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~i~

~1~
A note from the author

Thank you for downloading this book.

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This book is part of the Haven Cross Module,


which main title is Haven Cross: The
Adventurers Guild. It is available at
http://www.dmsguild.com/product/187592/H
aven-Cross-The-Adventurers-Guild

The high resolution version of the maps are


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aven-Cross-The-Adventurers-Guild--Map-Pack

This books introduces the The Food Shaman


Class, the book with information on this class is
available at
http://www.dmsguild.com/product/188981/F
ood-Shaman-Class

I would like to thank the community for the


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=Graeme%20Hallett

~2~
The Temple of Caecus, The Blind God

Not many priests in the world dedicate The priests of Caecus carry no holy
their lives to Caecus The Blind God. Truly symbols, their eyes kept tightly shut are more
following him is an act of blind devotion, than enough to channel the powers of their god.
literally. The high priests perform a somewhat
Those who choose to walk this path of shocking ritual to show their utmost devotion to
mercy and compassion make a vow of blindness, his god, by removing their eyeballs on a
wearing blindfolds from the moment they swear lonesome ceremony done by the priest and the
their oath until the day they die. priest alone. They still keep their blindfolds and
consider the act a bond with their god, and not a
Caecus is a god of mercy and healing. His sign of devotion to be show to the world.
followers preach easing the pain and suffering of
all beings, be they men or beast, poor or rich, There are no statues or images of
good or evil. Caecus, the temples devoted to him can be
recognized by a thick white smoke that emanates
The most devoted priests are able to from special incense burners and limit the
channel the powers of his deity in amazing visibility to no more than 10ft inside the
displays of healing and restoration. It is said that building.
the closest to Caecus are even able to bring the
dead back to life, not for the sake of the In Haven Cross there is a small temple
deceased, but to ease the pain of friends and dedicated to Caecus. It is maintained by Blind
family caused by a life taken too soon. Egon (NPC) with the strong support of John
Mercy.
The temples dedicated to The Blind God
are few, and usually small. There are not many Due to the wild and violent nature of the
societies that sees with good eyes the region Blind Egon is constantly using his powers
compassion shown to even the most wicked to heal the city guards, the townsfolk and
criminals by priests of Caecus. They truly believe adventurers.
in fighting pain and suffering without ever There are a few acolytes who help to
looking into the face, or the past, of those seeking maintain the temple and tend to the wounded
mercy. and sick. In times of great need they are never
short of voluntaries eager to assist.
Most priests serve the blind god by
comforting and healing those who come to them,
and might spend most of their lives in the same
temple, never venturing far.

But a few are driven by a need to travel


and fight suffering and pain whenever it may be.
It is a hard life full of perils and completely
dependent on the good will of strangers. Most of
those who follow this path don’t live long.
Wandering alone without the guidance of your
own eyes can lead to a quick death, in a world
where not all believe in mercy and compassion.

But its not rare to hear bard songs about


blind “angels” coming in times of great suffering
to help those in need.

~3~
The Drunken Horse Inn – Page 1 of 2

Ront was a half-orc. He used to run a him, but never forgot the power of the meals he
successful caravan in the routes near the village prepared.
of Haven Cross, his success granted by the fierce
and numerous half-orc guards accompanying Meeting Ulumpha gave him the chance of
him. experiencing that power once again, and brought
After so many years running the caravan fond memories of his childhood when he could
Ront was growing old and tired of living in the easily beat-up the largest boy in the tribe after
road. About that time was when the Adventurers his extra special breakfast.
Guild was established.
Ront saw an opportunity, he bargained Ront took Ulumpha inn. He offered her a
with Lord Haven the rights of running an inn and position in his tavern as a cook, which she gladly
used his savings to build the “Ront’s Safe Inn” in accepted, not because of the job, but so she could
Haven Cross. continue to cook every day. He secured her
accommodation in a small house near the inn,
The rooms were small but spacious which she refused asking to take a part of the
enough to provide a comfortable night of sleep to storage area near the kitchen and turn it into her
the weary adventurer. The tavern in the ground quarters.
level was large and served guests and locals
alike. It was right across the stables, making it Ulumpha and Ront became good friends,
easy and painless arriving and departing. she was happy with his efforts to provide fresh
hunt and he could barely wait to taste the next
Right across the stables. meal.
When her daughters were born Ront gave
Nobody knew how, but an old horse them their names, chosen after a fairy tale he
always seemed to find his way out of the coral, or was told by a traveling bard long time ago.
the stables stalls, or the ropes tying him. No
matter what the stable boys did, he would He loved the girls like family, and treated
eventually show up outside the tavern and drink them so. He was already an elderly half-orc when
from all the mugs he could reach. Sometimes he they were born, but his love for the young ones
would even try to sneak in (as if a horse could kept him going. A little before the girls turned 13,
ever be successful at that). Ront passed away.

Soon people would call others to see the He left his inn for Ulumpha and her
horse, and the villagers started referring to the daughters. One of them, Hilda (NPC), was
inn as “The Drunken Horse” specially interested in her “grandpa’s” business,
Many years passed, the old horse constantly shadowing him and asking question.
eventually died, but the name never changed. She was more than ready to take over.

One day a Lord Haven’s expedition Today the Drunken Horse Inn belongs to
returned, bringing with them an unusual Ulumpha and is run by Hilda.
companion: Ulumpha Kjaindush (NPC)
One of the expedition members was a Most of the staff are half-orcs, so they can
half-orc that used to work in Ront’s caravan, he at least understand a little of Ulumpha’s
introduced him to Ulumpha and they soon grunting, but there are a few humans as well.
became friends.
And the business thrive!
Ront’s grandfather was an Orc, a food
shaman in his tribe. He had little memories of

~4~
The Drunken Horse Inn – Page 2 of 2
The Drunken Horse Inn – Accommodations The Drunken Horse Tavern – Drinks:
Price list: The most popular ale in the region is called
Single Room (One Available) – 5sp Strong Ox, a cheap and strong ale produced by a
Double Room (Four Available) – 1gp family of hill dwarfs not far from Haven Cross.
Triple Room (Two Available) – 15sp The most popular wine is the Half-Grape, a cheap
Quadruple Room (One Available) - 2gp red wine produced by and old halfling in the
Fancy Rooms (Two Available) - 4gp farms nearby.

The Drunken Horse Tavern - Menu: Ale – Strong Ox – Mug 4cp – Gallon 2sp
Boiled Eggs – 1cp Ale - Riverside – Mug 6cp – Gallon 3sp
Boiled Mutton and lentils – 8cp Ale – The Bolgus Special – Mug 6cp – Gallon 3sp
Boiled Pork and Onion – 7cp Ale – The Drunken Horse – Mug 10cp
Chicken Stew – 4cp
Mixed Grill – 5cp Wine – Half-Grape – Pitcher 2sp
Pork and Roasted Radish – 9cp Wine – White Breeze – Pitcher 4sp
Roasted Sausage – 3cp Wine – Red Moon – Bottle 3gp
Salted Pork and Leek – 12cp Wine – The Baroness – Bottle 8gp
Salted Crab and Rye Biscuits – 6cp Wine – Griffon’s Nest – Bottle 10gp
Smoked Oxen and Almond Bread – 10cp Wine – Golden Cork – Bottle 20gp
Stewed Sausage and Dark Bread – 7cp
Whisky – Red Eye – Dose 6cp – Bottle 3sp
Ulumpha does not cook all meals, the regular Whisky – Old Dog – Dose 10cp – Bottle 5sp
menu is prepared by two half-orc cooks who
take turns during the day and evening. Rum – Shorelide – Dose 4cp – Bottle 2sp

~5~
Blind Egon (NPC) - Page 1 of 2
Egon Khalid is the soon of a tailor and a A few topics of conversation that might
baker. Born in a large city he saw the plague kill arise:
almost the whole population in a matter of
weeks. - His powers allows him to imbue potions
Egon survived, but had to face his whole with healing power, but they require expensive
family suffer and die while he desperately tried ingredients provided by alchemists so he must
to help them. He was still a boy. charge for them.

He could not forget the pain and - He will cure and heal anyone for free,
desolation that befell the whole city, and the but some spells consume expensive items which
comfort and relieve offered by the few the temple does not have. In this case he can try
blindfolded priests who came to help, although to get the items trough John Mercy and the
too late for most citizens. Adventurers Guild.

