g f i n a l l y to encounter. If it doesn't make sense to place monsters
the naga's lair deep i n the Fathomless Fens. D e v i , the in the places indicated on the map, you can change
a c t i n g head priest o f the Temple o f the L a w b r i n g e r , is a the placement. The narrative of how your adventure
w i l l i n g a n d active p a r t i c i p a n t i n this c u l t . is playing out should mandate character and creature
I n the m e a n t i m e , a cleric called L a r e t h the B e a u t i f u l , placement.
w h o channels the p o w e r o f M i s k a , has created a shrine
i n the d u n g e o n beneath a n o l d moat house. The u p p e r
levels o f the moat house c o n t a i n the b a n d i t a r m y he
SESSION 0:
CHARACTER CREATION
The i n i t i a l session o f t h i s D & D Encounters season is
i n t e n d e d to a l l o w players to create characters.
For t h i s D & D Encounters season, players c a n create
characters u s i n g any o f f i c i a l 4 t h E d i t i o n materials,
i n c l u d i n g options presented i n Dragon® magazine.
A player w h o misses this session can create a
character elsewhere or use one o f the pre-generated
adventurers p r o v i d e d i n the play k i t . Each player is
responsible for b r i n g i n g his or her character to each
play session.
Race Options
A player can create a character o f any race available i n
4 t h E d i t i o n . First-time players s h o u l d consider choos-
i n g f r o m the races presented i n Heroes of the Fallen Lands
a n d Heroes of the Forgotten Kingdoms ( d r a g o n b o r n , drow,
d w a r f , e l a d r i n , elf, half-elf, h a l f l i n g , half-ore, h u m a n ,
and tiefling).
Class Options
Players c a n choose to play any classes available i n 4 t h
E d i t i o n . First-time players s h o u l d consider choosing
f r o m the classes presented i n Heroes of the Fallen Lands
a n d Heroes of the Forgotten Kingdoms (cleric, d r u i d ,
fighter, p a l a d i n , ranger, rogue, w a r l o c k , a n d w i z a r d ) .
Advancement
Rather t h a n receiving experience points, a character
gains a level after p l a y i n g i n t h r e e sessions. So, i f a
player attends each session, at the e n d o f the t h i r d ses-
sion, his or her character advances to second level, a n d
at the end o f the s i x t h session, t h e character advances to
t h i r d level. A player c a n s t i l l level u p after t h r e e session
o f play, even i f the sessions are nonconsecutive. Players
record t h e i r character levels o n t h e i r D & D Encounters
Play Trackers. A player w h o participates i n every ses-
sion s h o u l d end w i t h a 3rd-level character.
Since the moment you agreed to join the paladin of the
Cm APTPR 1 * Lawbringer on this journey, Sir Moonbrook has continu-
ally and loudly described the importance of your mission.
A 1- x V A A A J AV JL • Although his warnings of "unspeakable evil" and "the terrible
blight of chaos unchecked" seem ominous, he has provided no
THE LLX^VCJE OF exact description of this imminent threat to Hommel Lane.
I n addition to your fellow adventurers and Sir Moon-
HOMMEL LANE brook's three human squires-Vivial, Robbek, and]haak-your
traveling party is accompanied by a cart laden with farm
H o m m e l Lane stands at t h e edge of the c i v i l i z e d
implements and masonry tools. The cart's driver, a half-
w o r l d , w h e r e danger is ever present. I n response to
ling named Wyndell, is a teamster based out of Hommel
strange happenings i n the area, Canoness Yeeday, w h o
Lane, and he has spent much of the two-week journey acting
leads the Temple of the L a w b r i n g e r i n the village, has
twitchy. Wyndell has seen his wagon runs plagued by bandit
recently sent pleas for assistance across the l a n d . Sir
attacks over the past six weeks. In fact, the halfling has let it
H a d a r a i M o o n b r o o k , a n e l f p a l a d i n of the Lawbringer,
quietly be known that any adventurers who can send the ban-
is one of those a n s w e r i n g her call. Characters w h o
dits packing will earn his gratitude and a reward.
revere t h e L a w b r i n g e r have b e e n asked to j o i n his mis-
The final member of your entourage is ayoung male half-
sion to the borderlands.
elf named Car jo Merridie, whose "gran-gran" Vilma has lived
To HOMMEL LANE in Hommel Lane for over a century. Car jo flirts constantly
with Sir Moonbrook's squire Vivial, ayoung human female
I n t h e first session of this D U N G E O N S & D R A G O N S who tolerates his incessant chatter with the stoic perseverance
Encounters season, the adventurers j o u r n e y to H o m m e l that only a paladin in training can muster.
Lane to f i n d a village plagued b y strange happenings
and beset b y n o t one b u t t h r e e deadly threats. A l l o w the adventurers to i n t r o d u c e themselves a n d
I n her message to Sir H a d a r a i M o o n b r o o k , Canon- interact w i t h t h e other m e m b e r s of the t r a v e l i n g party.
ess Yeeday p r o v i d e d no details of the t r o u b l e p l a g u i n g
H o m m e l Lane. D r u i d s of the O l d F a i t h have d i v i n e d a W h e n you're r e a d y to c o n t i n u e , r e a d :
terrible i m b a l a n c e b e t w e e n t h e forces of good a n d e v i l , Taking a short break on the last leg of your journey, Sir Moon-
law a n d chaos, i n the area a r o u n d the village. Charac- brook stops the party before an ancient stone bridge, where
ters w h o serve t h e O l d F a i t h have thus b e e n asked to a shallow creek spreads to a broad, clear pool. At the water's
j o i n forces w i t h the t e a m l e d b y Sir M o o n b r o o k . A d r u i d edge, the paladin removes his helmet, steps into the shallows,
n a m e d R a m n e A s h s t a f f tends t h e f l o c k o f O l d F a i t h fol- and bends down to refill his waterskin.
lowers a r o u n d H o m m e l Lane. Suddenly, a dark vapor erupts from the water to com-
Characters w h o f o l l o w n e i t h e r the L a w b r i n g e r n o r pletely envelop Sir Moonbrook. The armored knight rises
the O l d F a i t h c a n use one or m o r e of the f o l l o w i n g stiffly, his eyes shining with dark malevolence. He points at
hooks to j o i n t h e e x p e d i t i o n to H o m m e l Lane. his squires, who shudder as if caught in the throes of pain
• M e r c h a n t s w h o have b e e n w a i t i n g for shipments o f or madness. A raspy, sneering voice, echoing with an other-
goods f r o m H o m m e l Lane c o m p l a i n t h a t deliveries worldly tenor, comes from the paladin even though his lips do
are r e g u l a r l y subject t o b a n d i t attacks. By j o i n i n g not move.
Sir M o o n b r o o k ' s e x p e d i t i o n , the adventurers c a n
"You are too late," the voice intones. "This land and your
investigate.
lives belong to me now."
• Two f o r m e r adventurers, L o r d B u r n e a n d L o r d
Rufus, oversee the p r o t e c t i o n of the area a r o u n d C o n t i n u e w i t h "Possessed A t t a c k " o n the next page.
H o m m e l Lane. T h e lords are always c a l l i n g for
adventurers to p a t r o l t h e s u r r o u n d i n g wilderness
and strike at t h e monsters l a i r i n g there.
• Relatives o f a n adventurer live i n or near H o m m e l
Lane, b u t they have n o t b e e n h e a r d f r o m i n several
weeks.
Read:
Sir Hadarai Moonbrook's armor gleams in the morning sun-
light. This fact is not surprising, since his three squires have
spent most of their evenings the last two weeks repeatedly
polishing it. The long journey with the paladin should end at
midday, with your arrival at Hommel Lane.
unconscious i f h i t a second t i m e , a n d dies i f h i t a t h i r d
POSSESSED ATTACK t i m e . Each character has one h e a l i n g surge; i f a l l o w e d
Encounter Level 1 to spend i t , the character can w i t h s t a n d one a d d i t i o n a l
h i t before b e c o m i n g b l o o d i e d , unconscious, or d y i n g .
Setup
Sir M o o n b r o o k (elf noble g u a r d ) (E) Tactics
3 squires ( c o m m o n bandits) (B) I f W y n d e l l or Carjo is closer to t h e enemies t h a n the
Wyndell (W) adventurers are i n any given r o u n d , those enemies
Carjo (C) target the t w o noncombatants. Since C a r j o begins the
f i g h t near one of the possessed squires, he is targeted i f
A physical m a n i f e s t a t i o n of Miska's e v i l a n d chaos pos- the adventurers fail to intervene.
sesses Sir M o o n b r o o k a n d his squires. They attack the Sir M o o n b r o o k r e m a i n s i n t h e p o o l i f possible, w h e r e
adventurers w i t h o u t w a r n i n g . he c a n shift i n its d i f f i c u l t t e r r a i n .
A r c a n a or R e l i g i o n D C 8 : A powerful malevolent I f Sir M o o n b r o o k drops to 0 h i t points, he falls
force possesses Sir Moonbrook, and has seemingly spread to unconscious, a n d the force possessing h i m keeps his
his squires as well. b o d y alive. A d d i t i o n a l damage done to the p a l a d i n has
no effect a n d cannot d r i v e out the malevolent force,
Conclusion A POSSESSED A D V E N T U R E R
The adventurers c a n continue o n to H o m m e l Lane Rather than having Sir Moonbrook hold the evil
w i t h o u t i n c i d e n t as they deal w i t h the a f t e r m a t h o f the essence of Miska alone, you might give one of the
battle. I f Sir M o o n b r o o k ' s squires survive t h e combat, adventurers the opportunity to hold a portion of that
they are so b a d l y shaken by t h e experience t h a t they essence. An experienced player who likes roleplaying
stay i n H o m m e l Lane for o n l y a day. T h e y t h e n depart challenges might find this enjoyable. In this case, the
to take w o r d o f the paladin's fate back to t h e i r t e m p l e . essence of Miska occasionally takes over the char-
T h e P a l a d i n ' s W o r d s : Sir M o o n b r o o k ' s statement is acter, causing the adventurer to lash out verbally or
i n t e n d e d to inspire t h e characters to go to the Temple o f physically.
the L a w b r i n g e r (area 13) i n H o m m e l Lane. N o matter The possessed character has an ongoing chance of
w h a t m e t h o d s the adventurers use to keep the p a l a d i n being taken over by Miska and attacking the nearest
subdued after t h i s encounter, the essence o f M i s k a t h a t creature. When the player of the possessed adven-
possesses h i m continues to m o c k a n d t a u n t t h e m . I t can turer rolls a natural 1 on any d 2 0 roll, the adventurer
also d r o p h i n t s or clues t h a t the characters can use. For must make a basic attack against his or her nearest
instance, i f the adventurers are unable to discover the ally as a free action.
password to the m o a t house d u n g e o n , t h e spirit inside One benefit of this possession is that the possessed
Sir M o o n b r o o k c a n reveal i t i n t h e hope t h a t L a r e t h w i l l adventurer can gain insight into Miska's plans and
t h e n slay the adventurers. knowledge, giving you a way to guide the flow of the
C i t i z e n s of H o m m e l L a n e : I f W y n d e l l a n d Carjo campaign season. Miska can reveal important secrets
survive, they g r a t e f u l l y invite t h e characters to stay that give the adventurers clear goals or provide clues
w i t h t h e m i n H o m m e l Lane. W y n d e l l a n d his f a m i l y regarding where to go next.
live i n a house adjacent to the teamster's b a r n (area 10).
C a r j o is a guest o f his g r a n d m o t h e r V i l m a i n her cottage
(area 17). I f either character dies, the adventurers l e a r n
w h e r e to go to i n f o r m the relatives w h e n t h e y arrive i n
H o m m e l Lane.
for players w h o are enjoying the mystery at the heart
HOMMEL LANE o f this adventure.
H o m m e l Lane was n a m e d for H a f f r o n H o m m e l , a • The village provides sites for t w o o f the season's ses-
famous m i l i t a r y c a p t a i n a n d adventurer w h o h a d a n sions. T h e Temple o f the L a w b r i n g e r a n d the G o l d e n
illustrious career f i g h t i n g bandits a n d the forces o f evil G r a i n I n n h o l d enemies t h a t the adventurers m u s t
and chaos i n the borderlands. H e h e l p e d f o u n d the v i l - deal w i t h .
lage m o r e t h a n t w o centuries ago. H i s career came to
• Changes that take place i n the village f r o m one ses-
a n a b r u p t e n d w h e n he vanished w h i l e p a t r o l l i n g the
sion to the next c a n p r o v i d e a sense o f the threats
area b e t w e e n H o m m e l Lane a n d the dangerous Caves
r i s i n g against these lands—and o f the d a r k fate facing
o f Chaos to the east.
the people o f H o m m e l Lane i f the adventurers f a i l to
A s the season progresses, the adventurers l e a r n m o r e
act.
r e g a r d i n g the mysterious disappearance a n d fate o f
Haffron Hommel.
Path of Adventure
A s the a d v e n t u r e r s a p p r o a c h H o m m e l L a n e , r e a d : W h e n the characters arrive i n H o m m e l Lane, the p a t h
The dusty, rutted road is lined with close-grown hedges of that t h e i r adventure takes is u p to y o u . The adventurers
brambles and shrubs. Here and there, it cuts through a copse can take o n one o f t h r e e foes to start w i t h — t h e bandits
of trees or crosses a narrow stream. To either hand, forest and and the Chaos C u l t i n the moat house, the Reptile C u l t
meadow have given way to field and orchard. A small herd i n the village, or the monstrous h u m a n o i d s i n the Caves
of cows grazes nearby, and a distant hill is dotted with white o f Chaos.
sheep. Barns and buildings stand to either side of the road, The sessions o f t h i s season are d i v i d e d i n t o t h r e e
showing thatched roofs and stone chimneys with thin plumes chapters. By choosing the order i n w h i c h y o u r u n those
of blue smoke rising from them. You have reached the out- chapters, y o u ' l l t u r n t h i s D & D Encounters season i n t o a
skirts of Hommel Lane. unique mini-campaign.
As you draw closer, however, you see that many of the
fields are still/illed with crops, though it is well past harvest
time. A number of farmhouses look suspiciously empty, their
The Chaos Cult
L a r e t h the B e a u t i f u l is a priest dedicated to chaos
flower beds overgrown with weeds. The few farmers and
and e v i l . A s he grows m o r e p o w e r f u l , he has b e g u n
laborers you see appear close to exhaustion, working fever-
to r e c r u i t bandits w h o serve his C u l t o f Chaos, whose
ishly to make sure that no crops go to waste.
headquarters is i n a n abandoned m o a t house close to
H o m m e l Lane. The bandits r a i d m e r c h a n t caravans,
A n y attempts by the adventurers to t a l k to the f a r m -
g a i n i n g w e a l t h as they g r o w i n n u m b e r to become
hands w o r k i n g o n the outskirts o f the village are m e t
a s m a l l a r m y . The bandits are less loyal t h a n L a r e t h
w i t h c u r t dismissals. S o m e t h i n g is clearly w r o n g i n
believes, however. T h e y hope to c o r r u p t a n d t h e n r u l e
H o m m e l Lane, b u t the characters need to enter the v i l -
the area, t u r n i n g the village o f H o m m e l Lane i n t o the
lage to investigate.
capital o f a b a n d i t - l e d t e r r i t o r y .
The "Chaos C u l t " section o f t h i s season consists o f
Using the Village the "Explore the M o a t H o u s e " a n d " M o a t House D u n -
H o m m e l Lane is a n i m p o r t a n t p a r t o f Against the Cult of geon" sessions.
Chaos, a n d the village is used i n a n u m b e r o f d i f f e r e n t
ways.
The Cult of the Reptile G o d
• The i n f o r m a t i o n the adventurers uncover i n the v i l -
The spirit naga called the Reptile G o d lives i n a l a i r
lage i n the i n i t i a l session determines w h i c h o f the
beneath the Fathomless Fens, w h e r e she channels
forces t h r e a t e n i n g H o m m e l Lane they w i l l investi-
the d a r k p o w e r o f M i s k a t h r o u g h the Death Circlet she
gate f i r s t - a n d w h a t p a t h the adventure takes as a
wears. She uses her c h a r m a b i l i t y to t u r n v i c t i m s i n t o
result.
t h r a l l s t h a t w o r s h i p her a n d do her b i d d i n g . Those vic-
• H o m m e l Lane acts as a h o m e base for the p a r t y t i m s become members o f the C u l t o f the Reptile G o d ,
d u r i n g t h i s season. The adventurers rest u p here, a n d and are sent back to t h e i r homes i n the village w i t h
they c a n f i n d m a n y allies a n d foes i n the village. i n s t r u c t i o n s to b r i n g m o r e v i c t i m s before the spirit
• Each location i n the village contains clues, c o m p l i - naga.
cations, or other secret i n f o r m a t i o n that moves the W h e n the t i m e is r i g h t , the Reptile G o d plans to
events o f the season f o r w a r d . Revealing these clues have the cultists take over the village. The c u l t also
and secrets q u i c k l y c a n help players w h o are h a v i n g employs the a i d o f several b u l l y w u g s — s w a m p - d w e l l i n g
t r o u b l e f i n d i n g t h e i r w a y t h r o u g h the adventure. creatures o f chaos t h a t have been b r o u g h t u n d e r the
Revealing t h e m m o r e slowly c a n increase the tension naga's sway.
The " C u l t o f the Reptile G o d " section o f t h i s season O l d F a i t h s t a l w a r t against a recent convert to the Law-
consists o f the " G o l d e n G r a i n I n n , " "Temple o f the Law- bringer, leaving villagers squabbling a n d suspicious.
bringer," and " C a v e r n o f the Reptile G o d " sessions. S i b l i n g R i v a l r y : V a r i c k Becker (area 5) has been
f e u d i n g w i t h his b r o t h e r R e n n (area 1) for a couple o f
years because o f t h e i r d i f f e r e n t religious a f f i l i a t i o n s .