Egon followed those priests, finding a -Egon is happy in Haven Cross, there he is
small temple in a town nearby. He joined them constantly helping those who suffer.
first as an acolyte, but with a strong desire to
help and the hope that nobody has ever to suffer -If he hears of a plague or great disaster
as his family did Egon gave his heart to Caecus, affecting towns or villages nearby he will leave
the blind god. Haven Cross to assist, possibly with a escort of
adventurers.
He did not think twice before taking the
oath of blindness, and was one of the youngest -He is a good friend with Hilda (NPC), as
priests to perform the ritual removing his eyes she often comes to care for those being treated in
as the ultimate devotion. the infirmary.

His dedication to his god was rewarded, - He has powers to bring someone back to
Egon soon became a powerful healer who helped life, but will only do so if it would not cause any
all seeking the mercy of Caecus. suffering.

One day his temple received the notice - He knows his way very well in Haven
that a village far away would like to sponsor a Cross, and can easily get anywhere in town
temple to Caecus, and they were looking for a without help.
resident priest.
- There are three acolytes who live in a
Egon volunteered and soon he was in a small house near the temple, they did not take
caravan bound to Haven Cross. the oath of blindness and help with cleaning,
maintenance and caring for those in the
He became good friends with John Mercy, infirmary. They are paid by John Mercy.
who sponsors the temple, and mostly everyone
in Haven Cross have come to him at least once.

Now Egon is 40 years old, he has a deep


and calm voice and always wears a clean white
blindfold.

He is friendly to all and will never


abandon those who suffer.

~6~
Blind Egon (NPC) - Page 2 of 2

Cleric of Caecus:
A cleric serving Caecus has a limitation to
spells that heal, restore or avoid suffering. They
never wield weapons or willingly cause harm to
others.
They do not have access to the Divine
Domain or Destroy Undead powers featured on
the Player’s Handbook.
They always wear blindfolds, and those
who did not perform a ritual removing their eyes
keep them shut at all time. They do not need holy
symbols as long as their eyes are closed.
They cannot use the Turn Undead feature
of Channel Divinity, but they have a special
power: The Mercy of Caecus.

Channel Divinity - The Mercy of Caecus:


You can use your channel divinity to
reach into a creature’s energy and feel the reason
of its suffering.
You must touch the creature, or be
touched by it, even if indirectly, as when you are
attacked with a melee weapon.
The affected creature becomes friendly to
you for 10 minutes, and you know the basic
reasons of its suffering.
The creature becomes friendly only to
you, and not to your party members.
If the creature has an intelligence score of
11 or higher it can make a Charisma saving
thrown against your spell DC, otherwise they are
automatically affected.
If the creature passes the saving throw
they do not become friendly, but you still know
the reasons of its suffering.
It works in a deep existential level, and
can affect creatures that are immune to charm
and mind affecting spells, undeads, animated
objects and any form of life who can experience
pain or suffering.

~7~
Ulumpha Kjanidush (NPC) Page 1 of 2

Ulumpha was the Kjanidush (that is “food Haven Cross, where she could meet Ront, the
shaman” in orc language) of her tribe. One day half-orc who told him about food shamans.
when they were celebrating a successful hunt the Having nowhere to go, she followed them.
tribe was attacked by a gnoll war band. Such a
small tribe was greatly outnumbered, they Living in a village seemed a strange idea,
fought with savage bravery, as most orcs would, but without a tribe that was probably the only
but it was not enough to fend of the attackers. chance she would ever be able to cook anything
All orcs died in battle, except for Ulumpha worth it.
who fell gravely wounded at the beginning of the In the beginning she became a sort of
battle and was left unconscious under the pile of attraction. In the villagers mind orcs were
canvas of her collapsed hut. dangerous creatures that would try to kill
anything they see, but Ulumpha seemed to be
It happened not far from Haven Cross and fine as long as she had something fresh to cook.
the same war band that decimated Ulumpha’s
tribe was causing problems to the village during She would even socialize with the half-
the last years. Lord Haven gathered a large force orcs, at least with those few who could
of soldiers and mercenaries to hunt them down. understand her grunting, and she soon became
Following their tracks they came across know for beating anyone in a drinking game
the ruined tents and the bodies of the orcs who
were once Ulumpha’s tribe. They found her One day a traveling bard, a human know
barely alive, still clutching her meat cleaver as The Handsome Prayslee, thought with would
under the pile of crimson red canvas that was be a nice feat to be the only one to ever beat her.
once her hut. He drank a magic potion to enhance his
It was not difficult to imagine what constitution and challenged Ulumpha.
happened there. Nobody in the village ever saw that much
ale disappear so quickly in a table with only two
Lord Haven knew that tribe, he came individuals.
across them a couple times during his It was all going fine to Prayslee, Ulumpha
adventures. It was an unusual tribe, they seemed drunk like never before. Her head was spinning
to satisfy their blood lust by tracking and and she was impressed by how much that human
hunting large and dangerous beasts and were could take without even breaking a sweat. Even
not aggressive towards the humanoids in the his features, handsome to humans but fragile and
area. They would, sometimes, even trade with puny to her, started to seem more and more
them. appealing.
The healers in the group helped Ulumpha
and one of the mercenaries, a half-orc, talked to At that time things took a sharp turn to
her. She spoke more in grunts than language, but Prayslee. The potion did not last as long as he
it was enough for him to understand that she expected, all the alcohol in his body hit him at
wanted to join them and avenge her tribe. once and he fell hitting the table hard with his
face.
During the few days before they reached Ulumpha won again! The crowd cheered
the gnolls the half-orc learned that Ulumpha was while she picked up Prayslee and said she would
a food shaman, something that he had only heard take care of him until he gets better, or at least
on tales of his former employer. He was tried to, if anything can be understood from a
impressed and took great interest in that. completely drunk grunting orc.
The gnolls were found and defeated, and
Ulumpha now seemed to have no purpose in life. A few months later, tween half-orc girls
The half-orc proposed her to come with them to were born.

~8~
Ulumpha Kjanidush (NPC) Page 2 of 2
Ulumpha is a food shaman, the details of
the class can be found on The Food Shaman Class
book.
She will often offer rewards trough the
Adventurers Guild for beasts brought alive, so
she can slaughter them herself.
They can be any creatures found in the
creatures list of the Food Shaman Class, and can
provide for very interesting, yet simple, quests.

Eventually she will offer special meals


infused with her food shaman magic. They are
limited to a few portions, usually no more than 4
servings, and the costs depends on the effects
they provide. The DM can decide how often they
are offered. Bellow is a list with the effects
Ulumpha have access, and the cost per person of
a meal infused with them. If the PCs bring on
their own a creature that she can use, they can
bargain the price and ask for specific effects. A
meal can have one lasting and one instant effect,
the effects are featured on the Food Shaman
Class book.

Lasting Effects:
Eagle Eyes +1 100 GP
Beast Strength +1 100 GP
Wild Howl 20 GP
Improved Hearing 20 GP
Courage 20 GP
Resist Poison 100 GP
Resist Disease 100 GP
Speed +5ft 100 GP
Max Hitpoints +5 100 GP
Darkvision 20 GP
Resist Elements 150 GP
Resist Petrification 150 GP
Resist Paralizaton 150 GP

Instant Effects
Comfort Food - 6hs 20 GP
Cure Poison 20 GP
Cure Disease 100 GP
Inspiration 1d6 20 GP
Recalling Trance 150 GP
Heal 2d4 + Wis 20 GP

~9~
Hilda Kjanidush Prayslee –(NPC)
Hilda is a young half-orc who just reached - Hilda will talk with the PCs in behalf of her
adulthood at her 14 years of age. She runs the mother, and translate what she means with her
Drunken Horse Inn in Haven Cross. grunts.
Her figure is feminine, beautifull and
athletic, she moves and dances gracefully and - If the PCs would like to order special food
plays sweet melodies on the flute. It seems that prepared by Ulumpha they can organize it by
she got her talent and good look after her father, speaking with Hilda.
a human bard.
Her voice, on the other hand, is as orc as it - She has a magic flute that was a gift from her
gets: rough, gutural and masculine. father, it works as a +1 focus. She only uses it in
special occasions and keep it safe in a chest in
She is friendly and sweet, she is fair to the her bedroom.
employees of the Drunken Horse Inn and is often
seem playing soothing music to those recovering
in the Temple of Caecus’ infirmary.