The Caves of Chaos The t w o occasionally c o m m i t m i n o r acts o f v a n d a l i s m
The Caves o f Chaos are honeycombed w i t h i n a great
against each other's f a r m s . One n i g h t after the adven-
ravine a half-day's j o u r n e y t h r o u g h dense forest east
t u r e r s a r r i v e i n the village, V a r i c k sends a f a r m h a n d to
o f H o m m e l Lane. T h e caves t e e m w i t h dangerous
start a s m a l l f i r e i n Renn's b a r n , b u t the f i r e b u r n s out
monstrous h u m a n o i d s , t h o u g h lately the lands a r o u n d
o f c o n t r o l . A few cattle are k i l l e d .
H o m m e l Lane have been kept relatively safe f r o m these
Y o u n g R u n a w a y s : Varick's oldest daughter, Kess,
creatures by t h e i r i n c l i n a t i o n to fight each other. N o w ,
is i n love w i t h Renn's adopted son V a l l o k . T h e t w o r u n
Chaos Priestess I n u g g h has u n i f i e d the h u m a n o i d s o f
away together one n i g h t after the f i r e i n the b a r n . Since
the caves i n t o a single dangerous force. These kobolds,
n o one k n o w s o f t h e i r affair, b o t h families fear t h a t the
goblinoids, ores, a n d ogres n o w w a i t i m p a t i e n t l y for
t w o have been k i d n a p p e d .
I n u g g h to t u r n t h e m loose o n H o m m e l Lane a n d its sur-
L o s t L e a t h e r w o r k e r : Either before the characters
r o u n d i n g lands.
have investigated the G o l d e n G r a i n I n n , or d u r i n g the
The m a i n t h r e a d o f t h i s adventure season is the
" G o l d e n G r a i n I n n " session, the l e a t h e r w o r k e r Ranson
g r o w i n g t h r e a t posed by Chaos Priestess I n u g g h , w h o
K l o u g h t (area 6) a n d his w i f e , Scira, go missing. Scira's
acts as a c o n d u i t for the p o w e r o f chaos a n d evil t h a t
brother, K i p p , is l o o k i n g after the couple's three c h i l -
M i s k a provides. I n u g g h is u l t i m a t e l y b e h i n d the other
d r e n , a n d he panics w h e n they do not r e t u r n f r o m
threats that the adventurers m u s t deal w i t h before they
d i n n e r at the i n n . W h a t r e a l l y happened is that cultists
c a n face o f f against her i n the f i n a l session o f t h i s D & D
at the i n n grabbed the p a i r a n d i m p r i s o n e d t h e m i n the
Encounters season.
Temple o f the L a w b r i n g e r , w h e r e they are w a i t i n g to
The "Caves o f Chaos" section o f this season con-
be t a k e n before the Reptile G o d . They c a n be rescued
sists o f the "Scout the Caves o f Chaos" a n d "Temple o f
there.
Chaos" sessions. "Temple o f Chaos" is the last session
M i s s i n g M e r c h a n t : One n i g h t w h e n the adventur-
o f t h i s D & D Encounters season, a n d m u s t be played at
ers are i n the S l u m b e r i n g Serpent Tavern (area 16),
the end o f the season. "Scout the Caves o f Chaos" c a n
they meet a t r a v e l i n g m e r c h a n t n a m e d Felixo H o b b e .
be played d i r e c t l y before "Temple o f Chaos," b u t i t can
W e a r i n g a cape a n d an outrageously large r e d chaperon
also be played b e t w e e n or before the other t w o sections.
(a hat w i t h attached h o o d ) over his b a l d head, H o b b e
(The "Straightest P a t h " approach to p l a y i n g this season
is f r i e n d l y as he purchases d r i n k s for t h e g r o u p a n d
uses "Scout the Caves o f Chaos" as a lead-in session to
shares stories w i t h t h e m . H e makes plans to meet for
the other t w o paths.)
breakfast the next m o r n i n g , b u t never shows u p . H i s
r o o m at the G o l d e n G r a i n I n n is empty. B e r t r a m , the
Events i n Hommel Lane inn's owner, tells the adventurers that Felixo left l o n g
As the adventurers r e t u r n to H o m m e l Lane between before sunrise, o f f e r i n g apologies b u t stating that his
sessions, they become aware o f events u n f o l d i n g i n cargo needed to be m o v e d q u i c k l y . A D C 2 0 Insight
the village. Some o f these events are clues p o i n t i n g check reveals that B e r t r a m is l y i n g .
t o w a r d the larger plots the adventurers are investigat- Poor Felixo has been t a k e n to the l a i r o f the Reptile
ing. Others p r o v i d e b a c k g r o u n d a n d character story G o d , a n d is eaten by the spirit naga before the adven-
that c a n m a k e the adventure a r i c h e r experience for the turers have any chance to f i n d h i m . H i s hat shows u p i n
players. " C a v e r n o f the Reptile G o d . "
M a n y o f the l o c a t i o n entries for the village o n the C a s t e l l a n ' s A s s i s t a n t : A t some p o i n t before the
next few pages c o n t a i n clues, secrets, a n d complications characters u n d e r t a k e " G o l d e n G r a i n I n n , " R h o n n e t
that c a n be used to shape the adventure. I n a d d i t i o n , G h o - t h e assistant to the castellan at the central keep
y o u c a n use any o f the events detailed b e l o w to create (area 2 3 ) - d i s a p p e a r s . V a r e d d , the castellan, asks the
a sense o f the m i s f o r t u n e a n d u n c e r t a i n t y p l a g u i n g adventurers to l o o k i n t o Rhonnet's disappearance,
the village, a n d to h e l p set u p the next session o f the r e p o r t i n g that she h a d been r u n n i n g errands for h i m ,
adventure. t h e n was p l a n n i n g to eat d i n n e r at the G o l d e n G r a i n
T h e M a y o r a l E l e c t i o n : A power struggle is cur- I n n . T h e errands i n c l u d e d h a v i n g gems appraised at the
r e n t l y u n f o l d i n g for the leadership o f H o m m e l Lane. p a w n s h o p (area 11), t h e n t a l k i n g to the carpenter (area
M o s t people have f o l l o w e d the O l d F a i t h for as long 3) about r e p a i r i n g f u r n i t u r e i n the barracks.
as anyone can remember, so a recent surge i n the I f the adventurers investigate Rhonnet's disappear-
Lawbringer's p o p u l a r i t y has l e d to problems. M a k i n g ance, they l e a r n that she made i t to the G o l d e n G r a i n
matters worse, a mayoral election is n o w p i t t i n g a n I n n , b u t that no one saw her after that. A c t u a l l y , she
was k i d n a p p e d at the i n n a n d is n o w i n the cellar o f the
C h a o s C u l t a n d Moat H o u s e : A r e a 10 (teamster), ™
THE STRAIGHTEST PATH area 11 (pawnshop), a n d area 14 ( m i l l e r ) .
If you prefer to exercise some control w h e n the C u l t o f the R e p t i l e G o d : A r e a 2 ( D r u e t cottages),
players decide which approach to take through the area 6 (leatherworker), area 7 ( I n n o f the W i n s o m e
adventure, place clues in front of the adventurers W e n c h , i f the o p t i o n a l encounter is used), a n d area 2 0 2
that take them to the caves first, thus allowing you to (Golden G r a i n I n n ) .
play "Scout the Caves of Chaos" next time. This path C a v e s of C h a o s : A r e a 2 ( D r u e t cottages), area 12
introduces the characters to Haffron early on and sets (herder), area 16 ( S l u m b e r i n g Serpent Tavern), a n d
the tone for the rest of the adventure, but it involves area 2 0 (Golden G r a i n I n n ) . t
less mystery. I n a d d i t i o n to u s i n g the locations t i e d to specific
paths as above, the d r u i d R a m n e A s h s t a f f i n the sacred
grove (area 15) can be used to d i r e c t the characters to
Temple o f the L a w b r i n g e r , a w a i t i n g t r a n s p o r t to the lair any p a t h o f y o u r choice.
o f the Reptile G o d . See "Temple o f the L a w b r i n g e r " for
details.
1. Becker D a i r y
R e n n Becker, his w i f e , Avenna, t h e i r seven c h i l d r e n
Rumors ( i n c l u d i n g adopted teenage son Vallok), a n d Avenna's
The f o l l o w i n g r u m o r s a n d speculations c a n also be mother, H a r r e n , live i n the house o n this w e l l - k e p t
made use o f d u r i n g the adventure. d a i r y f a r m . The f a m i l y m e m b e r s are f r i e n d l y to visitors,
A b a n d o n e d I n n : The I n n o f the W i n s o m e W e n c h and w i l l h a p p i l y sell produce to those w h o ask.
(area 7) lies abandoned. A fierce f i g h t broke out there B a r n : A n enormous b a r n b e h i n d the house serves as
one n i g h t m o r e t h a n a m o n t h ago, d u r i n g w h i c h every- a shelter for cows a n d goats, as w e l l as a storage area for
one i n the i n n was k i l l e d . T h o u g h the Reptile C u l t is i n the tools needed for m i l k i n g a n d c a r i n g for the a n i m a l s .
fact to blame, the cause o f the battle remains a mystery C o m p l i c a t i o n : R e n n Becker's f a m i l y are stalwart
to the rest o f the village. followers o f the O l d Faith, a stance t h a t has d r i v e n a
F o u l F i r e : A f t e r Renn's b a r n b u r n s (see " S i b l i n g wedge b e t w e e n R e n n a n d his b r o t h e r V a r i c k . See area
Rivalry," above), a r u m o r spreads that the f i r e was o f 5 or " S i b l i n g Rivalry," page 10, for details.
supernatural origin.
L o r d l e s s : N e i t h e r L o r d B u r n e n o r L o r d Rufus has 2. Druet Cottages
made a p u b l i c appearance i n the last couple o f weeks,
Pierre a n d Genevieve D r u e t , a n elderly couple, live
and r u m o r s have b e g u n to spread t h a t they have dis-
here w i t h t w o o f t h e i r t h r e e sons, a daughter-in-law, a n d
appeared l i k e several o f the other villagers. Some say
t h r e e y o u n g g r a n d c h i l d r e n . A l l o f t h e m are (or were)
that the t w o f o r m e r adventurers have f l e d because they
hunters a n d rangers w h o k n o w the s u r r o u n d i n g area
k n o w that a great evil is about to o v e r w h e l m H o m m e l
w e l l . They f o l l o w the O l d Faith.
Lane.
C l u e s : The m i d d l e son, A l a h n , lives here w i t h his
wife Marieke and their three children. A l a h n and
M a r i e k e r e t i r e d f r o m the a d v e n t u r i n g life a n d settled
HOMMEL LANE here to h e l p Alan's parents i n t h e i r advanced age.
A l a h n trusts no one i n i t i a l l y , b u t w h e n he meets the
LOCATIONS adventurers, he makes a secret sign that any p r i m a l
The n u m b e r e d locations described below are s h o w n o n character recognizes. A d v e n t u r e r s w h o acknowledge
the H o m m e l Lane m a p . M a n y o f these locations feature the sign g a i n Alahn's confidence.
setups that c a n p r o v i d e the adventurers w i t h the incen- H e reveals to such characters that the carpenter a n d
tive to u n d e r t a k e specific sessions o f the c a m p a i g n his f a m i l y (area 3) mysteriously left t h e i r h o m e one
season. n i g h t a n d were gone for t e n days. The carpenter a n d his
I n the first session, the way the characters explore w i f e r e t u r n e d a few weeks ago w i t h o u t t h e i r t w o teen-
the village a n d the clues they uncover w i l l set the age c h i l d r e n , a n d have been a c t i n g strangely ever since.
stage for w h i c h section o f the adventure y o u choose to They converted f r o m the O l d F a i t h to the w o r s h i p o f the
r u n first (see "Path o f A d v e n t u r e , " page 9). I f you have L a w b r i n g e r after t h e i r r e t u r n , a n d they spend a great
enough t i m e i n the first session, the players c a n uncover deal o f t i m e at the G o l d e n G r a i n I n n . A l t h o u g h they say
clues to a l l three threats to H o m m e l Lane a n d decide that t h e i r c h i l d r e n are staying w i t h relatives away f r o m
for themselves w h i c h p a t h to take. I f t i m e is short, or i f the frontier, A l a h n is skeptical about this story.
you prefer to play one p a r t i c u l a r p a t h , y o u can p o i n t the The D r u e t s ' oldest son, Otis, left the village to inves-
players t o w a r d a specific source o f i n f o r m a t i o n most tigate the monster-infested Caves o f Chaos a few weeks
easily i n the f o l l o w i n g locations. ago. L o r d B u r n e , one o f the lords o f the village, sent h i m
o n t h i s mission. Otis's delayed r e t u r n has left everyone choked w i t h weeds. The y o u n g adults go to the G o l d e n
fearing that he is dead. G r a i n I n n each n i g h t after chores a r o u n d the f a r m are
S e c r e t s : The youngest son, E l m o , is a h u l k i n g b r u t e , done. B o t h o f these facts m i g h t lead the characters to
slow a n d h a l t i n g i n speech a n d overly f o n d o f ale. H i s suspect that the f a m i l y is not b e h a v i n g n o r m a l l y .
tipsy a n d j o v i a l appearance, however, is a ruse designed I n the b a r n , the wheels o f the f a r m cart are covered
to allay suspicion as he watches the happenings i n the w i t h m u d a n d ferns. A D C 13 N a t u r e check c o n f i r m s
village o n b e h a l f o f L o r d B u r n e . H e frequents the Slum- t h a t the o n l y nearby place the cart c o u l d have p i c k e d u p
b e r i n g Serpent Tavern (area 16) to observe newcomers such f l o r a is the Fathomless Fens.
a n d overhear gossip. S e c r e t s : The adult m e m b e r s o f the f a m i l y have been
P a t h o f A d v e n t u r e : T a l k o f Otis's m i s s i o n can focus Reptile Cultists for nearly a year, a n d they h e l p the
the adventurers o n the Caves o f Chaos as the most obvi- spirit naga's b u l l y w u g allies subdue captives. They use
ous place to investigate the l o o m i n g threats to H o m m e l the f a r m cart to r e t u r n n e w l y c h a r m e d c u l t m e m b e r s
Lane. This c a n p r o v i d e the characters w i t h the incen- f r o m the Fathomless Fens to H o m m e l Lane.
tive to u n d e r t a k e "Scout the Caves o f Chaos" next.
The adventurers m i g h t take a n interest i n the tale o f
the carpenter's m i s s i n g c h i l d r e n . This c a n p r o v i d e the
5. Becker Farm
The t a c i t u r n , m i d d l e - a g e d w i d o w e r V a r i c k Becker lives
characters w i t h the incentive to u n d e r t a k e " C u l t o f the
o n this prosperous f a r m w i t h his five c h i l d r e n (the t w o
Reptile G o d " next.
oldest o f w h i c h are daughters) a n d a long-standing ser-
vant laborer. H e is the b r o t h e r o f R e n n (area 1), a n d
3. Carpenter he converted to the w o r s h i p o f the L a w b r i n g e r t w o
This rustic abode is the residence o f the l o c a l carpenter, years ago, long before the Reptile C u l t began its recent
Ross, his w i f e , Clara, a n d t h e i r t w o c h i l d r e n . They fol- machinations.
l o w e d the O l d F a i t h u n t i l recently, b u t n o w they c l a i m C o m p l i c a t i o n s : V a r i c k is r u n n i n g for mayor o f
to revere the L a w b r i n g e r . The carpenter a n d his w i f e H o m m e l Lane, a n d he has the s u p p o r t o f most o f the
keep to themselves. They t e l l everyone t h a t t h e i r t w o Lawbringer's f a i t h f u l . Previous mayors have a l l been
c h i l d r e n recently w e n t to live w i t h relatives i n the m o r e adherents o f the O l d Faith, w h i c h V a r i c k a n d his follow-
c i v i l i z e d b a r o n y to the west u n t i l the tension that has ers have b l a m e d for the troubles o f recent times. V a r i c k
overcome the village is resolved. says that someone w i t h strong morals a n d a sense o f
C l u e s : Ross serves as H o m m e l Lane's f u r n i t u r e justice should be leading the villagers. H e has no idea
m a k e r as w e l l as a general b u i l d e r . Characters w h o t h a t the Temple o f the L a w b r i n g e r has become a cover
v i e w his w o r k s h o p can see a n u m b e r o f f i n i s h e d tables, for the C u l t o f the Reptile G o d .
chairs, a n d desks, a l l o f f i n e quality, arrayed a r o u n d
the p e r i m e t e r o f the space. One table presently u n d e r
c o n s t r u c t i o n on Ross's w o r k b e n c h is noticeably shoddy,
6. Leatherworker
T h i s b u i l d i n g , b e a r i n g a leather h i d e tacked to the f r o n t
as are a set o f recently completed chairs. The characters
door, is the h o m e a n d business o f the village leather-
m i g h t deduce that t h i s poor c r a f t w o r k is not t y p i c a l for
worker, Ranson K l o u g h t . W i t h h i m live his w i f e , Scira,
Ross, suggesting that he hasn't been h i m s e l f lately.
her brother, K i p p , a n d t h r e e y o u n g c h i l d r e n . The f a m i l y
S e c r e t s : Ross a n d Clara go to the G o l d e n G r a i n I n n
m e m b e r s keep to themselves, a l t h o u g h they o p e n l y
(area 20) each n i g h t , w h e r e they secretly slip d o w n
w o r s h i p the L a w b r i n g e r a n d attend regular services at
to the basement to help smuggle prisoners t h r o u g h a
the temple.
secret t u n n e l i n t o the Temple o f the L a w b r i n g e r .
C o m p l i c a t i o n s : Ranson a n d Scira are k i d n a p p e d
The carpenter a n d his w i f e are recent Reptile C u l t
f r o m the G o l d e n G r a i n I n n b y Serpent Cultists w h i l e
initiates. T h e i r teenage c h i l d r e n , W a r r e n a n d Tess, are
the adventurers are i n the village (see "Lost Leather-
alive i n the lair o f the Reptile G o d , w h e r e they await a
w o r k e r , " page 10).
gruesome fate i f they aren't rescued i n t i m e .
P a t h of A d v e n t u r e : Investigating the disappear-
ance o f Ranson a n d Scira c a n p r o v i d e the characters
4. Veon Farmstead w i t h the incentive to u n d e r t a k e " C u l t o f the Reptile
This large house a n d b a r n are i n good c o n d i t i o n , a n d G o d " next.
the livestock i n the fenced y a r d look strong a n d healthy.
The w i d o w Elicia V e o n lives here, along w i t h her t h r e e
g r o w n sons ( D h a l , E r w i n , a n d Blain), t h e i r wives, a n d
eight c h i l d r e n . H e r h u s b a n d d i e d years ago, b u t the
f a m i l y has prospered. They a l l w o r s h i p the L a w b r i n g e r .
C l u e s : The characters c a n easily see that a l t h o u g h
the family's crops a n d a n i m a l s are w e l l cared for,
the f l o w e r beds a r o u n d the house are neglected and
7. I n n of the Winsome the i n n locked a n d impassable, so that the adventurers
m u s t enter the i n n f r o m the f r o n t .
Wench
The doors a n d w i n d o w s o f t h i s large b u i l d i n g are 8. Smithy
b o a r d e d u p , a n d several gaping holes m a r the roof. Its
A n o p e n shed next to a house holds a forge a n d bellows.
sign has f a l l e n face d o w n i n the weeds before the p o r c h .
Outside the shed is a post w i t h a horseshoe n a i l e d t o
The i n n has been abandoned for a l i t t l e m o r e t h a n a
three o f its faces, s i g n i f y i n g that this is the local smithy.
m o n t h , f o l l o w i n g a n attempt b y the c u l t to k i d n a p the
T h e s m i t h is a short, b r a w n y h u m a n n a m e d B r o t h e r
p r o p r i e t o r a n d his f a m i l y . The attempt was f o i l e d by
S m y t h . W i t h his t w o e q u a l l y b u r l y c h i l d r e n , L i l l i a n d
the courage o f several villagers, b u t i n the fierce f i g h t
D a r w e k , operating the bellows, S m y t h does m a n y k i n d s
t h a t f o l l o w e d , a l l those i n the i n n ( i n c l u d i n g several c u l t
o f m e t a l w o r k , i n c l u d i n g f a s h i o n i n g weapons, helmets,
members) were k i l l e d . The cause o f the battle remains
a n d shields. H e r e a d i l y a d m i t s he is n o t capable o f
a mystery to the rest o f the village, a n d has been dis-
m a k i n g fine armor.
missed as one o f the o m i n o u s problems besetting
C l u e s : Others i n the village have noticed that S m y t h
H o m m e l Lane. A s a result, no one has made any effort
has become reserved a n d g r u f f lately, w h e n he was once
to reopen the i n n or lay c l a i m to the e m p t y b u i l d i n g .
outgoing a n d f r i e n d l y .
I n the open square i n f r o n t o f the i n n stands a
S e c r e t s : A l t h o u g h they profess the O l d F a i t h a n d
twenty-foot-tall weathered statue o f a middle-aged
r e g u l a r l y assist R a m n e A s h s t a f f i n the sacred grove
h u m a n male w e a r i n g studded leather a r m o r . I n its r i g h t
(area 15), B r o t h e r S m y t h a n d his f a m i l y have been
h a n d , the statue holds a shield b e a r i n g the crest o f a
m e m b e r s o f the Reptile C u l t for nearly t h r e e m o n t h s .
f l y i n g g r i f f o n . A c u r v e d l o n g s w o r d is raised i n the fig-
S m y t h a n d his c h i l d r e n go to the G o l d e n G r a i n I n n
ure's left h a n d . A n i n s c r i p t i o n is carved i n t o the statue's
each n i g h t , w h e r e they help w i t h the transfer o f
pedestal.
prisoners.
Haffron Hommel
Village founder, adventurer, and friend. His bravery and 9. Trading Post
wisdom did shine the light of civilization into the darkness. T h i s large w o o d e n b u i l d i n g has shutters o n its m a n y
w i n d o w s , a n d i t bears a shield p a i n t e d w i t h a s w o r d
I f the adventurers explore the b u i l d i n g , they f i n d a n d a w h e e l o f cheese. A warehouse stands adjacent.
b o t h floors i n a state o f complete disarray, as i f a huge Raynen D a v a l , a w o m a n best described as slow
b r a w l h a d t a k e n place w i t h i n . A cellar door hangs o n a n d p l a c i d , r u n s the place. H e r p a r t n e r is Gremag, a
one hinge, w i t h a creaky staircase l e a d i n g d o w n i n t o talkative female h a l f l i n g w i t h sharp features a n d p r o -
darkness. t r u d i n g eyes. T h r e e assistants help the t w o move goods
M o s t o f the cellar is one large r o o m , c o n t a i n i n g sev- a n d h a n d l e transactions. G r e m a g dithers a n d fusses at
eral m o l d e r i n g crates a n d kegs o f sour w i n e . Two doors Raynen a n d customers a l i k e . B o t h traders t r u t h f u l l y
lead to a root cellar a n d a s m a l l t o o l r o o m .
Raynen Level 3 Brute
O p t i o n a l E n c o u n t e r : The gloomy root cellar has a
M e d i u m natural humanoid, human
foul, s w a m p y stench, a n d opens u p to a r o u g h t u n n e l
HP 54; Bloodied 27 Initiative + 0
leading o f f i n t w o directions. T h i s secret t u n n e l con- A C 1 5 , F o r t i t u d e 1 6 , R e f l e x 1 4 , W i l l 15 Perception +2
nects the Reptile Cult's t w o most i m p o r t a n t locations i n Speed 6
H o m m e l Lane—the G o l d e n G r a i n I n n (area 20) a n d the TRAITS
1 . Pond a n d M o a t
The ground along the edge of the moat is low and marshy.
Seeping water fills a small pond close to the path.
2. Collapsed Tower
The upper stories of this tower have collapsed, hut its lower
floor is still intact. Arrow slits provide vantage points looking
out in three directions.
Setup
8. Sleeping Quarters Enda Yate, b a n d i t leader (L)
This room contains a few simple cots and hammocks. Faded Redye a n d H u e , d w a r f conscripts (D)
hrown stains on the walls and floors indicate that a bloody 8 m e r c e n a r y archers (A)
battle was fought here some time ago. 2 t h o r n s k i n frogs (F)
The bandits use these rooms for resting. The door o f Regardless o f h o w the characters enter the moat house,
each one can be b a r r e d f r o m the inside, a n d any r o o m the b a n d i t s move at once i n t o favorable f i g h t i n g posi-
h o l d i n g a n archer is b a r r e d w h e n combat starts. A tions. I f the adventurers were seen approaching, the
b a r r e d door can be opened w i t h a D C 12 T h i e v e r y d w a r f conscript i n area 2 o f the moat house w a r n s
check, or b r o k e n open w i t h a D C 19 A t h l e t i c s check. the bandits, w h o g a i n a surprise r o u n d w h e n combat
Each r o o m contains the meager possessions o f the begins.
bandits sleeping there, w h i c h amounts to 50 gp for a l l
the rooms. Tactics
The bandits hope to t r a p the adventurers i n the lower
9. Storage c o u r t y a r d , w h e r e the archers can f i r e at t h e m f r o m
This area is filled with crates, barrels, and boxes marked with b e h i n d the a r r o w slits.
the seal of the teamster Wyndellfrom Hommel Lane. W h e n combat begins, Redye moves f r o m area 2 i n t o
the lower c o u r t y a r d , h o p i n g to strike at l i g h t l y a r m o r e d
The items stored here i n c l u d e food a n d c o m m o n goods targets at the back o f the party. H e also tries to cut o f f
such as candles, lanterns, a n d c l o t h i n g . I f the adventur- retreat to the bridge. H u e moves to the top o f the stairs
ers r e t u r n these goods to W y n d e l l (or his wife), each o f b e t w e e n the u p p e r a n d lower courtyards to prevent
t h e m is r e w a r d e d w i t h 2 0 g p . adventurers f r o m r e a c h i n g the archers. Enda leaves
her quarters to j o i n the battle i n the u p p e r c o u r t y a r d 1
r o u n d after she hears sounds o f combat.
10. Forbidden Room A t the start o f r o u n d 3, r o l l initiative for the t h o r n -
The door to this room is closed and barred from the outside. s k i n frogs a n d b r i n g t h e m i n t o the combat. T h e y enter
W r i t t e n i n chalk in Common are the words "Sick room. Keep the keep t h r o u g h the m a i n entrance.
door locked." I f Enda is b l o o d i e d a n d b o t h the dwarves are dead,
the b a n d i t leader surrenders unless at least h a l f the
I f the a d v e n t u r e r s enter, r e a d : adventurers are also dead or unconscious. She also sur-
The room beyond the barred door is a reeking shambles of renders i f she drops to 10 h i t points or fewer.
filth, overturned cots, and smashed furniture. I n a blur of
movement, a near-naked human throws himself at you with
an ear-piercing shriek. "Killy killy the silly silly!"
Features of the Area
L i g h t : By t i m e o f day.
Three m e r c e n a r y archers i n h a b i t t h i s r o o m . They dis- A r r o w S l i t s : Creatures o n opposite sides o f a n a r r o w
obeyed the d i r e c t orders o f L a r e t h the B e a u t i f u l , w h o slit have superior cover against each other. A creature
placed a curse u p o n t h e m . T h e y are n o w insane, attack- that ducks d o w n adjacent to a n a r r o w slit can't be f i r e d
i n g w i t h o u t reason or mercy. Use the m e r c e n a r y archer u p o n f r o m that a r r o w slit.
statistics block f r o m the "Bandits o f the M o a t House" R u b b l e : These areas are d i f f i c u l t t e r r a i n .
encounter, but these t h r e e c a n use o n l y melee attacks.
These archers are too insane to answer questions Conclusion
intelligibly. I f the adventurers have n o t o b t a i n e d the I f she is left alive, Enda talks i n the hope o f securing her
i n f o r m a t i o n i n Enda's j o u r n a l or interrogated the other f r e e d o m . O t h e r b a n d i t prisoners refuse to t a l k unless
bandits, the m a d r a n t i n g o f the archers communicates t h r e a t e n e d ( D C 19 I n t i m i d a t e ) .
the b r o a d o u t l i n e o f the b a n d i t s ' activities a n d t h e i r fear I f the adventurers agree to let her go, Enda wants a
of Lareth. follower o f the L a w b r i n g e r swear a n oath to t h i s effect,
since a Lawbringer's o a t h is sacred. I f the characters
insist that she come back to the village to give testimony
Enda Yate, Bandit Leader (L) Level 3 Artillery (Leader) 2 Thornskin Frogs (F) Level 1 Brute
Small natural humanoid, halfling M e d i u m natural beast (aquatic)
HP 3 8 ; B l o o d i e d 19 Initiative +6 H P 3 5 ; B l o o d i e d 17 Initiative + 4
A C 17, F o r t i t u d e 1 5 , R e f l e x 1 6 , W i l l 1 4 P e r c e p t i o n +2 A C 1 3 , F o r t i t u d e 1 2 , R e f l e x 1 3 , W i l l 11 P e r c e p t i o n +2
Speed 6 Speed 4, swim 6 Low-light vision
O N a t u r a l L e a d e r 4- A u r a 2 Aquatic
Allies gain a +2 p o w e r bonus t o saving t h r o w s w h i l e in t h e aura. The t h o r n s k i n can breathe underwater. In aquatic combat, i t
STANDARD ACTIONS gains a +2 bonus t o a t t a c k rolls against n o n a q u a t i c creatures.
© Dagger (weapon) • A t - W i l l STANDARD ACTIONS
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C © Bite • A t - W i l l
Hit: 2 d 4 + 4 d a m a g e , o r 2 d 4 + 8 a g a i n s t a t a r g e t g r a n t i n g c o m b a t A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C
a d v a n t a g e t o Enda. Hit: 1 d 1 0 + 6 damage,
® T h r o w i n g Dagger (weapon) • A t - W i l l •r P o u n c e • R e c h a r g e | X j
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 1 0 vs. A C Effect: T h e t h o r n s k i n s h i f t s i t s s p e e d a n d m a k e s t h e f o l l o w i n g
Hit: 2 d 4 + 4 damage, or 2 d 4 + 8 against a target g r a n t i n g c o m b a t attack.
a d v a n t a g e t o Enda. A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 4 vs. R e f l e x
*¥ T u m b l i n g Toss ( w e a p o n ) • R e c h a r g e [ X ] HjJ Hit: 2 d 6 + 6 d a m a g e , a n d t h e t a r g e t falls p r o n e .
Effect: B e f o r e t h e a t t a c k , Enda c a n s h i f t u p t o h e r s p e e d a n d g a i n s MINOR ACTIONS
c o m b a t advantage against an e n e m y o f her choice u n t i l t h e e n d •|- T o n g u e G r a b • A t - W i l l
of her next turn. A t t a c k : M e l e e 3 ( o n e c r e a t u r e ) ; + 4 vs. R e f l e x
Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 1 0 vs. A C H i t : T h e t h o r n s k i n p u l l s t h e t a r g e t 2 squares.
Hit: 3 d 4 + 8 damage. S t r 1 6 (+3) D e x 18 (+4) W i s 1 4 (+2)
TRIGGERED A C T I O N S C o n 15 (+2) I n t 3 (-4) C h a 9 (-1)
Second Chance • Encounter A l i g n m e n t unaligned Languages -
•
Trigger: A n e n e m y h i t s Enda w i t h a n a t t a c k .
Effect ( I m m e d i a t e I n t e r r u p t ) : T h e t r i g g e r i n g e n e m y m u s t r e r o l l t h e
8 Mercenary Archers (A) Level 4 Minion Artillery
a t t a c k a n d use t h e n e w r e s u l t .
Medium natural humanoid, human
Skills Acrobatics +11, Bluff +8, Stealth +11, Streetwise + 8 ,
HP 1 ; a missed attack never damages a m i n i o n . Initiative +5
Thievery +11
A C 1 6 , F o r t i t u d e 1 6 , R e f l e x 1 6 , W i l l 15 Perception +8
Str10(+1) Dex20(+6) W i s 12 (+2)
Speed 6
C o n 1 4 (+3) I n t 1 2 (+2) C h a 1 4 (+3)
STANDARD ACTIONS
A l i g n m e n t unaligned Languages Common
© Short Sword (weapon) • A t - W i l l
E q u i p m e n t leather armor, 2 0 daggers
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C
Hit: 5 damage.
The conscript can make a saving t h r o w t o avoid falling prone E q u i p m e n t leather armor, short s w o r d , longbow, 2 0 arrows
The Story So Far events from "Events in Hommel Lane," page 10),
and all clues point to the Golden Grain Inn. Run the
F r o m "Explore the M o a t House," s u m m a r i z e the explo-
"Golden Grain Inn" session next.
r a t i o n a n d i n f i l t r a t i o n o f the u p p e r level o f the moat
house, the fight w i t h the bandits, a n d h o w the charac-
ters discovered the existence o f a c u l t i n the dungeons T h e w a l l rises again i n 1 m i n u t e . The sound o f it
beneath the moat house. m o v i n g is l o u d e n o u g h to alert the cultists below, so t h a t
I f the adventurers t h e n c o n f r o n t e d the c o r r u p t mer- e n t e r i n g the d u n g e o n by stealth is not a n o p t i o n .
chants Raynen a n d G r e m a g i n the t r a d i n g post, r e m i n d
the players o f the pair's i n v o l v e m e n t w i t h the bandits,
h o w Raynen p r o v i d e d the password needed to enter the Sentry Challenge
d u n g e o n , and w h e t h e r or not the characters o b t a i n e d A f t e r 50 feet, the c o r r i d o r t u r n s a corner i n t o the pas-
cultist robes to m a k e i n f i l t r a t i o n easier. sage depicted at the b o t t o m o f the m a p o n page 28.
I f y o u used another l o c a t i o n or event to b r i n g the
characters here, s u m m a r i z e t h a t i n f o r m a t i o n for the W h e n the a d v e n t u r e r s e n t e r the a r e a , r e a d :
players as t h i s session begins. The walls of the passage ahead are decorated with sigils
drawn in red and black chalk. Torchlight illuminates the
Into the Dungeon hallway and the two figures standing sentry duty there. Both
wield clubs and wear leather armor beneath cult robes.
The leader o f the Chaos C u l t is a cleric n a m e d L a r e t h One calls out to you in a gruff voice. "Come forward and
the B e a u t i f u l . Retracing t h e i r previous m a r c h , the char- show yourselves."
acters arrive at the moat house, ready to do battle w i t h
Lareth's e v i l .
Unless the adventurers are w e a r i n g cultist robes, the
W h e n the adventurers attacked the moat house,
guards shout out a w a r n i n g to t h e i r f e l l o w cultists a n d
a n u m b e r o f bandits were out r a i d i n g . W h e n they
attack. I f a battle begins at t h i s p o i n t , the other cult-
r e t u r n e d to f i n d signs o f battle a n d the u p p e r level o f
ists q u i c k l y j o i n the fight. A d j u s t the read-aloud text for
the moat house abandoned, t h e y q u i c k l y f l e d the area.
areas f a r t h e r i n t o the d u n g e o n as appropriate.
Thus, the adventurers have access to the d u n g e o n w i t h -
out h a v i n g to fight t h e i r w a y t h r o u g h m o r e foes.