Hilda is a level 2 Bard.

A few topics of conversation that might


arise:

- Hilda shares the bedroom with her sister Brun,


who is rarely there and spend most of her time
in the wilderness. There is a huge crocodile’s
hide carpet in Brun’s corner of the room, Hilda
does not like it and calls it “that ugly lizard”

- Her father comes to visit once in a while. He


desperately avoids Ulumpha who always
challenges him to a drinking game, which he
refuses.

- Sometimes Hilda performs at the tavern in the


Drunken Horse Inn. She dances and plays the
flute beautifully.

- She once asked her sister Brun if she thought


that their mother loved them, since she speaks
so little and never told them anything like that.
Brun answered “Mother is an orc, we are not. She
did not eat us on the day we were born. Of course
she loves us.”

- She likes humans to work in the cleaning and


housekeeping, since they seem to have higher
standards on hygiene than half-orcs.

~ 10 ~
Brun Kjanidush Prayslee –(NPC)
Brun is Hilda’s tween sister, but they are
not identical tween. She is big, muscular and
strong, her figure more orc than human, but her
voice is feminine and smooth. She could be a
great singer if she was not ashamed of the way
she sounds. She is a barbarian and likes to look
intimidating and aggressive.
Besides the strenght and constitution she
inherited from her mother she was also gifted
with the powers of a food shaman.
Even as a little girl she spent most of her
time in the wilderness, sometimes coming back
home beaten, bruised and barely alive after
fighting creatures twice her size.
She wields a great-axe and carries a meat
cleaver and carving knives on her belt.
She is a 3rd tier member of the
Adventurers Guild and her strenght and ferocity
are well known in the village. She loves her sister
and Haven Cross as a place to return when she
needs to rest, and will protect it with her life if
necessary.
She likes talking to Hilda, but does not
like others listening to her voice and will avoid
speaking if she can.

Brun is a multiclass Babarian 2 / Food


Shaman 2.

~ 11 ~
Kaelig Pelan –(NPC)
Kaelig Pelan was born blind. His family Channel Divinity - The Mercy of Caecus:
was poor but cared for him the best they could, You can use your channel divinity to
with love and dedication. reach into a creature’s energy and feel the reason
His brothers would take him out to play, of its suffering.
taking turns on holding his hands and guiding You must touch the creature, or be
him around. touched by it, even if indirectly, as when you are
Kaelig had a happy childhood. attacked with a melee weapon.
When he was a teenager his mother got The affected creature becomes friendly to
sick. They did not have any money to pay for the you for 10 minutes, and you know the basic
services of the local temple, whose priests reasons of its suffering.
always charged for their services. Until a cleric of The creature becomes friendly only to
Caecus came to their simple home, and in one you, and not to your party members.
night cured his mother who had been suffering If the creature has an intelligence score of
for over a month. 11 or higher it can make a Charisma saving
He was impressed with such benevolent thrown against your spell DC, otherwise they are
power, and soon left his family to join a temple. automatically affected.
If the creature passes the saving throw
Since the beginning the priests realized they do not become friendly, but you still know
that Kaelig was different, he had no problems the reasons of its suffering.
moving around on his own, and felt very
comfortable taking long journeys by himself, It works in a deep existential level, and
with a little help from kind travelers guiding him. can affect creatures that are immune to charm
He began traveling between the distant and mind affecting spells, undeads, animated
temples dedicated to Caecus and helping objects and any form of life who can experience
everyone he could on the way. pain or suffering

Caecus seems to have a special


connection with Kaelig, who often dreams of
those who suffer and where to find them.

Cleric of Caecus:
A cleric serving Caecus has a limitation to
spells that heal, restore or avoid suffering. They
never wield weapons or willingly cause harm to
others.
They do not have access to the Divine
Domain or Destroy Undead powers featured on
the Player’s Handbook.
They always wear blindfolds, and those
who did not perform a ritual removing their eyes
keep them shut at all time. They do not need holy
symbols as long as their eyes are closed.

They cannot use the Turn Undead feature


of Channel Divinity, but they have a special
power: The Mercy of Caecus.

~ 12 ~
Myrna Marela –(NPC) .
Myrna “The Crab Lady” Marela was born
in a hut by the swamp near a large city. Her
family lived of collecting crabs and other critters
from the swamp to be sold to the citizens, like
many other families in the area.
Myrna was the bravest of all, even more
than her older brothers and her father. She
would venture deep in the swamp all by herself,
and many times catch the largest and most
profitable crabs.

When she was a teenager the rumors of a


new village settling a few days travel from there
started to circle the city.
She only had one question: Is there a
swamp around there?

Tired of so many people to share the


swamp with, she took the little money she could
save and bought passage on the first caravan
going to Haven Cross.
Now she is around 50 years old, and have
been living the swamps near the village for more
than 30.
Myrna is a 1st level Ranger.

~ 13 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg1

This quest is about investigation, slow moving zombie walked among the
negotiation, surprises and an unexpected way of unnatural thick mist that never dissipated,
dealing with the undead. Oh! And also about searching the ground for his hand.
guiding a blind man into a dangerous swamp...
During the road travel in this quest feel At that same time Kaelig Pelan (NPC), a
free to use the Random Road Encounters traveling priest of Caecus who was on his way to
presented in Haven Cross: Adventurers Guild. visit Blind Egon (NPC) had a vision in his dream,
a vision of somebody’s dire suffering in the
In a nutshell cemetery.
Myrna “The Crab Lady” Marela (NPC) is Two days later Kaelig arrived in Haven
an old lady who spent most of her life in or near Cross, and Egon asked the guild to post a request
the swamp. She collects and sells crabs and other looking for escorts to assist him in his mission.
critters. And so an urgent quest is offered to the
One day she was visited by a mysterious PCs.
man asking her help to acquire one live specimen
of the very rare Rainbow Crab. “Impossible!” she The zombie is only going to rest once his
said “Those buggers are harder to find than a gold hand is returned to him.
tooth in a frog’s mouth! They live in the most Myrna is not willing to give it back, after
dangerous part of the swamp, AND to capture one all the trouble she had to capture the crab.
alive is nearly impossible! There is no money in
this world that could pay for that!”. That was until It is up to the players to discover what
the misterious figure showed her his magical happened with the zombie, locate Myrna who is
powers, and promised to give her a scroll that currently foraging in the swamp, and find a way
would raise a body back from the grave to be her to get the hand, now an animated undead claw,
loyal hard working slave, forever. back to it’s owner.
After spending over two weeks in the
swamp and almost dying (a few times) she
Running The Quest
managed to find and capture one small Rainbow
Crab. Kaelig Pelan (NPC) plays a big part in this
She went to the cemetery during the next quest. He is patient while the party is putting
full moon, as instructed, and read from the effort into solving the mystery, otherwise he will
sinister scroll. ask them to focus on the task.
The earth rumbled, clouds covered the During the fight encounters in the swamp
moon turning the night into absolute darkness he will try to keep himself safe. When the battles
and a thick mist raised from the graves. are over he will help whoever is hurt, does not
She shivered when she heard the noise of matter if they are friend or foe. Kaelig tries to
moving earth right besides her feet, and almost avoid confrontation if possible, but he traveled
fainted when she felt a cold grip around her long and far. He understands the brutal reality of
ankle. wild environments.
A hand! No, a claw! An undead claw was
all she got! Moving around in the swamp is not easy,
She waited but the rest of the body never moved. even more for a cleric wearing a blindfold. Keep
The claw, however, seemed to eagerly follow her. that in mind once the characters venture in
there.
Next night while Myrna was already back home Myrna is not evil. She honestly does not
trying to find use for her new “slave”, a believe she is doing any harm to the zombie.