I f the a d v e n t u r e r s are w e a r i n g c u l t i s t robes, r e a d :
The combat encounter c a n start at any p o i n t i n
One robed figure assesses your cult garb and nods. "Fate
t h i s session. W h e n i t does, continue w i t h " L a r e t h the
smiles today. You have arrived in time to assist the master
B e a u t i f u l , " page 28. I f the battle starts because the
communing with the essence of That W h i c h We Obey. We
characters f a i l e d to fool the cultists, t h e n combat p r o -
are about to learn what our final fates will be. Go speak to
ceeds n o r m a l l y . I f the cultists believe the p a r t y to be a
Timonen immediately."
g r o u p o f c u l t initiates, the adventurers g a i n a surprise
r o u n d i f they choose to attack.
As l o n g as the adventurers do n o t h i n g to arouse suspi-
cion, they can m a r c h past the cultists w i t h o u t trouble.
Read:
O t h e r w i s e , one adventurer m u s t m a k e a D C 9 B l u f f
The stairway leading down is still blocked by a stone wall, the
check, D i p l o m a c y check, or I n t i m i d a t e check to p u t
same magical sigils glowing upon it.
the guards at ease. I f the first check is f a i l e d , another
adventurer can attempt a D C 13 B l u f f check, D i p l o -
The adventurers m u s t speak the password ( " A n n i h i l a -
m a c y check, or I n t i m i d a t e check to a l l o w the characters
t i o n " ) , w h i c h they have most l i k e l y learned f r o m the
to get past the guards.
trader Raynen (area 9 i n H o m m e l Lane) or f r o m the
spirit possessing Sir M o o n b r o o k .
Prayer Room
W h e n the a d v e n t u r e r s u s e the p a s s w o r d , r e a d : A f t e r m o v i n g t h r o u g h the sentry passage, the adventur-
The wall magically descends into the stairs with a grinding ers m u s t pass t h r o u g h a n adjacent prayer r o o m , d e a l i n g
sound, revealing a gloomy corridor below.
not o n l y w i t h the cultists there b u t w i t h the f o u l magic silver fire that gives off light but radiates no heat. A large
they w o r s h i p . carpet covers the floor beyond it.
A man steps toward you wearing black plate armor that
W h e n the a d v e n t u r e r s p a s s t h r o u g h , r e a d : bears a gold-trimmed red circle—the same symbol seen on
I n the corner of this room is a table marked with the same red the cultist robes. He wields a silver scepter with an ebony
and black sigils as on the walls. Two cultists sit at the table head, carved in the shape of a creature that looks to be a cross
with their heads bowed in silent prayer. between a wolf and a spider.
" I am Lareth," he says, "your new master. Your arrival is
A D C 13 A r c a n a check or Religion check reveals t h a t fortuitous. You can assist me in the ritual that will allow me
the table is i m b u e d w i t h a n e v i l d i v i n e effect that c a n to speak directly to That Which We Obey. Step to the carpet
be felt by any good-aligned character. Each good or while I prepare. Do nothing unless you are told to."
l a w f u l good character i n the p a r t y m u s t m a k e a D C 8
E n d u r a n c e check. O n a f a i l e d check, the character stag- L a r e t h is p r e p a r i n g to c o m m u n e w i t h M i s k a to l e a r n
gers to a stop a n d is s t u n n e d u n t i l the e n d o f his or her the d e m o n lord's u l t i m a t e plans for the C u l t o f Chaos
next t u r n . I f any character becomes s t u n n e d , the cult- a n d the area a r o u n d H o m m e l Lane. A n y d i s t u r b a n c e
ists attack. f r o m the adventurers produces a fierce rebuke f r o m
L a r e t h . A t a second offense, L a r e t h calls o n " l o y a l fol-
Setup
L a r e t h the B e a u t i f u l (L)
T i m o n e n a n d A r t h u s , t o w n guards (G)
8 d a r k cultists ( h u m a n goons) ( H )
Tactics
L a r e t h prefers to let his followers do the close f i g h t i n g
so he c a n use command f r o m a distance to blast his ene-
mies. I f pressed i n t o melee, he lashes out w i t h scepter or
fearful edict to take a foe out o f the fight. ja6tt#
The sleeping cultists w a k e at the first sound o f
combat a n d enter the fray i n the f o l l o w i n g r o u n d . Lar-
eth's followers k n o w n o t h i n g b u t fear o f t h e i r master
and the urge for d e s t r u c t i o n . T h e y stay i n the t h i c k o f
melee as they f i g h t to the death to protect t h i s place.
ma
This scroll contains holy writing that forms into different sayings
or magical phrases depending on the religion or magical affilia-
tion of the hearer.
E n h a n c e m e n t Bonus: A t t a c k rolls a n d damage rolls
Critical: +1d8 damage
Properties
• T h e s c r o l l is a + 1 i m p l e m e n t t h a t c a n a c t as a h o l y s y m b o l , o r b ,
r o d , staff, t o m e , o r w a n d .
• Y o u gain a +1 i t e m bonus t o u n t r a i n e d skill checks.
U t i l i t y P o w e r • D a i l y (Free A c t i o n )
Trigger: Y o u miss a l l t a r g e t s w i t h a n e n c o u n t e r a t t a c k p o w e r o f
level 3 o r l o w e r .
Effect: Y o u d o n o t e x p e n d t h e use o f t h e p o w e r .
U t i l i t y Power • Encounter (Minor Action)
Effect: Y o u g a i n a + 1 i t e m b o n u s t o a d 2 0 r o l l y o u m a k e b e f o r e
the end o f your current turn.
-
CHAPTER 3: T H E T H E STRAIGHTEST PATH
This session connects directly to "Temple of the
C U L T OF T H E Lawbringer," which should be played next. See "Next
Session" (page 34) for information.
REPTILE G O D
The mysterious disappearance o f villagers i n H o m m e l I f y o u used another location or event to b r i n g the
Lane has a d a r k e x p l a n a t i o n - t h e C u l t o f the Reptile characters here, s u m m a r i z e t h a t i n f o r m a t i o n for the
G o d . A s p i r i t naga has set itself u p to be w o r s h i p e d i n its players as this session begins.
l a i r deep i n the Fathomless Fens, an expanse o f s w a m p
a few hours south o f H o m m e l Lane. The naga's c h a r m At the I n n
a b i l i t y has a l l o w e d i t to c o r r u p t an increasing n u m b e r
I f the characters are not already at the G o l d e n G r a i n ,
o f villagers to its service, a n d the n u m b e r o f k i d n a p -
use the d e s c r i p t i o n o f area 2 0 i n H o m m e l Lane
pings perpetrated by the c u l t grows ever greater.
(page 19) to set the scene. The read-aloud text b e l o w
assumes that the characters have previously met Ber-
The Story So Far those days. A round o' the Old '63 on the house!"
A cheer goes up from around the room as people jump
I f the adventurers have come here i n response to the
out of their chairs and head for the bar. Bertram continues
disappearance o f the carpenter's c h i l d r e n (see area
speaking as he pours drinks for everyone. "We need a drink-
3 i n H o m m e l Lane), s u m m a r i z e w h a t the characters
ing contest. We need to play some darts. I want to see wee big
have l e a r n e d r e g a r d i n g the disappearance a n d h o w the
Gertie arm wrestle one o' our new friends. Derek, pull out
carpenter a n d his w i f e have been spending m u c h t i m e
your lute and play us a drinking song. Ernesto, show off that
since t h e n at the G o l d e n G r a i n .
tattoo you got when those ores capturedyou. Here's to a life
I f the k i d n a p p i n g o f the leatherworker Ranson
worth living."
K l o u g h t a n d his w i f e Scira have b r o u g h t the adven-
turers to the G o l d e n G r a i n , r e m i n d the players o f the
As the patrons o f the G o l d e n G r a i n engage i n various
details (see area 6 i n H o m m e l Lane a n d "Lost Leather-
activities, the characters are encouraged to participate.
w o r k e r , " page 10), a n d that the t w o were last seen i n the
I f they don't w a n t to f o l l o w along, B e r t r a m p u l l s aside
inn.
one o f the adventurers for a w h i s p e r e d conversation.
I f y o u used the o p t i o n a l encounter i n the cellar o f
the r u i n e d I n n o f the W i n s o m e W e n c h , the characters
"Listen, I know you want answers. I can tell you everything,
have l i k e l y come here after discovering the t u n n e l s
but first you need to help me. Put these folks at ease with a bit
l i n k i n g the G o l d e n G r a i n I n n w i t h the Temple o f the
o'frivolity, and distract those who might meanyou and me
L a w b r i n g e r . R e m i n d the players o f any other details
harm. I promise I'll tellyou whatyou want to know."
they m i g h t have h e a r d r e g a r d i n g mysterious happen-
ings a r o u n d the i n n .
A l t h o u g h every b i t o f w h a t B e r t r a m says is t r u e , a D C
I f the characters have u n d e r t a k e n this session i n
20 Insight check reveals t h a t he doesn't have the adven-
response to h a v i n g come to the G o l d e n G r a i n as p a r t o f
turers' best interests at heart.
a previous investigation, s u m m a r i z e the events t h a t l e d
u p to t h i s p o i n t .
A n I m p r o m p t u Party I f the cultist i n the contest fails a check, he is out o f
the contest and i n e b r i a t e d . Remove one h u m a n goon
The celebration t h a t breaks out at the G o l d e n G r a i n f r o m the combat i n the cellar.
I n n is m e a n t to distract a n d incapacitate the adventur-
ers before B e r t r a m takes t h e m i n t o the cellar to capture
t h e m . Most o f the patrons here are m e m b e r s o f the Arm Wrestling
Reptile C u l t . W h e t h e r the adventurers choose to partic- "Wee Big G e r t i e " is a b r a w n y f a r m h a n d w h o stands
ipate or not, the f o l l o w i n g activities occur. It's possible less t h a n five feet t a l l . The villagers c l a i m t h a t Gertie
for d i f f e r e n t characters to u n d e r t a k e d i f f e r e n t activities can t h r o w any other f a r m h a n d as far as that person can
at the same t i m e . t h r o w a bale o f hay.
Since Gertie has never lost a n a r m - w r e s t l i n g m a t c h ,
she puts u p a p r i z e d possession—a +1 dagger once
D r i n k i n g Contest o w n e d by her mother, B i g W e e Shirley. G e r t i e selects a
B e r t r a m breaks out the O l d ' 6 3 - a special b l e n d o f corn-
strong, weapon-using character as her opponent, insist-
mash w h i s k e y a n d potato v o d k a w i t h a dash o f honey
i n g t h a t the character p u t u p 25 gp as a p r i z e .
for taste. The p r o p r i e t o r offers a p r i z e o f 10 gp to the
To start the contest, Gertie gets a good g r i p o n the
w i n n e r o f the d r i n k i n g contest.
adventurer's a r m a n d makes a n I n t i m i d a t e check that
A n y n u m b e r o f characters can enter the contest,
the character can oppose w i t h his or her o w n I n t i m i -
w i t h each m a k i n g a D C 8 Endurance check for the first
date check. Gertie has a +8 bonus to t h i s check. The
d r i n k . Each subsequent d r i n k requires another check,
character w h o w i n s the check gains a +2 bonus to the
w i t h the D C increasing b y 2. Two villagers take p a r t i n
first Strength check o f the a r m - w r e s t l i n g m a t c h .
the contest ( i n c l u d i n g one cultist), b o t h o f w h i c h have a
For each b o u t i n the a r m - w r e s t l i n g m a t c h , the par-
+5 bonus to Endurance checks.
ticipants m a k e opposed Strength checks. Gertie has
A n y adventurer w h o fails a check is out o f the con-
a +3 bonus to the check. The f i r s t wrestler to w i n t w o
test. W h e n combat f i r s t breaks out, the character takes
bouts w i n s the m a t c h .
a -2 p e n a l t y to a l l defenses (save ends).
I f G e r t i e w i n s , the losing adventurer suffers muscle four staff members, h u m a n goons w o r k i n g for Ber-
s t r a i n . W h e n combat first breaks out, he or she takes a t r a m . I f the character v i e w i n g the tattoo has a passive
-2 p e n a l t y to w e a p o n attack rolls (save ends). Perception o f 13 or higher, he or she notices the goons
I f G e r t i e loses, she gives u p her +1 dagger a n d leaves m o v i n g i n to attack. O t h e r w i s e , they attack w i t h sur-
the i n n i n a f i t o f anger. Remove one h u m a n goon f r o m prise. Unless the character notices the goons a n d w a r n s
the combat i n the cellar. Ernesto, he is s u r p r i s e d as w e l l , a n d one o f the goons
uses its first attack to k n o c k the f a r m h a n d unconscious.
I f the goons defeat the lone adventurer w i t h o u t the
Dart Throwing other characters b e i n g alerted, they take the character
Svenna " T r i p " K a r z e n is the c h a m p i o n d a r t t h r o w e r o f
a n d Ernesto i n t o the cellar for t r a n s p o r t to the Temple
H o m m e l Lane. She challenges a weapon-using charac-
o f the Lawbringer. W h e n the other adventurers inves-
ter to a m a t c h , a n d is w i l l i n g to wager u p to 10 gp.
tigate the cellar, they f i n d the unconscious adventurer
The darts m a t c h is made u p o f t h r e e a l t e r n a t i n g
a n d Ernesto i n the secret r o o m .
tosses, w i t h the highest total score w i n n i n g . Each toss
I f the adventurer w i n s the battle, remove t w o h u m a n
consists o f a n attack r o l l u s i n g the thrower's D e x t e r i t y
goons f r o m the combat i n the cellar.
m o d i f i e r a n d a +2 p r o f i c i e n c y bonus for the d a r t . Trip's
D e x t e r i t y m o d i f i e r is + 4 , so her t o t a l bonus is + 6 . O n
a result o f 1 5 - 2 0 , double the score for that t h r o w . O n Fighting i n the I n n
a result o f 2 1 or higher, t r i p l e the score for t h a t t h r o w . I f a fight breaks out i n the i n n (most l i k e l y w h e n a
Total the scores for a l l three t h r o w s to f i n d the w i n n e r . character goes m i s s i n g d u r i n g the darts m a t c h or after
A t r a p d o o r t h a t leads to the secret r o o m i n the cellar e n t e r i n g the k i t c h e n ) , B e r t r a m a n d his allies go o n the
is o n the f l o o r r i g h t i n f r o n t o f the d a r t b o a r d . I t opens defensive. A n y villagers not p a r t o f the c u l t flee the
w h e n a d a r t hits the " t r i p l e 1 " section o f the b o a r d . A i n n at once, w h i l e the p r o p r i e t o r a n d his goons make a
character w h o rolls a 1 o n a n attack r o l l d u r i n g the f i g h t i n g retreat to the cellar to g a i n the b u l l y w u g s ' a i d .
contest accidentally hits the t r i p l e 1 a n d triggers the C o n t i n u e w i t h "Battle at the I n n " o n the next page.
trapdoor. The door opens a n d closes w i t h no one o n i t .
A f t e r the adventurer t h r o w s his or her last darts Into the Cellar
and moves adjacent to the b o a r d to remove t h e m , T r i p
I f n o t h i n g happens to i n s p i r e a fight i n the i n n , B e r t r a m
t h r o w s a d a r t i n a n attempt to trigger the trapdoor. I f
attempts to l u r e the characters i n t o the cellar. I f he was
Trip's attack result is 2 1 or h i g h e r o n t h i s t h r o w , she
forced to ask the characters to play along w i t h the cel-
successfully hits the t r i p l e 1 , a n d the t r a p d o o r springs
ebrations i n i t i a l l y , he approaches t h e m again.
open. The character falls t h r o u g h the t r a p d o o r a n d i n t o
the cellar's secret r o o m , a n d the t r a p d o o r q u i c k l y closes
W h e n B e r t r a m makes his move, read:
just a couple o f seconds later.
W i t h a serving tray in hand, Bertram slinks over toyou
A character w h o falls t h r o u g h the t r a p d o o r takes
through the crowd, leaning close to whisper in your ear.
I d 10 damage. A n y other character w h o is not t a k i n g
"Go down the hack stairs to the cellar," he says nervously.
part i n another a c t i v i t y sees the character disappear.
" I can tellyou what you want to know there. Here, the wrong
O t h e r w i s e , r o l l D C 13 Perception checks for a l l the
eyes might see us. I'll slip away in a few minutes tojoinyou."
adventurers, to see i f anyone i m m e d i a t e l y notices that
the d a r t - t h r o w i n g character has vanished. The other
W h e n the a d v e n t u r e r s e n t e r the cellar, r e a d :
characters w i l l notice the d a r t player's absence w h e n
Boxes, crates, and casks are stacked around the damp stone
t h e i r o w n activities have ended. I f T r i p is c o n f r o n t e d ,
walls of a large cellar. You see that one large pile of goods
she claims her r i v a l w e n t outside to answer the c a l l o f
hides a passage leading into a separate room.
nature.
Setup
Combat Advantage
D e r e k Desleigh (veteran assassin) (A)
T h e b a n d i t deals 1 d 6 e x t r a d a m a g e against any c r e a t u r e g r a n t i n g
B e r t r a m B e s w i l l ( c o m m o n b a n d i t ) (C) c o m b a t advantage t o it.
2 b u l l y w u g brutes (B) STANDARD ACTIONS
6 h u m a n goons (G) © Mace (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
Tactics ©
Hit: 1 d 8 + 5 damage, a n d t h e bandit can shift 1 square.
Dagger (weapon) • A t - W i l l
B e r t r a m a n d D e r e k come d o w n the stairs after the A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 7 vs. A C
the second r o u n d . They fight close together to keep the A l i g n m e n t unaligned Languages Common
E q u i p m e n t leather armor, mace, 4 daggers
defensive advantage o f their mob rule.