~ 14 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg2
underground beasts, and a couple memorial
Acquiring the quest stones with the names of those lost in cave-ins
When the characters show interest for an or who dissapeared into the depths.
assignment at the Old Bill’s Tower, the clerks will
present a scroll with the request by the temple of When the party arrives there is an
Caecus: unnatural mist covering the whole clearing. The
“The Temple of Caecus requires the service of visibility in the area is limited to 20ft.
capable adventurers to guide and escort the priest They can hear the sound of slow footsteps
Kaelig Pelan into a mission of mercy. There is in the middle of the cemetery, which pauses for
urgency on the matter. The reward will be long periods of time.
discussed upon return, due to the required Kaelig Pelan (NPC) will ask what is
imemediate departure” happening, and say that he feels great suffering
The clerks inform that it is an urgent nearby.
request, whoever is ready to depart sooner can The mist is magical, a strong gust of wind
accept it. can partially clear it for one turn. The mist will
If the PCs try to negotiate the reward, the than will rise from the graves once again.
clerks will ask them to speak with John Mercy,
since he is the main sponsor of the temple. They There is a Zombie (Monster Manual
also advise that they cannot hold an urgent quest pg317) walking in the graveyard. It is not hostile,
in case other adventurers decide to accept it all it cares for is trying to find his missing hand.
before the PCs come back. It walks looking at the ground, stopping
John Mercy is willing to negotiate, he will from time to time staring at a random spot, and
pay a fair price according to the current level of then moves on.
the characters, he also reminds that sooner or If a character attacks with ranged
later everyone in Haven Cross needs the help of weapons the zombie will ignore it, and take the
the temple, helping the priests is already a damage. If engaged in melee the zombie will
reward on its own. attack with a single Slam attack, trying to push
the character out of its way, before it continues
If the party accepts the quest, Kaelig Pelan the endless search.
(NPC) will be waiting at the entrance to the
Temple of Caecus. If the zombie drops to 0hp it will come
He will tell of his dream, all he knows is back with 1hp after 3 turns, and keep on
that somebody needs help in the cemetery, and searching for its hand.
needs it now!
If the zombie body is completely
The cemetery destroyed by a spell, set on fire or anything
The cemetery where this all happened is similar a ghost will rise above its grave.
the Iron Mines Cemetery. It is about halfway No matter how badly shape was the
between Haven Cross and the Iron Mines, zombie’s body, the ghost will resemble a fine
following the east road. young man with a sad expression and missing
After 3 hours travel at normal pace a one hand.
small path leads south from the main road. The ghost walks slowly looking at the
Following this path for ten minutes leads into a ground, as if searching for something. It has 1
clearing in the forest, there lies the small and HP, is immunue to non-magical damage and will
lonely cemetery. completely ignore the characters. If destroyed or
It is reserved for those who lost their lives banished, it will return after a few seconds. It
in the iron mines. There are several graves of never leaves the cemetery.
miners who died in accidents or by the claws of

~ 15 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg3
extremely difficult to distinguish her footprints
Clues from the countless other tracks. It is a DC25
Once the characters meet the zombie, Survival check to follow it all the way, and must
possibly on a very close encounter due to the be repeated a couple times.
mist, Kaelig Pelan (NPC) will ask what is The party can return to Haven Cross and
happening. Once he learns of the undead, either ask for expert trackers that can accompany the
by being told by one of the characters or by the party and make the task easier. Each scout or
sound and smell, he will try to pacify the tracker that they can find will lower the DC by 5.
situation. The PCs can make Charisma or Investigation
He will say that he understands what he checks looking for skilled NPCs.
needs to do, and will ask to be taken face to face
with the zombie or ghost. With a Perception check with DC17 or
Once he can touch the undead he will use Investigation check with DC13 the characters
his Channel Divinity: The Mercy of Caecus to find will find a small odd looking blade with a short
out what is happening. handle and a thick dull blade. It is an oyster knife
Kaelig will understand that the zombie that Myrna dropped from her bag when she got
wishes to return to his rest, but can only do so spooked by the claw grabbing her leg. If any of
once his hand is returned to him. the PCs has a background that is suitable, they
will identify it as a oyster knife.
There are a few clues that the party can
gather at the cemetery on what happened. If the If nobody recognizes the blade but ask
party gets stuck and can’t find a course of action around in town the party will, after some
Kaelig can give a few tips on how to proceed. investigation, find a guard whose father used to
be an oyster merchant. The Investigation checks
It is easy to find a scroll lying in the dirt. It before they can find the guard can be only for
looks like it has not been here for long. The flavor, with bad rolls finding groups of people
magic on the scroll is already spent, so detect who have no idea what the blade is but give their
magic or similar spells will have no effect. opinion: “It is a gnome’s practice blade, I think...”,
With an Arcana check with DC12 the “Nah! It’s a fancy ogre’s toothpick!”, “Ogre
characters can identify the symbols as belonging toothpick? Are you out of your mind? It must be a
to Necromancy school. The spell in the scroll was sculpting tool of some sort”, “It is a key! The worst
a modified version of the 6th level Create Undead one I ever saw”.
spell (Player’s Handbook pg229). It was designed Once the party knows it is an oyster knife
to permanently raise a zombie as an undead they can ask in town who would use such a tool.
servant. At the recommended level for this quest After some investigation they will find a farmer
it is very difficult that any character will have who will recognize it.
access to that spell, so they won’t know exactly The PCs will meet a goatherd who
what the scroll did. produces goat cheese and sells it in the weekly
farmers market. Her stall is located right besides
If the party look around the cemetery Myrna’s, and she saw her shucking oysters
they will find the open grave from which the countless times with that knife. She know that
zombie came. Near this grave there are Myrna lives in a hut near the swamp but is not
footprints left by Myrna leading back to the main sure exactly where. The farmers market was
road. Those footprints are not hard to follow on held yesterday, the next one will be in 6 days so
the seldom visited cemetery. A DC10 survival no chance to meet Myrna there unless the party
check is enough to follow them. They go all the is willing to wait that long. Kaelig is not, he
way back to Myrna’s hut near the swamp, but wishes to help the poor soul trapped in the
once the party reaches the main road it is cemetery as soon as possible.

~ 16 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg4
will jump from a hole in the roof tiles near the
Finding Myrna
small chimney and land running towards the
It should not take long to find a villager swamp, with the crawling claw following close
who knows where Myrna’s hut is. John Mercy behind. It is all very quick and before the
knows the area well and can sketch a map characters can react, the hand disappears into
showing the roads and paths: the swamp.

Myrna ordered the claw to chase the rats


away, but was not specific on how far. The claw
will chase the rat for quite a distance. Once it
stops it “realizes” that it is lost in the swamp, but
the spell bounding it to Myrna guides the claw to
her direction.

If the characters rush after the claw right


away they can see it chasing the rat for a while,
until the hut is no longer in sight. At that point it
stops for a short while, abruptly changes
direction and start dashing deeper into the
Myrna “The Crab Lady” Marela (NPC) is in swamp.
the swamp collecting oysters, crabs and other
critters. The animated claw was left behind in If they first investigate Myrna’s Hut
her hut to chase rats away. (MAP) before following the claw, they will not
Once the characters arrive close to find many clues over there, and Kaelig Pelan
Swamp Hut (MAP) they can hear squeaking (NPC) will insist to try and capture the hand as
noises, metal pans falling to the floor, glass soon as possible.
breaking and the sound of creatures running In this case a short time after venturing in
around. the swamp the party will see the claw wandering
It is the Crawling Claw (Monster Manual at random for a while, until it suddenly chooses a
pg44) chasing a large rat that entered Myrna’s direction and dashes that way.
hut.
This claw is a quite special creature, At that point it is up to the DM how long
animated by a spell poorly cast by somebody the characters will be in the swamp chasing the
with no affinity to magic at all. The claw never claw, being constantly hindered by the hostile
stops moving, it will never “die”. If cut in half environment and creatures, loosing sight of it a
both halves would keep moving. few times, until they finally find Myrna.
If completely destroyed the spell is
broken and the zombie can rest in peace, Use the Easy Combat Encounters –
although the DM should avoid that. Kaelig Pelan Swamp (Table) or the Hard Combat Encounters
(NPC) will be against that, he believes that the (Swamp) to delay the characters before they can
zombie can only rest once it has the hand back, find Myrna.
and is scared that destroying it might trap the The Random Encounters – Swamp
poor soul in the cemetery forever. (Table) can be used as well, but it offers better
interactions after the party has found Myrna,
The door is locked and the windows are before that they will be rushing after the claw
closed and barred from the inside. The party can and might avoid any delays.
try to pick the lock, or break the door and
windows, but before they can get inside the rat
~ 17 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg5