Veteran Assassin (A) Level 4 Skirmisher 6 Human Goons (G) Level 2 Minion Soldier
Medium natural humanoid, human Medium natural humanoid
HP 54; Bloodied 27 Initiative +7 HP 1 ; a missed attack never damages a m i n i o n . Initiative +3
A C 1 8 , F o r t i t u d e 1 6 , R e f l e x 16, W i l l 15 Perception + 4 A C 1 5 , F o r t i t u d e 1 3 , R e f l e x 1 1 , W i l l 11 Perception +2
Speed 6 Speed 6
STANDARD ACTIONS
© L o n g s w o r d (weapon) • A t - W i l l M o b Rule
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C W h i l e a t least t w o o t h e r h u m a n g o o n s a r e w i t h i n 5 s q u a r e s o f t h e
H i t : 2 d 8 + 3 d a m a g e , a n d i f t h e t a r g e t is g r a n t i n g c o m b a t a d v a n - g o o n , it gains a +2 p o w e r bonus t o all defenses.
t a g e t o t h e assassin, t h e t a r g e t t a k e s o n g o i n g 5 d a m a g e (save STANDARD ACTIONS
ends). © Club (weapon) • A t - W i l l
® Crossbow (weapon) • A t - W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
Attack: R a n g e d 2 0 ( o n e c r e a t u r e ) ; + 9 vs. A C Hit: 5 damage.
Hit: 2 d 8 + 3 damage. S t r 1 4 (+3) D e x 11 (+1) W i s 12 (+2) —
4 N o E s c a p e ( w e a p o n ) • R e c h a r g e IE! 10! C o n 12 (+2) Int 9 (+0) C h a 13 (+2)
Attack: Melee 1 (one creature g r a n t i n g c o m b a t advantage t o t h e A l i g n m e n t unaligned Languages Common
assassin); + 9 vs. A C Equipment club
H i t : 2 d 8 + 3 d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends) a n d falls
prone.
MINOR ACTIONS Features of the Area
Flanking Step • A t - W i l l
L i g h t : Lanterns shed b r i g h t light i n b o t h cellar
Effect: T h e assassin c a n s h i f t 1 s q u a r e i n t o a p o s i t i o n t h a t a l l o w s
rooms.
t h e assassin t o f l a n k a n e n e m y .
B o x e s , C h a i r s , B a r r e l s : These areas are d i f f i c u l t
Skills Athletics +10, B l u f f + 8 , Stealth + 1 0
Str 16 (+5) D e x 17 ( + 5 ) W i s 14 (+4) terrain.
Con 14 (+4) I n t 13 ( + 3 ) C h a 13 ( + 3 ) T a b l e : I t costs 1 extra square o f m o v e m e n t to hop u p
A l i g n m e n t evil Languages Common onto the table.
E q u i p m e n t longsword, crossbow, 1 0 bolts
2 Bullywug Brutes (B) Level 1 Brute
M e d i u m natural h u m a n o i d (aquatic)
HP 3 4 ; Bloodied 17 I n i t i a t i v e +2
A C 1 3 , F o r t i t u d e 1 4 , R e f l e x 1 3 , W i l l 11 Perception + 0
Speed 6, s w i m 4
0 R a n c i d A i r (poison) • A u r a 2
A n y e n e m y t h a t s p e n d s a h e a l i n g s u r g e i n t h e a u r a is w e a k e n e d
until t h e e n d o f its n e x t t u r n .
Aquatic
The b u l l y w u g can breathe u n d e r w a t e r . In aquatic c o m b a t , i t gains
a +2 bonus t o a t t a c k rolls against nonaquatic creatures.
N a t u r e ' s Release (healing)
A n y a t t a c k e r t h a t scores a c r i t i c a l h i t a g a i n s t t h e b u l l y w u g r e g a i n s
3 hit points.
Swamp Walk
T h e b u l l y w u g i g n o r e s d i f f i c u l t t e r r a i n t h a t is m u d o r s h a l l o w
water.
STANDARD ACTIONS
(T) S p e a r ( w e a p o n ) • At-Will
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C
Hit: 2 d 8 + 2 damage, plus 1 d 6 extra damage against a prone
target.
•r B u l l y w u g R u s h • R e c h a r g e [ X ] (FJ!
Requirement: T h e b u l l y w u g c h a r g e s a n d m a k e s t h e f o l l o w i n g
a t t a c k i n s t e a d o f a m e l e e basic a t t a c k .
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 4 vs. F o r t i t u d e
The first e n d p o i n t is a n i r o n door b e l o w the Temple
Hit: 3 d 6 + 6 damage, plus 1 d 6 extra damage against a prone
o f the L a w b r i n g e r (though the characters w i l l not k n o w
t a r g e t , a n d t h e t a r g e t falls p r o n e .
Miss: T h e b u l l y w u g t a k e s 3 d a m a g e a n d falls p r o n e . t h i s fact at first). The door is w e l l b u i l t a n d b a r r e d
Skills Athletics + 8 f r o m the opposite side, a n d cannot be b r o k e n d o w n
S t r 1 6 (+3) D e x 1 4 (+2) W i s 1 0 (+0) or smashed open. T h e second e n d p o i n t is a t r a p d o o r
C o n 1 4 (+2) I n t 6 (-2) Cha8(-1) that opens out o f the g r o u n d near the entrance to the
A l i g n m e n t chaotic evil Languages Common, Primordial Temple o f the L a w b r i n g e r . A n y o n e f o l l o w i n g these
E q u i p m e n t l e a t h e r a r m o r , spear
t u n n e l s c a n d e t e r m i n e that they have been b u i l t to
facilitate secret travel b e t w e e n the temple a n d the
Conclusion Golden Grain I n n .
I n the a f t e r m a t h o f combat, the adventurers can
uncover the f u l l scope o f the cult's d a r k activities i n the Next Session
inn.
W h e n the adventurers have completed t h i s session,
E r n e s t o : I f Ernesto survives, he is m o r t i f i e d at his
they w i l l be i n a p o s i t i o n to f o l l o w the secret t u n n e l to
u n w i t t i n g p a r t i n the attack o n the adventurers. By w a y
the Temple o f the L a w b r i n g e r . R u n "Temple o f the Law-
o f a n apology, he offers the adventurers a g i f t that the
b r i n g e r " next.
c h i e f t a i n o f the ore t r i b e gave him—a potion of clarity
I f the adventurers are defeated i n t h i s combat, a l l
(level 5).
is not lost. Recognizing the value o f such p o w e r f u l
T h e L e d g e r : T h e ledger holds the names o f people
characters to the Reptile G o d , the cultists keep the
w h o have been t r a n s p o r t e d t h r o u g h the t u n n e l . Those
characters alive a n d move t h e m to the spirit naga's lair.
w h o have no other m a r k i n g s alongside t h e i r names are
R u n " C a v e r n o f the Reptile G o d " next, w h e n the char-
s t i l l w i t h the naga. Those crossed out have been k i l l e d
acters w i l l have a chance to free themselves. T h e n r u n
a n d eaten by the naga. The names that are c i r c l e d
"Temple o f the L a w b r i n g e r , " w i t h the characters deter-
denote people w h o were c h a r m e d by the naga a n d are
m i n e d to o v e r t h r o w that last bastion o f c u l t a c t i v i t y i n
n o w active cultists. A n y villager w h o is not a cultist c a n
H o m m e l Lane.
v e r i f y the names o f the m i s s i n g citizens.
S e c r e t T u n n e l : C a r t tracks show that a great deal
o f t r a f f i c has been m o v i n g recently t h r o u g h the t u n n e l
u n d e r the i n n . The t u n n e l passes u n d e r the I n n o f the
W i n s o m e W e n c h (see area 7 i n H o m m e l Lane for a
possible o p t i o n a l encounter), a n d t h e n splits to end at
t w o d i f f e r e n t points.
T E M P L E OF T H E THE STRAIGHTEST PATH
This session connects directly to "Cavern of the
LAWBRINGER Reptile God," which should be played next. See "Next
This session is the second p a r t o f the " C u l t o f the Rep- Session" (page 38) for information.
tile G o d " section o f the adventure. The characters have
most l i k e l y come here b y f o l l o w i n g the secret t u n n e l
f r o m the cellars o f the G o l d e n G r a i n I n n . I f the a d v e n t u r e r s i n s i s t , r e a d :
Sister Euphema seems genuinely distraught as she pleads for
The Story So Far you to not disturb the monks. "You must speak to Priestess
Devi regarding this matter. She is just upstairs, praying over
F r o m " G o l d e n G r a i n I n n , " s u m m a r i z e w h a t the charac- Sir Moonbrook."
ters discovered i n the cellars beneath the i n n , a n d the
cultist attack t h a t ensued there. I n the cellar, the adven-
I f the adventurers agree to t a l k to D e v i , Euphema takes
turers f o u n d the ledger that proves the disappearance
t h e m upstairs. Proceed w i t h "Fallen P a l a d i n , " below.
o f villagers f r o m H o m m e l Lane is a result o f organized
I f the adventurers insist o n going d o w n to the cellar,
k i d n a p p i n g , a n d they saw t h a t m u c h t r a f f i c has been
Euphema weeps as she says she cannot h e l p t h e m . T h e
r u n n i n g t h r o u g h the secret t u n n e l b e t w e e n the i n n a n d
characters can f i n d the cellar entrance easily enough
the temple.
w i t h o u t her.
I f the adventurers were c a p t u r e d i n " G o l d e n G r a i n
I n n , " they are l i k e l y here after f i g h t i n g t h e i r w a y
W h e n the c h a r a c t e r s a p p r o a c h the cellar, r e a d :
t h r o u g h " C a v e r n o f the Reptile G o d " first. Summa-
A closed door opens to reveal a spiral staircase twisting down
rize t h a t fight a n d the desperate escape f r o m the spirit
into darkness.
naga's lair, as w e l l as h o w the prisoners o f the naga
recounted h a v i n g been h e l d by cultists i n a cellar shrine
C o n t i n u e w i t h " C o r r u p t e d Priests" o n the next page.
i n the Temple o f the L a w b r i n g e r .
I f y o u used another l o c a t i o n or event to b r i n g the
characters here, s u m m a r i z e that i n f o r m a t i o n for the Fallen Paladin
players as this session begins. A gruesome scene awaits the characters w h e n they
arrive i n Sir M o o n b r o o k ' s cell.
Read:
PRAYBACKW
Sister Euphema greets you, ashing, " W h a t brings you to the
temple? How are you faring in your investigation?"
Sister Euphema is h o r r i f i e d , a n d she has no idea w h a t
h a p p e n e d to the p a l a d i n . She is w i l l i n g to take the char-
I f the adventurers ask to see the cellar or t e l l her about
acters to the cellar.
the t u n n e l leading beneath the temple, E u p h e m a is con-
fused. The cellar contains a s h r i n e to the L a w b r i n g e r
W h e n the c h a r a c t e r s a p p r o a c h the c e l l a r , r e a d :
a n d a n u m b e r o f m e d i t a t i o n cells, b u t D e v i has recently
Euphema opens a door and points down the spiral staircase
f o r b i d d e n anyone f r o m e n t e r i n g the area. Last m o n t h ,
beyond. "There," she whispers hoarsely, herface pale. "The
m o n k s f r o m a distant monastery a r r i v e d to use the
cellar is down there."
basement's prayer cells for a n extended m e d i t a t i o n . I f
pressed, E u p h e m a a d m i t s that she saw n o m o n k s arrive,
W h e n the adventurers descend the cellar stairs, con-
but she has no reason to doubt D e v i . E u p h e m a is n o t a
t i n u e w i t h " C o r r u p t e d Priests" o n the next page.
m e m b e r o f the Reptile Cult, a n d she speaks the t r u t h .
CORRUPTED PRIESTS
Encounter Level 3
Setup
Priestess D e v i ( D )
A b r a m o a n d P h i l l a , deathlock wights ( W )
3 b u l l y w u g s (B)
G a r a t h (G)
W h e n you're r e a d y to start, r e a d :
A t the bottom of the stairs, two shrines to the Lawbringer
stand against the walls of a large stone chamber-except that
where the crossed swords of the Lawbringer should be, two
mummified snakes hang. Between the two shrines stands a
set of wooden shelves holding tomes./lasks, and what appear
to be religious artifacts.
Sister Philla kneels be/ore the shrine nearest to you, while
Brother Abramo prays before the other. Next to Abramo
stands a short, bulbous human almost froglike in appearance.
He wears green chainmail and a green shield, and he holds a Priestess Devi suddenly runs up from a wide corridor to
warhammer with a snakelike head. the south. "Thank the Lawbringer you are here!" she says,
clearly frightened. "We are being invaded by terrible swamp
Priestess Devi (D) Level 4 Artillery (Leader) creatures. That fiend conjured themforih!" She points at the
M e d i u m natural humanoid, human squat figure before the shrine.
HP 42; Bloodied 21 I n i t i a t i v e +2
A C 18, F o r t i t u d e 15, R e f l e x 16, W i l l 17 Perception + 4 2 Deathlock Wights (W) Level 4 Controller
Speed 6 M e d i u m natural h u m a n o i d (undead)
Narrow Escape
As the l a i r o f the spirit naga collapses i n the a f t e r m a t h
o f combat, the adventurers m u s t keep the prisoners
safe w h i l e they navigate a maze o f t u n n e l s t h a t lead out
i n t o the Fathomless Fens. Each o f the characters m u s t
attempt to deal w i t h a d i f f e r e n t situation, selected f r o m
those below.
( D i p l o m a c y or Perception). O n a f a i l e d check, the pris-
T H E STRAIGHTEST PATH oner is lost a n d perishes.
When the characters complete this session, they will S u d d e n F l o o d : W a t e r rushes i n t o the t u n n e l , wash-
have obtained the Death Circ/et-the third item of i n g t w o prisoners d o w n i n t o a sinkhole. A n adventurer
power that Haffron's ghost described to them in the m u s t s w i m t h r o u g h the black water to rescue the pris-
Caves of Chaos. Freeing the item from the Reptile oners (Endurance). O n a f a i l e d check, one prisoner
God's control releases Haffron's spirit from confine- is saved b u t the other perishes. Failure by 5 or m o r e
ment. Run "Temple of Chaos" next. means that b o t h prisoners are lost i n the f l o o d .
S w a m p G a s : A pocket o f noxious s w a m p gas fills
the escape route ahead. A n adventurer m u s t recognize
Describe a situation, t h e n let the players elect a char- the danger ( D u n g e o n e e r i n g or Nature) to w a r n the rest
acter to h a n d l e i t . A s k the player o f that character to o f the party. O n a f a i l e d check, the lack o f breathable
describe w h a t the character does, t h e n c a l l for a D C 13 air k i l l s one prisoner.
s k i l l check and describe the results. A character can T u n n e l F o r k : T h e t u n n e l branches i n t w o d i r e c t i o n s
gain a + 4 bonus to the check b y m a k i n g extra effort a n d ahead, even as the passage b e h i n d the p a r t y begins to
spending a h e a l i n g surge. The most l i k e l y skills for each collapse. A n adventurer m u s t q u i c k l y decide w h i c h is
situation are i n c l u d e d i n the d e s c r i p t i o n . the safe route ahead (Perception or D u n g e o n e e r i n g ) .
W h e n e v e r a check fails for a given task, the charac- O n a f a i l e d check, t w o prisoners b r i n g i n g u p the rear
ters must m a k e a D C 13 g r o u p Endurance check. O n a are lost w h e n the t u n n e l collapses.
failed check, the rigors o f the escape cost each charac-
ter a h e a l i n g surge.
M a k e sure that each character deals w i t h at least
Conclusion
one crisis. R u n t h r o u g h situations u n t i l the adventur- The d e a t h o f the spirit naga breaks the stranglehold
ers have succeeded at six o f t h e m , or u n t i l y o u r u n out that the C u l t o f the Reptile G o d has over the village o f
o f situations. A t t h a t p o i n t , the adventurers reach the H o m m e l Lane. Citizens f o r m e r l y c h a r m e d by the naga
surface w i t h t h e i r s u r v i v i n g charges i n tow. I f any pris- have t h e i r m i n d s a n d m e m o r i e s restored to t h e m , a n d
oners die, W a r r e n , Tess, a n d Canoness Yeeday are the w i l l eventually be able to r e t u r n to t h e i r n o r m a l lives.
last a m o n g t h e m to p e r i s h . W h e n the adventurers a n d any s u r v i v i n g prisoners
A l t e r n a t i v e P a s s a g e : A crack appears i n the c e i l i n g , m a k e the t h r e e - h o u r t r e k back to H o m m e l Lane f r o m
revealing a passage u p to another t u n n e l . T h i s passage the Fathomless Fens, Canoness Yeeday tells o f w h a t
is a shortcut ( D u n g e o n e e r i n g or Insight). O n a f a i l e d the characters d i d i n the naga's lair. The adventurers'
check, the crack slams closed unexpectedly, k i l l i n g a actions—for good or ill—affect h o w the villagers treat
prisoner. t h e m . I f the characters avoided k i l l i n g cultists a n d
C o l l a p s e : The t u n n e l the g r o u p is i n threatens to saved most o f the prisoners, they g a i n m a n y n e w friends
collapse. A nearby alternative route is stable a n d c a n i n H o m m e l Lane. I f a s i g n i f i c a n t n u m b e r o f cultists a n d
provide shelter f r o m the cave-in ( D u n g e o n e e r i n g or prisoners d i e d , the villagers r e m a i n g r a t e f u l t h a t the
Nature). O n a f a i l e d check, a prisoner is caught i n a t h r e a t o f the Reptile G o d is ended, b u t the adventur-
cave-in a n d dies. Failure by 5 or m o r e means t h a t t w o ers are treated coolly u n t i l they have another chance to
prisoners p e r i s h . prove themselves.