Myrna is found Kaelig, and will stay in the swamp to continue


Eventually the party will see the claw her work.
reaching Myrna “The Crab Lady” Marela (NPC)
and climbing up her shoulder. If all the party’s attempts fail and they
She is surprised to see the claw there, and reach a dead end, Kaelig Pelan (NPC) will appeal
even more once she sees the PCs. She will be to Myrna’s compassion to the poor soul trapped
defensive and suspicious of the characters, and in the cemetery. Once he explains to her what
will keep her distance. happened she will say “Wait. He promised me a
She will talk with the party, but she does whole slave and I got only a hand. Maybe the spell
not want to let the claw go. It is the only reward was delayed. I better go get my slave!!” and she
she got after a really difficult task. will try to run back to the cemetery leaving the
party behind.
Trying to intimidate her into handling the
claw is useless, she spent her whole life around In one case or the other as soon as the
dangerous creatures and a good time sleeping hand is back with the zombie the spell is over
around scary monsters in the swamp. An and it slumps to the ground, nothing more than a
exceptionally good roll will make her pretend rotting corpse. If the zombie was destroyed, once
not to be scared, only to run into the swamp as the hand arrives at the cemetery it dashes
soon as she has a chance. straight to the grave, and once it reaches it the
spell is over, the ghost vanishes and the hand
If attacked she will run into the swamp. stops moving.
Kaelig Pelan (NPC) will try to reason against any The unnatural mist lifts and Kaelig Pelan
violence at all times, and will try to heal her if (NPC) smiles.
she is hurt. If Myrna rushed back trying to get an
undead slave, she will fall to her knees crying.
If Myrna does run from the party the Kaelig will try to comfort her.
characters will find her even deeper in the
swamp attacked by creatures found on the Hard The mysterious necromancer
Combat Encounters (Swamp) appropriate to the If the characters ask Myrna what
party’s level. happened and manage to persuade her into
talking she will explain everything.
It is possible to reason with Myrna. She She will describe the mysterious man as a
can be persuaded to let the hand go in exchange sinister middle aged human wearing an
for a good reward. It should be very costly to the expensive looking black robe. She could not see
party, according to their current level. his face.
He convinced her by making a couple
If she gets attacked and the characters zombies and ghouls follow all his orders without
save her life it will be a little easier to deal with questioning, and promising her she could have
her, but she will say she only got in a dangerous the same.
situation because of them. She does not know why somebody
wanted a rainbow crab so badly, they do not
If Myrna is convinced to let the claw go even taste good.An Arcana check with DC15 will
and the party promised something they cannot let the characters know that the rainbow crabs
deliver right way she will make Kaelig swear he are very rare creatures, and are studied by the
will fulfill the agreement. She trusts the priests of odd quality of their carapace to reflect magic.
Caecus. She will order the hand to go with This necromancer will show himself in
future adventures.

~ 18 ~
Quest: Give me a hand! | 1 to 6 players | Level 1 to 4 | pg6

Quest XP and rewards


The reward for the quest is cash. John
Mercy will negotiate the amount with the party.
He will be fair and pay a decent amount based on
the number of characters and their levels. I
recommend 25gp per level to each character, but
it’s up to the DM.

If the characters acted accordingly to


Kaelig’s morals he will be thankful, and will ask
Blind Egon (NPC) to reward the party with
common healing potions, one per level to each
character.

The XP for the quest is as follows, it is not


shared but fully awarded to each character:

The zombie encounter: 100xp


Linking the zombie to Myrna: 50xp
Finding Myrna: 50xp
Returning the hand: 100xp

~ 19 ~
Quest: A loud meal | 1 to 6 players | Level 2 to 4 | pg1
This is a typical “go kill something” quest Running The Quest
with a little twist: you don’t kill a beast, but Let the characters arrive in the Fungi
capture and transport it in dangerous Cave (MAP) without much fighting in the swamp,
environments. it is good to have them fresh for the boss fight.
Ulumpha can offer quests like this for any There are a few creatures in the cave that
of the creatures featured in the Food Shaman should be enough to weaken the party just a
Class book, leading to interesting scenarios such little bit before the big fight.
as figuring a way to safely transport a cockatrice, The Random Encounters - Swamp can
keeping a giant shark alive, or prevent an umber make the way to the cave interesting.
hulk from escaping. On the way back, after the party have the
This time she needs to cook shriekers. shriekers with them, they can try to carefully
transport them or rush back as quick as they can.
In a nutshell If they try to rush, choose encounters
In a few days there will be a large festival with creatures that can easily move in the
celebrating the anniversary of Haven Cross. It is swamp terrain while the PCs are slowed down
a tradition at the start of celebrations for some of by water or mud.
the guards to position themselves in the If they try to be careful the skill
Adventurers Guild walls and sing a popular challenges will show how well they do it, and
comradery song celebrating the bravery of the disturbing a shrieker while crossing a river near
guards and villagers. sleeping crocodiles is always fun (at least for the
The guild requests and pays Ulumpha to DM).
prepare one of her special meals to grant those
guards the “Wild Howl” effect, turning their Acquiring The Quest
performance into quite a spectacle. The quest can be offered at the
For that she needs to have creatures who Adventurers Guild or the party can hear about it
can offer this effects ready to be slaughtered and while talking to Hilda (NPC).
butchered on that same day. In any case the PCs will have to visit the
The easiest creatures to capture and keep guild to officially accept the quest and talk to
alive for that long are Shriekers (Monster Manual Hilda to learn the location of the cave and how to
pg138), and there is a cave in the swamp were harvest and carry the shriekers.
they are sure to be found. The number of creatures that Ulumpha
They need to be brought back alive. needs alive is 1 per PCs in the party.
Capturing and transporting them in the swamp Hilda will give precise information on
while they shriek all the way is a sure way to get how to get to the cave, she says it is not difficult
a lot of attention from all creatures in the area, to find it but there might be some dangerous
unless the players are extra careful and creative. creatures living nearby.
The cave itself won’t present much She also explains how to harvest the fungi
challenge, at first... without killing them, and how to avoid them
After the players harvest the shriekers all from shrieking while being carried.
the noise coming from the cave will attract a She will offer to lend boxes made
large swamp creature that will block the exit, specially to keep them quiet. They are large
forcing them to fight or dodge their way out. boxes to accommodate shriekers, which are
On the way back there are ways to keep human sized creatures. They are made with a
the shriekers quiet, but they all involve skill light wooden frame covered with a special
challenges, or magic, and the chances that canvas that blocks their blindsight. Each box
smaller swamp creatures will be alerted and weights 20lbs and have handles making them
attack the party are great. easy to carry using both hands. While empty they
can be folded and strapped over the shoulder

~ 20 ~
Quest: A loud meal | 1 to 6 players | Level 2 to 4 | pg2
Level 2
The way to the cave
Room "B" Room "C" Room "D" Room "F"
Hilda’s instructions are very clear, and it 1x Poisonous 1x Violet
is easy to follow the landmarks that she pointed. 1 1x Giant Rat 1x Stirge
Snake Fungus
The party might come across some
1x Giant
Random Encounter – Swamp on the way. I would P
2
1x Giant
1x Giant Bat Poisonous
2x Violet
avoid any battle encounters if the party is not l Lizard Fungus
a Snake
maxed towards fights. 1x Swarm of 3x Violet
y 3 2x Giant Rat 1x Crocodile
Insects Fungus
e
The fungi cave 2x Giant 1x 4x Violet
r 4 1x Crocodile
The map for the encounter is Fungi Cave s
Lizard Darkmantle Fungus
(MAP) . 1x Giant 1x Giant 5x Violet
5 2x Giant Bat
Spider Toad Fungus
The shiekers are all located in the back of
1x Giant 6x Violet
the cave (Room “F”), in a dark room where 6
Spider
2x Giant Bat 2x Giant Frog
Fungus
sunlight never reaches. There are 12 of them,
mixed among other ordinary fungus. Once the
PCs are near enough they can easily distinguish Level 3
them by the noise. Room "B" Room "C" Room "D" Room "F"
The creatures found in the cave depend 1x Giant
1x Giant 2x Violet
on the level and number of characters in the 1
Lizard
1x Giant Bat Poisonous
Fungus
party. They can be sleeping when the party Snake
reaches the cave, and be awaken once the 1x 2x Poisonous 3x Violet
shriekers start their noise, in this case they will P 2 2x Giant Rat Darkmantle Snake Fungus
all converge to the noise at the same time. l
2x Giant
If the DM chooses to have the creatures a 2x Giant 4x Violet
3 4x Stirge Poisonous
y Lizard Fungus
sleeping the PCs can make an INT investigation Snake
e
check with DC10 to realize that they can become 2x 1x Giant 5x Violet
r 4 4x Giant Rat
a problem once they find the shriekers. s
Darkmantle Toad Fungus
The room setup adjusted to level and 1x Swarm of
2x 6x Violet
number of players, have very easy encounters on 5 Poisonous 2x Crocodile
Darkmantle Fungus
Snakes
their own, but they can become a challenge if all 3x Giant 3x 7x Violet
creatures attack at once. 6
Lizard Darkmantle
2x Crocodile
Fungus

Harvesting the Shriekers


When the characters talk to Hilda she Level 4
explains how to cut the shriekers so they can be Room "B" Room "C" Room "D" Room "F"
carried while still alive. 1x Swarm of
1x Giant
3x Violet
In game terms it takes one action using 1 2x Giant Rat
Bats
Poisonous
Fungus
Snake
any weapon capable of slash damage to carefully
2x Giant
cut its base, doing 1 point of damage. After 4 2x Giant 1x 4x Violet
P 2 Poisonous
points of damage have been done, the shrieker Lizard Darkmantle
Snake
Fungus
l
can be lifted and transported. 3x Giant 1x 5x Violet
a 3 2x Crocodile
They are large creatures, but not too y
Centipede Darkmantle Fungus
heavy, weighting an average of 20lb. e 2x
2x Giant
6x Violet
They will shriek as normal after cut. r
4 1x Ogre
Darkmantle
Poisonous
Fungus
If placed in the special canvas boxes they Snake
s
1x Giant
will be quiet as long as there are no sudden 3x 7x Violet
5 1x Ogre Constrictor
movements, otherwise they will shriek for 1d4 Darkmantle
Snake
Fungus
turns. 3x 8x Violet
6 2x Ogre 4x Crocodile
Darkmantle Fungus

~ 21 ~
Quest: A loud meal | 1 to 6 players | Level 2 to 4 | pg3

Boss fight! conditions. That means that a strong and agile


By the time the party manages to harvest character does not need to worry while walking
all the shriekers they need, there will be so much on regular terrain, but will need to make the
noise that all the creatures in the cave will be checks if crossing water or difficult terrain.
alerted and attack the party. While the characters try to move quietly,
Either if the players dealt with them he DM can choose encounters from the Easy
before or were attack once they started working Swamp Encounter table and have the creatures
on the shriekers, those creatures will be being occupied with something or sleeping while
probably dead or have fled from the cave. the PCs move trough difficult swamp terrain.
Once the cave is empty, a strong creature If the characters fail and make noise, the
that came from the swamp attracted by all the allerted creatures have a bonus of +4 on their
noise enters the cave blocking the exit and initiative roll.
attacks the party.
Returning through the swamp - running
Bellow is a table to adjust the encounter
according to the party level and number of If the characters decide to run through
players. the swamp with loud fungus shrieking on their
Those are difficult encounters. backs the DM can choose creatures that can
Fungi Cave Boss outrun them in difficult terrain, such as creatures
Level 2 Level 3 Level 4 with a swimming speed in the Marsh or
1x Giant 1x Hobgoblin Floodlands, or swarm creatures in the Mangrove.
1 1x Lizardfolk The party could also be ambushed by
Spider and 1x Worg
creatures who heard them approaching 300ft
P 2 1x Giant 2x Giant
1x Ogre away.
l Spider Vulture Running at full speed the character will
a 3 1x Green have to make athletics checks with DC15 every
1x Ogre 2x Ogre
y Hag once in a while to see if they do not drop the
e 4 1x Wight 1x Ettin
1x Shambling shriekers, lose their balance or cannot keep the
Mound pace and fall behind.
r
If they do manage to keep the speed while
s 5 1x Manticore 1x Troll 1x Cyclops
being chased by any creatures, they will stop to
1x Shambling follow once the party leaves the swamp.
6 1x Chull 1x Chimera
Mound

Returning through the swamp - carefully


If the party is using the special boxes they
can try to move carefully and avoid disturbing
the shriekers.
If so they will need to periodically make
athletics checks to see if they don’t drop the
40lbs box (counting the weight of the box and
the shrieker inside) and also dexterity checks to
see if they can move carefully enough.
The DC for those test depends on how fast
the characters are moving. 10 if it slow, 13 if
normal pace and 15 if fast.
If a character has 17 or higer DEX or STR
they automatically pass those tests on normal
~ 22 ~
Quest: A loud meal | 1 to 6 players | Level 2 to 4 | pg4
Ending the quest Coming back later
Ulumpha has a small dungeon near haven It is OK if the party abandons the quest, or
cross. A small shack covering a strong steel leave the shriekers behind. If they need to rest
trapdoor leading to an underground room. She and come back later the cave will be the way
uses it when she needs to keep live animals for a they left it, and there will be no more boss fight.
few days before using them on special occasions.
The shack has signs reading “Do not enter, Quest Reward and XP
dangerous creatures kept in here” in several
languages. The guild will pay 80gp per each shrieker
that was brought back alive.
If the party manages to bring any
shriekers alive with them Hilda will show them The main XP on this quest comes from the
the way to the shack, which is about 20 minutes battle encounters, but each character that
walk from the Drunken Horse Inn. Hilda will manages to successfully bring a shrieker back
unlock the shack door and tell the party not to gets 200 bonus XP.
worry about the signs, because the dungeon is
empty now. She will unlock the steel trapdoor
and tell the PCs to leave the shriekers down
there.
Down there they will see 4 large cells that
are currently open and empty. The walls and
steel bars are covered with all sorts of scratch
and bite marks, some acid corrosion, burn
marks, and dry blood covering most of the floor
and walls.
Hilda will them accompany the party back
to the Old Bill Wiseman’s Tower to confirm they
fulfilled the quest.

~ 23 ~
Random Encounters – Swamp – pg1
The DM can roll 1d6 for random encounters or Identify spell she would be safe, she did not
pick one that is appropriate: know the tiara was designed specifically to fool
1 – The Walking Tree her. Once she finally got herself free from the
2 – Enchanted Tiara curse, after much embarrassment, she locked the
3 – Dead Adventurer artifact in a chest and threw it in the river. The
4 – Rainbow Crab chest traveled far, being pushed by the current.
5 – Burned Hags Eventually the rotten wood, after so many years
6 – The Starving Tentacle under water, broke and the tiara rests in the
mud. Now the characters come across
1 – The Walking Tree – A huge oak tree seems something shiny half buried on a dry river bed..
out of place in the middle of the swamp. If the
characters approach the tree they will hear a low The Fool’s Tiara – Cursed Magical Item.
humming coming from it, like someone is
humming a tune extremely slow making it A beautiful silver tiara ornate with colorful
difficult to even notice it is a melody. gemstones. An Identify spell will reveal only that
If the party talks near the tree, the humming will it possess powerfull magic property and
stop and they will hear a loud voice coming from “whoever wears the tiara is sure to become
the oak, talking to them in common language. It famous across the land”, that it does not require
speaks very, very slow. What happened is that atunnement and it is permanently enchanted
over a thousand years ago two extremely with a Ilussion scholl spell. The tiara has been
powerfull mages battled each other, a large created specifically to fool the indentify spell.
amount of wild magic hit the oak which became Whoever wears it will have it permanently
enchanted, sentient and able to move. It moves attached, it can only be removed by magical
one inch per day, a perception or investigation means. While wearing the tiara the effect of a 6th
check with DC20 will let a character notice the level Major Image (Player’s Handbook pg258) of a
movement, either directly or by seeing the path chicken appears nesting on the creature’s head.
left by a slow and unstoppable oak. The tree is It will eventually make loud clacking noises and
moving west, it is curious to see where is the sun flap its wings wildly. While the illusion is active,
going every night. It has been moving for over the creature wearing the tiara has disadvantage
1.000 years, even at a slow pace of 1 inch per day on Stealth and any Charisma based skill checks.
it moved over 6 miles. The oak is friendly and
has knowledge of long forgotten lore it learned 3 – Dead Adventurer – The party comes across
from past travelers in distant times. The magic the body of a dead human adventurer, which is
that enchanted it is so powerful that it can only badly damaged and have been almost cut in half
be dispelled by a Wish. by what seems to be the bite of a huge creature.
The party will find 8 silvered arrows, 2 potions
2 – Enchanted Tiara – Long time ago a powerful of minor healing, a rapier, a broken longbow,
enchantress had an arrogant and disrespectful 10gp, and a silver medal of a 1st tier Adventurers
apprentice, she was forced to teach the noble girl Guild member if they loot the body. If they ask at
due to political matters, but she had her revenge the guild the characters will learn that the
one day. The enchantress created a magical tiara, adventurer name was Jean Louie, he was a
she pretended to receive it from a friend far foreigner who joined the guild not long ago, and
away, an artifact to be studied. She told her seemed to be quite powerful. He went on a quest
apprentice “Do not deal with that tiara, it is a to investigate the sighting of a 40ft long 12ft tall
powerful artifact that I yet have to study, and I lizard in the swamps and never returned. It was
do not want you to get hurt”. She knew the a Tyrannosaurus Rex (Monster Manual pg80)
arrogant girl would disobey her, and so she did. who killed him, but it is no longer in the area and
The young apprentice thought that by casting an nobody ever saw the beast again.