F a l l i n g R o c k : Rocks f a l l f r o m the c e i l i n g t o w a r d
a prisoner, w h o m u s t be pushed out o f the w a y (Acro- Next Session
batics) or rescued after the r o c k falls (Athletics). O n a
H a v i n g completed the " C u l t o f the Reptile G o d " section
failed check, the prisoner dies o f his or her injuries.
o f the adventure, y o u m u s t decide w h a t section o f the
F i s s u r e : The t u n n e l f l o o r cracks a n d breaks away adventure the characters w i l l u n d e r t a k e next. See "Path
to reveal a deadly crevice. A prisoner falls a n d grabs o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations"
the edge, b u t must be p u l l e d to safety (Athletics). O n a (page 11) for guidelines.
failed check, the prisoner falls a n d dies.
O v e r w h e l m i n g T e r r o r : Fear overcomes t w o pris-
oners, w h o collapse a n d refuse to continue. They m u s t
be c o n v i n c e d to fight for s u r v i v a l (Bluff, I n t i m i d a t e , or
D i p l o m a c y ) . O n a f a i l e d check, one prisoner rejoins the
p a r t y b u t the other bolts o f f i n t o the darkness a n d is lost
w h e n the t u n n e l collapses. Failure by 5 or m o r e means
t h a t b o t h prisoners flee i n t e r r o r a n d q u i c k l y perish.
S e p a r a t i o n : A prisoner takes a w r o n g t u r n w h e n
no one is l o o k i n g . The adventurer m u s t c a r e f u l l y c a l l
out to g u i d e the prisoner back onto the correct p a t h
P e r c e p t i o n D C 1 3 : Garath, the froglike humanoid
W R A T H OF T H E who/led the Lawbringer's temple, huddles among the prison-
ers. He is trying to escape notice.
REPTILE GOD
Encounter Level 3
Features of the Area
L i g h t : None o n the lake. Phosphorescent f u n g i f i l l
Setup the naga's cavern w i t h d i m l i g h t .
T h e Reptile G o d , spirit naga (S) L a k e : The u n d e r g r o u n d lake is 10 feet deep, its
G a r a t h , reptile priest (G) water cloudy a n d black. A n y t h i n g b e l o w the surface is
Wight (W) totally obscured.
Canoness Yeeday ( Y ) R a f t : The r a f t is 3 squares l o n g a n d 2 squares w i d e .
A long pole allows one o f the raft's passengers to push i t
I f the heroes let D e v i accompany t h e m , or left her u n r e - across the water. Each r o u n d as a standard action, one
strained i n the temple, add her to the enemies i n t h i s character using the pole c a n m a k e a n A t h l e t i c s check
battle a n d give her one-quarter o f her f u l l h i t points. to move the raft. I t moves 1 square for every 5 points o f
T h e o n l y w a y to move to the far side o f the cavern is the check result, u p to a m a x i m u m o f 6 squares.
to cross the black lake.
W h e n the a d v e n t u r e r s c a n see t h e f a r s h o r e , r e a d :
Prisoners
Twelve helpless prisoners s u r r o u n d the spirit naga's
A group of bound prisoners huddles together on another
s t a r t i n g position. Some have b e e n c h a r m e d b y the crea-
rocky ledge ahead. In their midst, an enormous creature rises
t u r e to stay w i l l i n g l y at its side. Others have so far not
up like the proud monarch of a hellish land. Its serpent-like
been overcome by the naga's c h a r m , b u t are too w e a k
body has a head resembling a human female, its mouth full of
to move. The j u m b l e o f bodies makes the naga's start-
sharp teeth. The creature writhes in fury as it sees you, its pale
i n g position a n d a l l squares w i t h i n 2 squares o f that
head bobbing beneath a circlet set with seven gems.
position d i f f i c u l t t e r r a i n . The prisoners p r o v i d e cover
"Only fools come before me willingly," shrieks the monster.
against ranged attacks that originate outside t h e i r area.
"But evenfools can serve me, either as minions or as a meal."
A n y close or area attack that includes the naga's s t a r t i n g
The Reptile God (S) Level S Elite Controller position automatically k i l l s i n n o c e n t prisoners.
Large i m m o r t a l m a g i c a l b e a s t ( r e p t i l e ) , s p i r i t naga C a n o n e s s Y e e d a y : One o f the prisoners o n the
HP 126; Bloodied 63 Initiative+5 ledge w i t h the naga is Canoness Yeeday, the leader o f
A C 1 9 , F o r t i t u d e 1 6 , R e f l e x 17, W i l l 1 8 Perception +8 the Lawbringer's temple i n H o m m e l Lane. W h e n she
Speed 6, s w i m 6 Darkvision
Resist 1 0 poison Garath, Reptile Priest (G) Level 3 Controller
Saving T h r o w s +2; A c t i o n Points 1 M e d i u m natural humanoid, human
STANDARD ACTIONS HP 4 4 ; Bloodied 22 I n i t i a t i v e +1
©Tail S l a p • At-Will A C 17, F o r t i t u d e 1 5 , R e f l e x 1 4 , W i l l 1 6 Perception + 4
A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) ; + 1 0 vs. A C Speed 6
H i t : 2 d 8 + 4 d a m a g e , a n d t h e naga slides t h e t a r g e t u p t o 3 squares. TRAITS
© W o r d o f Pain (psychic) • A t - W i l l 0 V i l e Presence • A u r a 2
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 8 vs. W i l l Enemies in t h e aura take a - 2 penalty t o saving t h r o w s .
H i t : 2 d 6 + 6 p s y c h i c d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends). STANDARD ACTIONS
Double Attack 4 At-Will © W a r h a m m e r (poison, weapon) • A t - W i l l
A t t a c k : T h e naga m a k e s t w o basic a t t a c k s . Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 8 v s . A C
Poison Spray (poison) • Recharge X j [ill H i t : 1 d 1 0 + 1 d a m a g e , a n d o n g o i n g 5 p o i s o n d a m a g e (save ends).
Attack: A r e a b u r s t 2 w i t h i n 1 0 ( c r e a t u r e s i n t h e b u r s t ) ; + 7 v s . ® P r a y e r o f C o n s t r i c t i o n ( p o i s o n , p s y c h i c ) 4- A t - W i l l
Fortitude A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 6 vs. W i l l .
Hit: 2 d 8 + 6 poison damage. H i t : 2 d 6 + 4 p s y c h i c d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends).
Miss: H a l f d a m a g e . First Failed Saving Throw: T h e t a r g e t is instead r e s t r a i n e d (save ends).
M I N O R ACTIONS C u r s e o f P o i s o n e d Eyes ( p o i s o n ) 4- E n c o u n t e r
H y p n o t i z e ( c h a r m , gaze) • R e c h a r g e w h e n f i r s t b l o o d i e d A t t a c k : Close b u r s t 2 ( e n e m i e s i n t h e b u r s t ) ; + 6 vs. W i l l
Attack: R a n g e d 1 0 ( o n e s l o w e d c r e a t u r e ) ; + 8 vs. W i l l H i t : O n g o i n g 1 0 p o i s o n d a m a g e (save ends), a n d t h e t a r g e t is
H i t : T h e t a r g e t is d o m i n a t e d (save ends). b l i n d e d until t h e e n d o f Garath's n e x t t u r n .
Miss: T h e t a r g e t is d a z e d (save ends). Miss: O n g o i n g 5 p o i s o n d a m a g e (save ends).
Skills Arcana +10, History +10, Insight + 8 S k i l l s A r c a n a +7, B l u f f + 7 , R e l i g i o n + 7
S t r 15 ( + 4 ) D e x 16 (+5) W i s 12 (+3) S t r 1 3 (+2) D e x 1 0 (+1) W i s 16 (+4)
C o n 15 ( + 4 ) I n t 1 6 (+5) C h a 18 (+6) C o n 1 2 (+2) I n t 12 (+2) C h a 8 (-1)
A l i g n m e n t chaotic evil Languages Common, Supernal A l i g n m e n t evil Languages Common
E q u i p m e n t D e a t h Circlet E q u i p m e n t chainmail, light shield, w a r h a m m e r
realizes that combat is i m m i - Q
nent, she begs the adventurers O
not to h a r m the prisoners. She
is so w e a k that she cannot fight
or move. A l l her defenses are 10,
and she has 10 h i t points r e m a i n -
ing. Twice d u r i n g the battle as
a s t a n d a r d action, she can c a l l
on the L a w b r i n g e r to a l l o w one
character w i t h i n 5 squares o f
her to spend a h e a l i n g surge a n d
regain l d 6 a d d i t i o n a l h i t points.
I f Yeeday does so, G a r a t h senses as
Tactics
The Reptile G o d attacks as soon as i t sees the adven- Treasure
turers. The naga uses double attack to slide enemies out The naga wears the Death Circlet. I f Yeeday is still alive
o f position w i t h tail slap, a n d word of vain to reach foes at the end o f t h i s encounter, she w a r n s the characters
attacking at range. A p o w e r f u l foe slowed by word of pain that the i t e m is a n evil artifact. As soon as a n adven-
is q u i c k l y targeted by hypnotize. t u r e r removes the circlet, m o c k i n g laughter emerges
W h e n any adventurer moves to w i t h i n 2 squares o f f r o m the i t e m . The w a l l s o f the lake cavern b e g i n to
the prisoners, G a r a t h stands u p o n his t u r n a n d attacks. collapse, a n d the characters must lead the prisoners to
I f he has gone u n n o t i c e d u n t i l that p o i n t , he has combat safety. C o n t i n u e w i t h " N a r r o w Escape," page 3 8 .
advantage d u r i n g his first t u r n . H e wades i n t o melee
w i t h warhammer, a n d uses prayer of constriction against Death Circlet Level 5 Rare
adventurers w h o press the Reptile G o d i n combat. This black circlet has seven green gems set in it They are dull and
K n o w i n g that the prisoners m a k e good cover, b o t h dead, as if any magical power they once held has been spent.
the Reptile G o d a n d G a r a t h avoid h u r t i n g t h e m . Head Slot 1,000 gp
Tactics
W h e n the monsters are alerted, wave one attacks t o
k i c k o f f the first r o u n d o f combat. A n e w wave enters i n
every o d d - n u m b e r e d r o u n d after that. The adventurers'
goal after o b t a i n i n g the Chaos Blade is to flee the area
by leaving the tactical m a p . W h e n a character leaves
the m a p , the monsters t u r n t h e i r a t t e n t i o n to any adven-
turers still o n the m a p .
W a v e O n e : Five k o b o l d tunnelers attack f r o m the
passage opposite Otis, a n d t h r e e come f r o m the trees
A C 1 6 , F o r t i t u d e 1 2 , R e f l e x 1 4 , W i l l 11 P e r c e p t i o n +1 W h i l e a t least o n e h o b g o b l i n a l l y is a d j a c e n t t o t h e g r u n t , i t g a i n s
TRIGGERED A C T I O N S H o b g o b l i n Resilience • A t - W i l l
A s t h e c h a r a c t e r s t r y to e s c a p e t h e r a v i n e , r e a d :
A n unearthly violet energy suddenly pours into the ravine
from its deepest point, setting your skin crawling. The voices
of hundreds of savage humanoids rise in the Caves of Chaos,
all of them chanting the same word over and over: "Miska!"
Your pursuers join the chant, even as they are suddenly
slowed by a spectral apparition. Along the path behind you,
the ghost of Haffron Hommel appears again.
Conclusion
I f the adventurers n o w have a l l three items o f power
t i e d to M i s k a (the Chaos Blade, the Death Circlet, a n d
the Scroll of Final Words), H a f f r o n is freed f r o m his
b i n d i n g , a n d his ghost r e t u r n s t o H o m m e l Lane ahead
o f the adventurers. See "Temple o f Chaos" for m o r e
information.
I f any o f the items o f p o w e r have not yet been Miska!
f o u n d , H a f f r o n tells the characters that they m u s t seek Once the characters have h e a r d the c h a n t i n g that
t h e m out. H e promises t h a t he w i l l j o i n t h e m back i n preceded t h e i r escape f r o m the ravine, anyone w h o
H o m m e l Lane w h e n the last i t e m is recovered. U n t i l succeeds on a D C 19 H i s t o r y check or Religion check
that t i m e , he m u s t r e m a i n here. k n o w s the story o f M i s k a , as t o l d i n " B a c k g r o u n d " (page
The Chaos Blade is a +1 magic weapon m u c h l i k e a 3). H a f f r o n also k n o w s the story o f M i s k a , a n d he can
lifestealer weapon. T h e blade influences its w i e l d e r to relate it i f someone asks h i m about the n a m e .
be p a r t i c u l a r l y bloodthirsty, avoiding m e r c y i n favor I f he has not already done so, H a f f r o n also explains
o f k i l l i n g . It likes to be left i n a foe that is near death t o w h a t happened t o h i m w h e n he disappeared, so that
slowly consume that creature's life force. the characters w i l l recognize the Chaos M o t e w h e n
they see i t .
Whenyou strike your enemy, a small measure of your foe's life Next Session
force is absorbed by this weapon and directed into you.
This f i r s t p a r t o f the "Caves o f Chaos" section o f the
+1 longsword 8 4 0 gp
adventure can be played before or after either o f the
E n h a n c e m e n t B o n u s : A t t a c k rolls a n d damage rolls
Critical: +1d12 necrotic damage
other sections. Y o u m u s t decide w h a t section o f the
Properties adventure the characters w i l l u n d e r t a k e next. See "Path
W h e n e v e r you kill a n e n e m y w i t h this w e a p o n , y o u gain 6 t e m p o - o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations"
rary hit points. (page 11) lor guidelines.
A t t a c k Power (Healing, Necrotic) • Encounter (No Action)
Trigger: Y o u h i t a n e n e m y w i t h a n a t t a c k u s i n g t h i s w e a p o n .
Effect: T h e t a r g e t t a k e s 5 e x t r a n e c r o t i c d a m a g e , a n d y o u r e g a i n
5 hit points.
Utility Power • Encounter (Minor Action)
Effect: Y o u cause t h e b l a d e t o t a k e t h e s h a p e o f a n y h e a v y b l a d e .
Its t y p i c a l f o r m is t h a t o f a l o n g s w o r d .
Caves o f Chaos are amassing a n a r m y o f savage h u m a n -
T E M P L E OF CHAOS oids to attack the village.
T h i s is t h e f i n a l session o f the season. T h e adventur- T h e adventurers have collected t h r e e items o f p o w e r
ers c a n n o t defeat the forces o f chaos u n t i l t h e y have that help to m a i n t a i n a l i n k b e t w e e n t h e w o r l d a n d
the Chaos Blade, t h e Death Circlet, a n d t h e Scroll of Final M i s k a , the p o w e r f u l d e m o n l o r d w h o is m u s t e r i n g
Words i n t h e i r possession. The characters c a n take a n the army. The t h r e e items, i f t a k e n i n t o the Temple o f
extended rest before b e g i n n i n g t h i s session. Chaos, m i g h t be able to b r e a k t h e l i n k b e t w e e n M i s k a
and this world.
Tactics
O n her t u r n , I n u g g h calls f o r t h her zombie m i n i o n s ,
w h i c h arrive at t h e start o f the second r o u n d . She uses
chaos curse each r o u n d against the party's strongest
melee combatants, k n o c k i n g back weaker foes w i t h
staffor mind-scrambling chant.
T h e zombies a n d the acolytes t r y to stay b e t w e e n t h e
adventurers a n d I n u g g h as the fight unfolds, so that the
priestess r e m a i n s u n h a r m e d .
T h e skeleton first appears f r o m the crack i n the
chaos m o t e d u r i n g its t u r n i n any square y o u choose
adjacent to t h e m o t e . These are the bones o f the dead
H a f f r o n , w h i c h have been a n i m a t e d by the mote. Each
r o u n d , the skeleton moves f r o m the mote, attacks, a n d
is teleported back i n t o the m o t e at t h e e n d o f its t u r n
i n t o the square nearest the target the skeleton attacked.
O n l y the skeleton can enter the m o t e . W h e n inside the
mote, the skeleton has superior cover.
Features of the Area power. T h e D C increases to 19 i f the a t t e m p t is made
as a m i n o r action. O n a successful check, t h e altar is
L i g h t : Lanterns f i l l the temple w i t h b r i g h t light. deactivated.
C h a o s M o t e : The silver sphere is t h e c o n d u i t A n altar is susceptible to one attempt at negation per
t h r o u g h w h i c h M i s k a is a t t e m p t i n g to g a i n his f r e e d o m . r o u n d . Each i t e m of power can render only one altar inert.
A n y creature n o t b e l o n g i n g to the C u l t o f Chaos that
enters a square adjacent to the m o te or starts its t u r n
2 Chaos Acolytes (A) Level 4 Brute
there takes 5 damage. A creature can take t h i s damage M e d i u m natural humanoid, human
o n l y once per t u r n . HP 6 6 ; B l o o d i e d 33 Initiative + 4
As long as t h e Chaos M o t e is active, I n u g g h , her t w o A C 1 6 , F o r t i t u d e 17, R e f l e x 1 6 , W i l l 1 5 Perception + 4
adepts, a n d the skeleton r e g a i n 1 h i t p o i n t at the start o f Speed 6
negate its magic w i t h one o f the three items o f p o w e r - H u m b l i n g C o m b i n a t i o n • Recharge if neither attack hits
the Chaos Blade, t h e Death Circlet, or the Scroll of Final Effect: T h e a c o l y t e uses abyssal chain. I f t h e t a r g e t is t h e n a d j a -
c e n t t o t h e a c o l y t e , t h e a c o l y t e uses mace a g a i n s t i t . I f b o t h
Words. As a s t a n d a r d action, the character makes a
attacks h i t , t h e t a r g e t falls prone.