~ 24 ~
Random Encounters – Swamp – pg2
4 – Rainbow Crab – One of the characters will 6 – The Starving Tentacle – A skeleton lies near
see a fast moving creature running between the a puddle of mud, a crude spear made with flint
mangrove roots. Its carapace shines with tied to a branch lies besides it. It is possible to
different colors depending on the angle that the see some gold nuggets half buried in the mud
light hits it. It is a Rainbow Crab, a Nature or around the skeleton. With a Perception check
Arcana with DC12 reveals the creature’s nature. DC15 a character will notice bubbles in the mud
It is not difficult to see it but it can easily hide 5 feet away from the skeleton. It is a Starving
from attacks and dodge anyone who tries to Tentacle. There are 6 gold nuggets, they each
catch it while it stays among the mangrove roots. worth 5gp, getting one of them free from the
Any attacks targeting the crab have disadvantage mud takes one action.
while on these conditions. It has the same stats
as a Crab (Monster Manual pg320) but it is
extremely slippery, it receives +15 to any
acrobatics check to escape a grapple or being
restrained. Its carapace provides it immunity to
magic, but the effect stops to work once it is
dead. Even dead it can still be used by an
alchemist as ingredient on protective potions. A
dead rainbow crab can be easily be sold for 50gp.
Alive it worth 1.000gp, if the party can find
anybody willing to pay that much.

4 – The Burned Hags – The party comes across


an old rusty cauldron half buried in the mud.
Near it there are three stakes badly burned and
rotten by the weather. The twisted and charred
bones of Green Hags (Monster Manual pg177)
lies under each stake. They belong to three hags
who formed a coven and were attacking Haven
Cross around two years ago. They were hunted
down by Lord Haven and a party of adventurers,
who caught them in the middle of a ritual, killed
and then burned their bodies at the stake. If the
party asks around Haven Cross this is a widely
know story, and they can come across its details
in the Adventurers Guild library.

~ 25 ~
Easy Combat Encounters – Swamp
Roll 1d6 and find the appropriate encounter on the # column, or choose your favorite monsters

~ 26 ~
Hard Combat Encounters – Swamp
Roll 1d6 and find the appropriate encounter on the # column, or choose your favorite monsters

~ 27 ~
Temple of Caecus

~ 28 ~
Temple of Caecus

~ 29 ~
Temple of Caecus - Page 1 of 2
Rooms: (E) Acolytes Room – Ceiling Height 10ft
(A) Road- No ceiling – Open Air. A simple room with three beds, three large chests and a
There are a few wooden benches were the acolytes can be fireplace. The acolytes spend most of their day outside, in
found when not performing their duties or tending the sick the temple or the infirmary. They do not have a place to
in the infirmary. Here the PCs can come across wounded cook, instead the temple has an agreement with the
villagers, adventurers or guards waiting to be treated by Drunken Horse Inn, which provides food to the Acolytes
Blind Egon or the acolytes. and Egon.

(B) The Temple Of Caecus- Ceiling height: 15ft at higuest, .


10ft at the lowest point. Doors and Windows:
A simple and well maintaied temple with polished marble (1) – Temple Doors – Narrow Double Doors. AC 12| HP 30|
floor and marble benches. Special incense is constantly DC to break 17|. The door hinges are kept in pristine
burning, creating a mist limiting the visibility to 10ft. condition, the doors move easily and have springs to keep
The altar is a low marble bed, covered with white cloth and them closed, keeping the mist inside the temple. They are
a white pillow. Sometimes Blind Egon will have a sick or always closed, but there are no locks on them.
badly hurt person laying on the altar and using his healing
powers. Other times he will be talking to the villagers, or (2) - Simple Wooden Doors. AC 15| HP 15| DC to break 15|
preaching about mercy and helping all who suffer. John Lock DC 10 | The doors are kept closed, unlocked during
Mercy can be found in there often. the day and locked during the night. The infirmary door
will be unlocked if there are anybody resting in there.
(C) Blind Egon’s Room- Ceiling height 10ft
A simple room, with a bed, wardrobe, fireplace and a large (3) – Simple Windows. AC12 |HP 12| DC to break 12|. The
chest. There are no lanterns or light sources inside his windows are not protected with bars, it is easy to jump
house, during the night only the light of the fireplace over them. The shutters can be barred from the inside.
illumintaes the place. They will be open during the day, closed and barred during
the night.
(D) Infirmary- Ceiling height 10ft
Egon is a powerful healer, but sometimes people need to
rest and recover naturally. The infirmary is the place for
them. It is simple with four beds separated by curtains, a
few chairs, three large chests and a fireplace to keep it
warm. The Acolytes might be taking care of resting or sick
villagers and guards in there.

~ 30 ~
Temple of Caecus - Page 2 of 2
Features: they will bring their animals, sheep, dog, cow, etc, to the
temple.
!1 –Incense Burners – They burn all day long a special incense The PCs might come across those animals tied to the trees
produced by Nifiz the gnome alchemist. The mist is not around the temple, while waiting to be seen by Egon or the
magical, a Detect Magic spell won’t reveal anything unusual. acolytes.
The acolytes have to refill them every 12 hours. The trees are Roughly 20ft tall. They can be climbed with a
DC15 athletics check. The trees can be used as cover.
!2 – Altar to Caecus – A low marble bed covered with a white They are 1.5ft wide at the base, so only small characters may
cotton sheet and a cotton pillow. The offerings to Caecus are attempt to hide behind them.
the healing of those in need. Blind Egon will have those who
need his healing powers to lay in the altar.

!3 – Blind Egon’s Chest - Wooden Chest – AC16| HP 30| Lock


DC 10| - A common wooden chest. Will be locked at all times. It
contains 3 boxes of the incence used in the temple, each box
enough for one week, 5 potions of healing, 3 potions of greater
healing and 20 vials of potions ready to be echanted with healing
properties. Egon has the key.

!4 – Blind Egon’s Wardrobe- It has a few clean robes and


blindfolds, simple sandals and folded blankets.

!5 - Infirmary Chests - Wooden Chest – AC16| HP 30| Lock DC


10| - Common wooden chests. They will be locked at all times.
Each one contain clean bed sheets, several clean cloths, water
skin filled with water and component pouch with medicinal
herbs. Egon and the acolytes have the key.

!6 – Acolyte’s Chests - Wooden Chest – AC16| HP 30| Lock DC


10| - They contain the acolytes personal belongs, their clothes,
some trinkets and a few tools used to maintain the temple.