D C 9 C o n s t i t u t i o n check, W i s d o m check, or C h a r i s m a
Skills Intimidate + 8 , Stealth + 9
check w h i l e t o u c h i n g the altar w i t h one o f the items o f S t r 17 ( + 5 ) D e x 15 ( + 4 ) W i s 1 4 (+4)
C o n 16 (+5) I n t 11 (+2) C h a 12 ( + 3 )
Inuggh, Chaos Priestess (I) Level 6 Elite Controller A l i g n m e n t chaotic evil Languages Common
M e d i u m natural humanoid, human E q u i p m e n t robes, mace
HP 140; Bloodied 70 Initiative + 4
AC 2 0 , F o r t i t u d e 1 8 , Reflex 18, W i l l 2 0 Perception + 9
Haffron's Skeleton Level 3 Soldier
Speed 6
M e d i u m natural animate (undead)
Saving T h r o w s +2; A c t i o n Points 1
HP 45; Bloodied 22 Initiative+6
STANDARD ACTIONS
A C 19, F o r t i t u d e 1 5 , R e f l e x 16, W i l l 15 Perception +3
© Staff (weapon) • A t - W i l l
Speed 6 Darkvision
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; +11 vs. A C
I m m u n e disease, p o i s o n ; R e s i s t 1 0 n e c r o t i c ; V u l n e r a b l e 5 r a d i a n t
H i t : 2 d 8 + 4 d a m a g e , a n d I n u g g h slides t h e t a r g e t u p t o 2 squares.
STANDARD ACTIONS
M i n d - S c r a m b l i n g C h a n t (charm, psychic) • A t - W i l l
© L o n g s w o r d (weapon) • A t - W i l l
A t t a c k : Close b u r s t 1 ( e n e m i e s i n t h e b u r s t ) ; + 9 vs. W i l l
A t t a c k : M e l e e 1 (one c r e a t u r e ) ; + 8 vs. A C
H i t : 2 d 6 + 7 p s y c h i c d a m a g e , a n d I n u g g h slides t h e t a r g e t u p t o 3
Hit: 2 d 8 + 3 damage.
squares.
S t r 15 ( + 3 ) D e x 17 ( + 4 ) W i s 1 4 (+3)
Miss: I n u g g h c a n s l i d e t h e t a r g e t 1 s q u a r e .
C o n 1 3 (+2) I n t 3 (-3) C h a 3 (-3)
W o r d o f D i m i n u t i o n ( p o l y m o r p h , psychic) • Recharge w h e n first
A l i g n m e n t unaligned Languages -
bloodied
Equipment longsword
A t t a c k : R a n g e d 5 ( o n e c u r s e d c r e a t u r e ) ; + 9 vs. F o r t i t u d e
Hit: 2 d 8 + 7 psychic damage, a n d Inuggh shrinks t h e target t o
o n e - q u a r t e r o f its n o r m a l size u n t i l t h e e n d Inuggh's n e x t t u r n . 8 Zombie Shamblers (Z) Level 5 Minion Brute
W h i l e i n t h i s f o r m , t h e t a r g e t is s l o w e d , w e a k e n e d , a n d has v u l - M e d i u m natural animate (undead)
M I N O R ACTIONS © Slam • A t - W i l l
H i t : T h e t a r g e t is c u r s e d u n t i l t h e e n d o f Inuggh's n e x t t u r n . W h i l e TRIGGERED A C T I O N S
c u r s e d , t h e t a r g e t is s l o w e d a n d t a k e s a - 2 p e n a l t y t o a t t a c k r o l l s Deathless Hunger • Encounter
and damage rolls against Inuggh. Trigger: T h e z o m b i e is r e d u c e d t o 0 h i t p o i n t s , b u t n o t b y a c r i t i -
Skills Arcana +10, History+10, Religion + 1 0 cal h i t .
Str10(+3) D e x 12 (+4) W i s 12 ( + 4 ) Effect (No Action): Roll a d 2 0 . O n a 15 o r higher, t h e z o m b i e is
Conversion
Notes:
Against
the
Cult
of
Chaos
This
document
provides
guidelines
for
playing
the
details
of
running
the
adventure.
To
find
a
Against
the
Cult
of
Chaos
using
the
D&D
Next
rules.
store,
visit
the
Wizards
Store
&
Event
Locator
web
The
conversion
information
presented
here
allows
page
at
locator.wizards.com.
you
to
substitute
D&D
Next
ability
checks
and
In
addition
to
the
store’s
requirements
and
the
statistics
blocks
for
the
4th
Edition
skill
checks
standard
procedures
for
running
a
game
in
public,
and
statistics
blocks
in
the
adventure.
Use
the
if
you’re
DMing
a
D&D
Encounters
season
as
a
original
text
of
the
adventure
for
all
other
D&D
Next
playtest,
you’ll
want
to
keep
the
information.
following
things
in
mind.
The
conversion
notes
are
arranged
by
page
and
section.
You
can
refer
back
to
this
document
as
• Pick
up
your
materials
prior
to
the
first
session
you
play,
or
you
can
annotate
your
copy
of
the
of
play.
Stores
should
have
the
adventure
about
adventure
with
references
to
the
information
in
one
week
prior
to
the
first
session.
this
document.
• Print
out
this
conversion
document.
Stores
do
General
Note
on
Tactics:
When
a
Tactics
not
have
access
to
the
conversion
document
or
section
describes
a
4th
Edition
power
that
a
D&D
anything
related
to
D&D
Next
rules,
unless
the
Next
creature
or
NPC
doesn’t
possess,
substitute
organizer
signed
up
as
a
playtester.
an
action
that
the
D&D
Next
creature
possesses
• Be
ready
to
provide
pregenerated
characters.
instead.
Some
players
at
your
table
might
not
be
signed
General
Note
on
Perception:
Whenever
a
up
for
the
D&D
Next
playtest.
These
players
Perception
check
is
called
for,
a
D&D
Next
must
use
pregenerated
characters
that
you
character
makes
an
Intelligence
check
if
searching
provide,
and
they
must
read
and
agree
to
the
for
something
secret,
or
a
Wisdom
check
if
terms
in
the
playtest
agreement
(see
below).
spotting
or
noticing
a
hidden
creature.
• The
D&D
Encounters
kit
contains
one-‐page
General
Note
on
the
Number
of
Monsters
playtest
agreements
for
each
player
who
has
not
Appearing:
The
conversion
notes
sometimes
signed
up
for
the
D&D
Next
playtest.
Your
update
the
number
of
monsters
of
a
particular
organizer
should
provide
you
with
these.
The
type
appearing
during
an
encounter.
Be
sure
to
agreements
do
not
have
to
be
signed
or
use
the
numbers
from
this
conversion
document
returned.
Simply
ensure
that
each
player
has
rather
than
the
numbers
indicated
in
the
original
read
the
agreement
and
understands
it
before
adventure.
beginning
to
play.
• The
first
session
is
typically
character
creation.
Preparing
for
a
Use
this
time
to
help
already-‐established
playtesters
create
characters
and
to
help
players
Playtest
at
a
Store
new
to
the
playtest
understand
their
pregenerated
characters
and
the
rules
of
D&D
Starting
with
Against
the
Cult
of
Chaos,
each
D&D
Next.
Encounters
season
in
2013
can
be
run
as
either
a
• Be
sure
to
follow
all
the
store
organizer’s
4th
Edition
adventure
or
a
D&D
Next
playtest
instructions,
and
have
fun!
adventure.
If
you
want
to
run
Against
the
Cult
of
Chaos,
you’ll
need
to
work
with
a
store
currently
running
D&D
Encounters
to
obtain
the
adventure
materials
necessary
to
run
this
adventure
for
a
play
group.
Each
store
has
specific
guidelines
on
P A G E
5
TRAITS
Bruiser
2:
If
the
noble
guard’s
melee
attack
misses
but
the
Character
Creation
die
result
(before
modifiers
are
applied)
is
5
or
higher,
the
target
of
the
attack
takes
2
bludgeoning
damage.
Instead
of
creating
characters
using
4th
Edition
ACTIONS
materials,
ask
the
players
to
create
1st-‐level
characters
using
the
material
found
in
the
most
Melee
Attack—Greatsword:
+5
to
hit
(reach
5
ft.;
one
recent
D&D
Next
playtest.
creature).
Hit:
8
(1d12
+
2)
slashing
damage.
ENCOUNTER
BUILDING
Chapter
1:
The
Village
of
Level
2
XP
70
Hommel
Lane
4
Common
Bandits
(B)
When
you
play
this
chapter
of
the
adventure,
Medium
Humanoid
(Human)
make
the
following
changes
and
additions
as
Armor
Class
12
(leather)
indicated.
Hit
Points
11
(2d8
+
2)
Speed
30
ft.
Str
12
(+1)
Dex
12
(+1)
Con
12
(+1)
P A G E
7
Int
10
(+0)
Wis
11
(+0)
Cha
10
(+0)
Alignment
any
Possessed
Attack
Languages
Common
TRAITS
A
DC
10
Wisdom
check
provides
the
insight
that
a
powerful
malevolent
force
possesses
Sir
Mob
Tactics:
The
bandit
gains
a
cumulative
+1
bonus
to
Moonbrook
and
has
spread
to
his
squires.
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
Noncombatants
ACTIONS
If
Wyndell
or
Carjo
is
forced
into
combat,
each
Melee
or
Ranged
Attack—Spear:
+5
to
hit
(reach
5
ft.
or
makes
checks
and
saves
with
a
+0
modifier
and
ranged
20
ft./60
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
has
a
speed
of
30
ft.
damage.
P A G E
1 0
P A G E
1 5
Events
in
Hommel
Lane
Gremag
Missing
Merchant:
A
DC
10
Wisdom
check
Small
Humanoid
(Halfling)
allows
a
character
to
sense
that
Bertram
is
lying
Armor
Class
11
about
the
fate
of
Felixo.
Hit
Points
13
(3d8)
Speed
30
ft.
Str
10
(+0)
Dex
13
(+1)
Con
10
(+0)
P A G E
1 2
Int
10
(+0)
Wis
10
(+0)
Cha
10
(+0)
Alignment
any
Languages
Common
4.
Veon
Farmstead
TRAITS
Clues:
A
DC
10
Intelligence
check
confirms
that
Mob
Tactics:
Gremag
gains
a
cumulative
+1
bonus
to
the
Fathomless
Fens
is
the
only
nearby
place
the
attack
rolls
for
each
friendly
creature
that
also
has
this
farm
cart
could
have
picked
up
the
ferns
stuck
to
trait
and
is
within
5
feet
of
her
target,
to
a
maximum
of
+5.
its
muddy
wheels.
ACTIONS
Ranged
Attack—Sling:
+5
to
hit
(range
30
ft./120
ft.;
one
P A G E
1 4 – 1 5
creature).
Hit:
3
(1d4
+
1)
bludgeoning
damage.
ENCOUNTER
BUILDING
P A G E
1 8
Level
1
XP
10
18.
Hog
Farm
Clues:
A
DC
10
Charisma
check
to
persuade
or
bluff
Jophet
convinces
him
to
admit
that
his
Constable
Ruskal
Medium
Humanoid
(Human)
Armor
Class
16
(chain
mail)
Hit
Points
27
(5d8
+
5)
Speed
25
ft.
Str
14
(+2)
Dex
12
(+1)
Con
13
(+1)
Int
12
(+1)
Wis
10
(+0)
Cha
16
(+3)
Alignment
neutral
Languages
Common
TRAITS
Commander
+2:
Friendly
creatures
with
the
disciplined
action
that
can
see
or
hear
the
constable
and
are
within
30
feet
of
him
gain
a
+2
bonus
to
damage
rolls.
If
multiple
friendly
creatures
have
the
Commander
trait,
only
the
highest
bonus
applies.
Steadfast:
The
constable
cannot
be
frightened
while
he
can
see
a
friendly
creature
within
30
feet
of
him
that
also
has
this
trait.
ACTIONS
Multiattack:
The
constable
makes
two
long
sword
attacks
or
two
shortbow
attacks.
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
Ranged
Attack—Shortbow:
+5
to
hit
(range
80
ft./320
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
3
XP
190
Cult
When
you
play
this
chapter
of
the
adventure,
P A G E
2 2 – 2 3
make
the
following
changes
and
additions
as
indicated.
7.
Descending
Stairs
A
DC
10
Intelligence
check
identifies
the
magical
nature
of
the
stone
wall
on
the
stairs,
and
reveals
P A G E
2 1
that
it
cannot
be
breached
unless
the
proper
password
is
given.
Knowledge
of
arcana,
Moat
House
Approach
forbidden
lore,
and
religion
apply.
When
the
characters
reach
the
site,
a
DC
10
Wisdom
check
is
sufficient
for
a
character
to
spot
the
two
giant
frogs
that
lurk
near
the
moat
house.
P A G E
2 3
If
a
search
is
made
of
the
moat
house
exterior,
a
DC
10
Intelligence
check
finds
the
two
large
8.
Sleeping
Quarters
breaches
where
the
stones
of
the
wall
have
A
barred
door
can
be
opened
with
a
DC
10
collapsed.
Dexterity
check,
or
broken
open
with
a
DC
15
Strength
check.
Alchemist’s
Essence
Trap
(DC
10
Intelligence
check
to
find,
DC
15
Dexterity
check
to
disable):
Any
creature
that
steps
into
a
breach
without
first
Bandits
of
the
Moat
House
disabling
the
trap
breaks
a
vial
of
alchemist’s
essence
hidden
in
the
rubble.
When
a
vial
of
Conclusion
alchemist’s
essence
breaks,
each
creature
in
a
5-‐ Any
bandit
prisoners
other
than
Enda
require
a
foot-‐radius
cloud
centered
on
the
broken
vial
DC
15
Charisma
check
to
intimidate
them
into
must
make
a
DC
10
Dexterity
saving
throw.
A
talking.
creature
takes
1d6
fire
damage
on
a
failed
save,
and
half
as
much
damage
on
a
successful
one.
The
trap
is
destroyed.
P A G E
2 4
The
fire
ignites
unattended
flammable
objects
in
the
area.
Combat
Statistics
Use
the
following
statistics
blocks
and
adjust
the
Guardians:
Each
character
must
make
a
DC
10
number
of
creatures
as
indicated
to
create
a
tough
Dexterity
check
to
sneak
when
approaching
the
encounter
for
five
1st-‐level
D&D
Next
adventurers,
moat
house.
If
at
least
half
the
characters
are
or
an
average
encounter
for
five
2nd-‐level
successful,
the
party
approaches
unnoticed
by
the
adventurers.
giant
frogs.
Enda
Yate,
Bandit
Leader
Small
Humanoid
(Halfling)
P A G E
2 2
Armor
Class
15
(studded
leather)
Hit
Points
13
(3d6
+
3)
Speed
25
ft.
5.
Bandit
Leader’s
Room
Str
14
(+2)
Dex
14
(+2)
Con
12
(+1)
Chest:
If
the
chest
is
searched,
a
DC
10
Int
7
(–2)
Wis
11
(+0)
Cha
10
(+0)
Intelligence
check
reveals
the
nature
of
the
false
Alignment
neutral
lock.
The
secret
panel
that
allows
the
chest
to
be
Languages
Common
safely
opened
can
be
found
with
a
second
DC
10
TRAITS
TRAITS
Lucky
(2/day):
If
Enda
makes
an
attack
roll,
check,
or
Aquatic:
The
frog
can
breathe
underwater,
and
being
saving
throw
and
gets
a
result
she
dislikes,
she
can
reroll
underwater
imposes
no
penalty
on
its
attack
rolls
or
the
die
and
use
either
result.
If
she
has
advantage
or
checks.
disadvantage
on
the
roll,
she
rerolls
only
one
of
the
dice.
Stealthy
+5:
The
frog
gains
a
+5
bonus
to
all
checks
to
ACTIONS
avoid
detection.
Multiattack:
Enda
makes
three
dagger
attacks.
ACTIONS
Melee
or
Ranged
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
range
30
ft./120
ft.;
one
creature).
Hit:
4
(1d4
+
2)
piercing
Hit:
7
(2d4
+
2)
piercing
damage,
and
the
target
is
damage.
grappled.
While
the
frog
has
a
creature
grappled,
the
frog
can
bite
only
that
creature,
but
the
frog
has
advantage
ENCOUNTER
BUILDING
when
it
does
so.
Level
2
XP
60
Melee
Attack—Sticky
Tongue:
+5
to
hit
(reach
15
ft.;
one
creature).
The
frog
cannot
use
this
attack
if
a
creature
is
2
Dwarf
Conscripts
grappled
by
the
frog.
Hit:
If
the
target
is
Medium
or
Medium
Humanoid
(Dwarf)
smaller,
the
giant
frog
pulls
the
target
up
to
15
feet
and
Armor
Class
13
(leather,
shield)
can
make
a
bite
attack
as
part
of
the
same
action.
Hit
Points
7
(1d10
+
2)
Speed
25
ft.
Swallow
Whole:
While
grappling
a
Small
or
smaller
Senses
lowlight
vision
creature,
the
frog
can
make
a
bite
attack
against
the
Str
14
(+2)
Dex
13
(+1)
Con
14
(+2)
creature,
and
if
the
frog
hits,
it
also
swallows
the
creature.
Int
10
(+0)
Wis
9
(–1)
Cha
8
(–1)
A
frog
can
swallow
one
creature
at
a
time.
Alignment
neutral
A
swallowed
creature
takes
3
(1d4
+
1)
acid
damage
at
Languages
Common,
Dwarvish
the
start
of
each
of
the
frog’s
turns
until
it
escapes.
A
TRAITS
swallowed
creature
is
blinded
and
restrained,
but
it
can
use
its
action
to
cut
its
way
free
by
dealing
enough
Dwarven
Resilience:
The
conscript
has
advantage
on
piercing
or
slashing
damage
to
kill
the
frog.
A
creature
saving
throws
against
poison,
and
resistance
against
that
frees
itself
falls
prone
in
an
unoccupied
space
within
poison
damage.
5
feet
of
the
frog.
ACTIONS
ENCOUNTER
BUILDING
Melee
Attack—Battleaxe:
+5
to
hit
(reach
5
ft.;
one
Level
1
XP
40
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
ENCOUNTER
BUILDING
3
Mercenary
Archers
Level
1
XP
20
Medium
Humanoid
(Human)
Armor
Class
12
(leather)
Hit
Points
6
(1d10
+
1)
Frog,
Giant
Speed
30
ft.
Medium
Beast
Str
10
(+0)
Dex
13
(+1)
Con
12
(+1)
Armor
Class
12
Int
10
(+0)
Wis
10
(+0)
Cha
10
(+0)
Hit
Points
11
(2d8
+
2)
Alignment
neutral
Speed
15
ft.,
swim
30
ft.
Languages
Common
Str
14
(+2)
Dex
12
(+1)
Con
12
(+1)
Int
1
(–5)
Wis
11
(+0)
Cha
6
(–2)
ACTIONS
Alignment
unaligned
Melee
Attack—Short
Sword:
+3
to
hit
(reach
5
ft.;
one
Languages
—
creature).
Hit:
3
(1d6)
piercing
damage.
ENCOUNTER
BUILDING
P A G E
2 9
Level
3
XP
140
Conclusion
2
Town
Guards
With
a
DC
15
Intelligence
check,
a
character
Medium
Humanoid
(Human)
knows
the
story
of
Miska
as
told
in
the
Armor
Class
13
(leather,
shield)
adventure’s
“Background”
section
(page
3).
Hit
Points
3
(1d6)
Knowledge
of
history
and
religion
apply.
Speed
30
ft.
Str
12
(+1)
Dex
13
(+1)
Con
10
(+0)
Int
10
(+0)
Wis
9
(–1)
Cha
8
(–1)
Scroll
of
Final
Words
This
rolled
parchment
scroll
contains
holy
writing
that
Alignment
neutral
forms
into
different
sayings
or
magical
phrases
depending
Languages
Common
on
the
religious
or
magical
affiliation
of
the
bearer.
The
TRAITS
Scroll
of
Final
Words
imbues
its
possessor
with
magical
power.
Keen
Senses:
The
guard
gains
a
+5
bonus
to
all
checks
to
Property:
While
you
possess
the
Scroll
of
Final
Words,
detect
hidden
creatures.
you
gain
a
+1
bonus
to
any
ability
check
you
make
where
ACTIONS
you
do
not
have
training
in
a
skill.
In
addition,
once
per
day
when
you
cast
a
spell
of
3rd
Melee
Attack—Short
Sword:
+5
to
hit
(reach
5
ft.;
one
level
or
lower,
you
do
not
use
up
the
spell
slot
associated
creature).
Hit:
4
(1d6
+
1)
slashing
damage.
with
that
spell.
Rarity:
Rare.
Ranged
Attack—Shortbow:
+5
to
hit
(range
80
ft./320
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
1
XP
10
6
Human
Goons
Medium
Humanoid
(Human)
Armor
Class
11
Hit
Points
4
(1d8)
Speed
30
ft.
Str
9
(–1)
Dex
12
(+1)
Con
10
(+0)
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Alignment
neutral
Languages
Common
TRAITS
Mob
Tactics:
The
goon
gains
a
cumulative
+1
bonus
to
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
ACTIONS
Melee
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
2
(1d6
–
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
1
XP
10
P A G E
3 0
Ernesto’s
Tattoo
If
the
character
viewing
the
tattoo
has
a
Wisdom
At
the
Inn
score
of
13
or
higher,
he
or
she
notices
the
goons
If
Bertram
pulls
aside
one
of
the
adventurers
for
a
moving
in.
Otherwise,
the
goons
have
surprise
when
they
attack.
whispered
conversation,
a
DC
15
Wisdom
check
to
read
his
motives
reveals
that
he
doesn’t
have
the
adventurers’
best
interests
at
heart.
P A G E
3 3 – 3 4
P A G E
3 1
Battle
at
the
Inn
Drinking
Contest
Combat
Statistics
For
the
first
drink,
each
contestant
must
make
a
Use
the
following
statistics
blocks
and
adjust
the
DC
10
Constitution
check.
Each
subsequent
drink
number
of
creatures
as
indicated
to
create
a
tough
requires
another
check,
with
the
DC
increasing
by
encounter
for
five
1st-‐level
D&D
Next
adventurers,
1.
The
villagers
gain
a
+2
bonus
to
checks
made
in
or
an
average
encounter
for
five
2nd-‐level
the
contest.
adventurers.
An
adventurer
who
fails
a
check
and
loses
the
contest
takes
a
–1
penalty
to
AC.
This
penalty
ends
Veteran
Assassin
the
next
time
a
character
receives
healing
magic
Medium
Humanoid
(Human)
or
spends
Hit
Dice
during
a
short
rest.
Armor
Class
14
(leather,
shield)
Hit
Points
18
(4d8)
Speed
30
ft.
P A G E
3 1 – 3 2
Str
15
(+2)
Dex
14
(+2)
Con
10
(+0)
Int
8
(–1)
Wis
11
(+0)
Cha
9
(–1)
Alignment
neutral
evil
Arm
Wrestling
Languages
Common
Gertie
initially
attempts
to
intimidate
her
opponent
in
a
Charisma
contest,
gaining
a
+5
TRAITS
bonus
in
the
contest.
Whoever
wins
the
contest
Stealthy
+5:
The
veteran
gains
a
+5
bonus
to
all
checks
to
gains
a
+2
bonus
to
the
first
Strength
check
of
the
avoid
detection.
arm-‐wrestling
match.
The
participants
engage
in
Strength
contests
for
ACTIONS
each
bout
in
the
arm-‐wrestling
match.
Gertie
has
a
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
+3
bonus
in
each
contest.
creature).
Hit:
6
(1d8
+
2)
slashing
damage
and
5
(1d10)
If
Gertie
wins,
the
losing
adventurer
takes
a
–1
poison
damage.
penalty
to
weapon
attack
rolls.
This
penalty
ends
the
next
time
a
character
receives
healing
magic
ENCOUNTER
BUILDING
or
spends
Hit
Dice
during
a
short
rest.
Level
3
XP
130
Common
Bandit
Str
10
(+0)
Dex
12
(+1)
Con
13
(+1)
Medium
Humanoid
(Human)
Int
9
(–1)
Wis
11
(+0)
Cha
7
(–2)
Armor
Class
12
(leather)
Alignment
chaotic
evil
Hit
Points
11
(2d8
+
2)
Languages
Bullywug
Speed
30
ft.
TRAITS
Str
12
(+1)
Dex
12
(+1)
Con
12
(+1)
Int
10
(+0)
Wis
11
(+0)
Cha
10
(+0)
Aquatic:
The
bullywug
can
breathe
underwater,
and
being
Alignment
any
underwater
imposes
no
penalty
on
its
attack
rolls
or
Languages
Common
checks.
TRAITS
Stealthy
+5:
The
bullywug
gains
a
+5
bonus
to
all
checks
Mob
Tactics:
The
bandit
gains
a
cumulative
+1
bonus
to
to
avoid
detection.
attack
rolls
for
each
friendly
creature
that
also
has
this
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
Leap:
On
land,
as
part
of
the
bullywug’s
movement,
it
can
leap
up
to
20
feet
horizontally
and
up
to
10
feet
vertically
ACTIONS
without
a
running
start.
If
the
bullywug
leaps
at
least
10
feet,
it
gains
a
+3
bonus
to
damage
rolls
for
attacks
it
Melee
or
Ranged
Attack—Spear:
+5
to
hit
(reach
5
ft.
or
makes
on
the
same
turn.
ranged
20
ft./60
ft.;
one
creature).
Hit:
4
(1d6
+
1)
piercing
damage.
ACTIONS
ENCOUNTER
BUILDING
Multiattack:
The
bullywug
makes
one
bite
attack
and
one
claws
attack,
or
one
bite
attack
and
one
spear
attack.
Level
1
XP
20
Melee
Attack—Bite:
+5
to
hit
(reach
5
ft.;
one
creature).
3
Human
Goons
Hit:
3
(1d6)
piercing
damage.
Medium
Humanoid
(Human)
Armor
Class
11
Melee
Attack—Claws:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit
Points
4
(1d8)
Hit:
2
(1d4)
slashing
damage.
Speed
30
ft.
Str
9
(–1)
Dex
12
(+1)
Con
10
(+0)
Melee
Attack—Spear:
+5
to
hit
(reach
5
ft.;
one
creature).
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Hit:
3
(1d6)
piercing
damage.
Alignment
neutral
Languages
Common
ENCOUNTER
BUILDING
Level
1
XP
30
TRAITS
Mob
Tactics:
The
goon
gains
a
cumulative
+1
bonus
to
attack
rolls
for
each
friendly
creature
that
also
has
this
P A G E
3 4
trait
and
is
within
5
feet
of
its
target,
to
a
maximum
of
+5.
ACTIONS
Conclusion
Ernesto:
If
Ernesto
survives,
he
offers
the
Melee
Attack—Dagger:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
2
(1d6
–
1)
piercing
damage.
adventurers
a
potion
of
healing.
ENCOUNTER
BUILDING
Level
1
XP
10
P A G E
3 6 – 3 7
2
Bullywugs
Corrupted
Priests
Medium
Humanoid
Armor
Class
13
(leather,
shield)
Combat
Statistics
Hit
Points
11
(2d8
+
2)
Use
the
following
statistics
blocks
to
create
a
Speed
20
ft.,
swim
40
ft.
tough
encounter
for
five
2nd-‐level
D&D
Next
Senses
low-‐light
vision
Melee
Attack—Spear:
+5
to
hit
(reach
5
ft.;
one
creature).
Alternatively,
a
Strength
check
allows
a
prisoner
Hit:
3
(1d6)
piercing
damage.
trapped
by
the
rocks
to
be
rescued.
Fissure:
A
Strength
check
can
pull
a
prisoner
to
ENCOUNTER
BUILDING
safety.
Level
1
XP
30
Overwhelming
Terror:
A
Charisma
check
is
required
to
bluff,
persuade,
or
intimidate
prisoners
into
fighting
for
survival.
P A G E
3 7
Separation:
A
Wisdom
check
notices
when
a
prisoner
takes
a
wrong
turn.
A
Charisma
check
A
DC
10
Wisdom
check
allows
a
character
to
sense
can
persuade
and
guide
the
prisoner
back
onto
the
that
Devi
is
lying.
If
she
is
caught
in
the
lie,
a
DC
10
correct
path.
Wisdom
check
to
listen
allows
a
character
to
hear
Sudden
Flood:
A
Constitution
check
allows
an
the
words
Garath
speaks
out
of
order.
A
DC
15
adventurer
to
swim
through
the
water
to
rescue
a
Wisdom
check
to
listen
allows
the
character
to
trapped
prisoner.
recognize
the
words
as
the
inscription
on
the
Swamp
Gas:
An
Intelligence
check
reveals
a
shrine
being
spoken
backward.
pocket
of
noxious
gas
ahead.
Tunnel
Fork:
An
Intelligence
check
or
Wisdom
Features
of
the
Area
check
allows
a
character
to
pick
out
the
safe
route.
Relic
Shelves:
A
DC
15
Intelligence
check
to
search
reveals
the
iron
door
behind
the
shelves.
Meditation
Cells:
A
DC
15
Intelligence
check
P A G E
4 0
reveals
that
the
locks
have
been
reversed
and
that
the
doors
lock
automatically
if
shut.
A
locked
door
requires
a
DC
15
Dexterity
check
to
open.
Wrath
of
the
Reptile
God
Conclusion
Setup
When
the
adventurers
can
see
the
far
shore,
a
DC
Devi’s
Gambit:
A
DC
20
Wisdom
check
to
sense
10
Wisdom
check
spots
Garath
huddling
among
Devi’s
motive
is
needed
to
see
through
her
lie
the
prisoners.
regarding
being
possessed.
Features
of
the
Area
P A G E
3 8 – 3 9
Raft:
Each
round
as
an
action,
one
character
using
the
pole
can
make
a
Strength
check
to
move
the
raft.
It
moves
10
feet
plus
1
foot
per
point
of
Narrow
Escape
the
check
result.
As
the
players
describe
what
their
characters
do,
call
for
DC
10
ability
checks
to
determine
the
characters’
success
in
the
various
scenarios
during
P A G E
4 0 – 4 1
the
escape.
Whenever
a
check
fails
for
a
given
task,
each
character
must
make
a
DC
10
Constitution
saving
Prisoners
throw.
If
more
than
half
the
characters
fail
the
Canoness
Yeeday:
Yeeday
has
10
hit
points
saving
throw,
each
character
takes
a
–1
penalty
to
remaining,
and
makes
checks
and
saves
at
+0.
the
hit
points
regained
the
next
time
he
or
she
During
the
battle,
she
will
call
out
encouragement
spends
Hit
Dice
during
a
short
rest.
to
the
adventurers
but
has
no
magic
that
might
Alternative
Passage:
An
Intelligence
check
benefit
them.
reveals
a
short
cut.
Collapse:
An
Intelligence
check
reveals
the
Combat
Statistics
threat
of
a
cave-‐in.
Use
the
following
statistics
blocks
to
create
a
Falling
Rock:
A
Dexterity
check
is
required
to
tough
encounter
for
five
2nd-‐level
D&D
Next
push
a
prisoner
out
of
the
way
of
falling
rocks.
adventurers.
Melee
Attack—Long
Sword:
+5
to
hit
(reach
5
ft.;
one
creature).
Hit:
6
(1d8
+
2)
slashing
damage.
Ranged
Attack—Longbow:
+4
to
hit
(range
150
ft./600
ft.;
one
creature).
Hit:
5
(1d8
+
1)
piercing
damage.
ENCOUNTER
BUILDING
Level
4
XP
330
P A G E
4 1
Death
Circlet
This
black
circlet
has
seven
green
gems
set
in
it.
They
are
dull
and
dead,
as
if
any
magical
power
they
once
held
has
been
spent.
If
the
circlet
is
worn,
the
wearer
knows
that
attuning
to
the
item
will
reveal
its
properties.
Property
(Attuned):
When
you
kill
a
living
creature,
one
of
the
Death
Circlet’s
seven
gems
captures
that
creature’s
soul.
A
gem
can
hold
only
one
soul
at
a
time
and
glows
with
a
green
radiance
while
it
contains
a
soul.
A
dead
creature
cannot
be
returned
to
life
while
its
soul
is
captured
in
this
manner.
As
an
action
once
per
day,
you
can
release
two
captured
souls
to
regain
2d8
+
4
hit
points.
Once
per
day
when
you
hit
with
an
attack,
you
can
release
seven
captured
souls
to
treat
the
attack
as
a
critical
hit.
Rarity:
Rare.
P A G E
4 4
8
Kobold
Tunnelers
Small
Humanoid
(Kobold)
Armor
Class
11
Finding
Otis
Hit
Points
2
(1d6
–
1)
A
DC
10
Wisdom
check
recognizes
that
the
gore
in
Speed
30
ft.
the
grotto
represents
the
demise
of
more
Senses
darkvision
60
ft.
creatures
than
only
Otis.
Str
7
(–2)
Dex
12
(+1)
Con
8
(–1)
Int
8
(–1)
Wis
7
(–2)
Cha
8
(–1)
Alignment
neutral
evil
P A G E
4 4 – 4 5
Languages
Common,
Draconic
Ranged
Attack—Shortbow:
+4
to
hit
(range
80
ft./320
ft.;
ENCOUNTER
BUILDING
one
creature).
Hit:
3
(1d6)
piercing
damage.
Level
4
XP
300
ENCOUNTER
BUILDING
ENCOUNTER
BUILDING
Level
1
XP
20
Haffron’s
Skeleton
Medium
Undead
Armor
Class
13
(armor
scraps,
shield)
Hit
Points
27
(6d8);
resistant
to
piercing
damage;
vulnerable
to
bludgeoning
damage
Immunities
poison
Speed
30
ft.
Senses
darkvision
60
ft.
Str
11
(+0)
Dex
10
(+0)
Con
10
(+0)
Int
6
(–2)
Wis
8
(–1)
Cha
3
(–4)
Alignment
lawful
evil
Languages
understands
Common
TRAITS
Mindless:
Cannot
be
charmed
or
frightened.
Undead:
The
skeleton
is
immune
to
disease
and
cannot
be
put
to
sleep.
It
does
not
need
to
sleep,
eat,
or
breathe.
ACTIONS
Multiattack:
Haffron’s
skeleton
makes
two
long
sword
attacks.
Melee
Attack—Long
Sword:
+6
to
hit
(reach
5
ft.;
one
creature).
Hit:
9
(2d8)
slashing
damage.
ENCOUNTER
BUILDING
Level
4
XP
270
P A G E
5 0
Features
of
the
Area
Triple
Altar:
As
an
action,
a
character
can
negate
the
power
of
one
altar
by
making
a
successful
DC
10
Constitution
check,
Wisdom
check,
or
Charisma
check
while
touching
the
Chaos
Blade,
the
Death
Circlet,
or
the
Scroll
of
Final
Words
to
the
altar.
S T A N D AGAINST EVIL
An ancient evil stirs in the Caves of Chaos, chipping
away at its prison, while the forces of chaos converge
on the nearby town of Hornmel Lane. Monstrous
raiders, marauding bandits, and missing villagers
portend a terrible fate for Hommel Lane and the rest
of the world, if unchallenged.
Against the Cult of Chaos™ is a DUNGEONS & DRAGONS*
Roleplaying Game adventure designed for the winter
2 0 1 3 season of the D & D ENCOUNTERS™ official play
program. The adventure is an homage to three classic
D & D adventures: The Keep on the Borderlands, The
Village ofHommlet, and Against the Cult ofthe Reptile God.
The adventure comes with two full-color battle maps,
a series of ready-to-play encounters, and information
on the D & D ENCOUNTERS program.
! * ' ^ J ^ * ' " - * I '
This season also includes an optional online
component, which allows players and Dungeon
Masters to convert the adventure to the D&D® Next
L ' . I B
playtest. Find out more at www.dndnext.com.
!
DUNGEONSANDDRAGONS.COM