!7 – Tress – The farmers near Haven Cross have animals that


eventually get sick or badly hurt, something that they cannot
resolve on their own. It does not happen often but sometimes

~ 31 ~
The Drunken Horse Inn – Ground Level

~ 32 ~
The Drunken Horse Inn – Ground Level

~ 33 ~
The Drunken Horse Inn – Ground Level – Page 1 of 2
Rooms:
(A) Patio- No ceiling – Open Air. (E) Ulumpha’s Room – Ceiling Height 10ft
There are three tables in the patio. It has stone floor and is Crimson and black canvas decorates the wall and are used
quite popular during hot weather. It is also a good place for as curtains tied to large tusk like bones separating her
those who are waiting somebody coming into the village, room from the storage. They are what Ulumpha could
since it is so close to the main road. salvage from the gnoll’s attack to her tribe. There are
animal hides in the floor used as carpets, and a “bed” made
(B) The Drunken Horse Tavern- Ceiling height: 10ft. by a large bull hide covering a heap of hay.
A large tavern that can accommodate around 50 people
seating at the same time, and many more standing around. (F) Brun and Hilda’s Room – Ceiling Height 10ft
It can get quite full on special occasions. Most of the staff Brun’s corner of the room is in the back, by the north wall.
are half-orcs, but there are one or two humans. Hilda will It has a “bed” made by a large bull hide covering a heap of
be around most of the time, sometimes serving behind the hay, a large wooden crate where she keeps her belongs, a
counter, sometimes taking orders and bringing food, simple weapon rack where she keeps her battle axe, and
sometimes playing her flute. It is a jolly and safe tavern, the animal hides in the floor used as carpets, including a very
half-orc staff is really good at tossing out the door those large crocodile hide that Brun hunt herself in the swamps.
who are not behaving. The PCs can easily find Adventurers She is hardly seen in the room, and spends most of her
Guild members in here, talking about their next quest or time in the wilderness.
celebrating a successful one. There are stairs leading Hildas part of the room has a large colorful carpet, a fancy
upwards by the south wall. large bed with four post and curtains, a good quality
writing desk, two chests and a wardrobe where she keeps
(C) Ulumpha’s Kitchen- Ceiling height 10ft her many clothes and shoes.
Nobody allowed in when she is cooking, besides her
daughters... Doors and Windows:
Ulumpha does not cook all meals, there are two half-orcs (1) – Main Door – Wooden Door. AC 15| HP 30| DC to break
taking shifts to prepare the regular food orders. When 18|. The main door is unlocked at all times. It will be closed
Ulumpha cooks the door leading to the tavern is closed and only during cold weather, otherwise it will be wide open. It
there is no food served until she is done. When that can be barred from the inside.
happens Hilda keeps several boiled eggs and smoked
sausages behind the bar to have at least something to offer (2) - Reinforced Wooden Doors. AC 20| HP 40| DC to break
the costumers. 20| Lock DC 10 | The doors are kept closed and locked.
Ulumpha, Brun and Hilda have the keys.
(D) Storage Room- Ceiling height 10ft
A simple storage room with crates and burlap sacs full of
supplies, and several barrels with ale and wine.

~ 34 ~
The Drunken Horse Inn – Ground Level – Page 2 of 2
(3) – Wooden Door. AC12 |HP 15| DC to break 15|. A simple !3 - Wooden Chest – AC16| HP 30| Lock DC 10| - A common
wooden door. It has no lock but can be locked from the wooden chest. Will be locked at all times. It contains tomes
inside with a latch. with the financial records of the tavern, notes and contracts
with suppliers, a bag with 500gp, a bag with 1000sp, and a bag
(4) – Kitchen Doors – Narrow Double Doors. AC 12| HP 15| with 1000cp. Hilda and Ulumpha have the keys.
DC to break 15|. The doors are kept open, unless Ulumpha
is cooking. There is no lock but they can be locked from the !4 - Wooden Crate – A large wooden crate where Brun keeps
inside with a latch. her belongs. It has trinkets, a 30ft rope, grappling hook,
whetstones, a bedroll, flint and steel, a large backpack and an
(5) – Bar counter short doors – They are 4ft tall double empty wineskin.
hinged doors that can be locked with a latch from the
inside. They are not very resistant and are used just to
prevent costumers from going behind the bar counter.

(6) - Windows – Wooden Grid– AC10| HP15| DC to break


15| The windows are protected by wooden grids. They also
have wooden shutter that can be barred from the inside. If
closed and barred the stats to break the windows increases
to AC12| HP30| DC to break 25.

Features:

!1 –Balcony to the first floor – The balcony is 10ft high. A


character can attempt to jump and climb to the balcony using
the rules for High Jump as describe on Player’s Handbook
pg182. They can use the tables to help, they are 2.5ft tall.

!2 - Wooden Chest – AC16| HP 30| Lock DC 10| - A common


wooden chest. Will be locked at all times. It contains Hilda’s
personal belongs, trinkets and her magic flute, a silver flute
decorated with pink flower engravings that work as a +1
magical focus. Hilda has the key.

~ 35 ~
The Drunken Horse Inn – First Floor

~ 36 ~
The Drunken Horse Inn – First Floor

~ 37 ~
The Drunken Horse Inn – First Floor
Rooms: a large wooden chest without a lock, but padlocks can be
(A) Common Area and Corridor- Ceiling height: 10ft. used. The chest stats is Wooden Chest – AC16| HP 30|
There are a few chairs where poeple can wait and a large
fireplace that keeps the floor warm during cold weather. It is (I) and (J) Fancy Rooms- Cost to rent 4gp per night per room.
possible to come across a few human cleaners working in the Ceiling height: 10ft.
area or on the way to change linen or clean the rooms. There Each rooms has a wardrobe, writing desk, carpet, four post
are stairs leading down near the south wall. large bed, and a large chest which can be locked, The key to
the chest is handed by Hilda to whoevers rents the room. The
(B) (D) (F) and (H) Double Rooms- Cost to rent 1gp per night chest stats is Wooden Chest – AC16| HP 30| Lock DC10|
per room. Ceiling height: 10ft.
Simple rooms that are kept clean and in very good (K) and (L) Triple Rooms- Cost to rent 15sp per night per
maintanence conditions. There is an oil lantern in the wall room. Ceiling height: 10ft.
that is kept ready to be liten during the night. Each room has Simple rooms that are kept clean and in good maintanence
one large wooden chest without a lock, but padlocks can be conditions. There are oil lanterns in the walls that are kept
used. Their stats are Wooden Chest – AC16| HP 30| ready to be liten during the night. Each room has three large
wooden chests without locks, but padlocks can be used. Their
(C) Single Room- Cost to rent 5sp per night. Ceiling height: stats are Wooden Chest – AC16| HP 30|
10ft.
A simple rooms that is kept clean and in very good Doors and Windows:
maintanence conditions. There is an oil lantern in the wall (1) – Wooden Door. AC 15| HP 30| DC to break 18| Lock DC10.
that is kept ready to be liten during the night. There is also a Simple wooden doors. The keys are handed by Hilda to
writing desk near the north wall and a large wooden chest whoever rents the room.
without a lock, but padlocks can be used. The chest stats is
Wooden Chest – AC16| HP 30| (2) - Reinforced Wooden Doors. AC 20| HP 40| DC to break
20| Lock DC 10 | Sreinforeced wooden doors. The keys are
(E) Storage Room. Ceiling height: 10ft. handed by Hilda to whoever rents the room.
The room has shelves containing clean bed sheets, pillows
and blankets. There are barrels with clean water, buckets and (3) Windows – Wooden Grid– AC10| HP15| DC to break 15|
mops. There is no window in this room, an oil lantern is kept The windows are protected by wooden grids. They also have
ready to be liten when teh staff needs to work in there. wooden shutter that can be barred from the inside. If closed
and barred the stats to break the windows increases to AC12|
(G) Quadruple Room- Cost to rent 2gp per night. Ceiling HP30| DC to break 25.
height: 10ft.
A simple room that is kept clean and in very good
maintanence conditions. There are a couple oil lanterns in the
walls that are kept ready to be liten during the night. There is

~ 38 ~
Cemetery

~ 39 ~
Cemetery

~ 40 ~
Cemetery
Doors and Windows: !6 –Brottor Ungart’s Sarcophagus – A white marble
(1)– Steel Fence and Gate – A 6ft tall stone and steel fence sarcophagus decorated with the carving of a burning torch. It is
surrounds the cemetery. The gate has a latch that can keep it marked in dwarvish “Foreman Brottor Ungart, his wisdom was
close, and it seem that the fence has been built with the the light that guided us”.
purpose to keep large animals from entering the cemetery. It is
not difficult to climb over the fence. !7 – Eldeth Ironfist’ Sarcophagus – A tan granite sarcophagus
with floral motiffs carved in the lid. It is marked in dwarvish
Features: “She was sweet and strong, died protecting her fellow miners
!1 –Cracked stone – A portion of the stone frame and some of from an ettin. May Eldeth Ironfist rest in glory and peace”
the steel bars have collapsed to the ground. It seems like a
sudden force hit it, such as lightning or something similar. !8 – Adrik Balderk’s Sarcophagus – A light gray granite
sarcophagus with intricate carvings on the lid depicting a hand
!2 – Graves – There is a total of 33 simple graves, with simple trowel. It is marked in both dwarvish and common “Adrik
tombstones marking the names of those buried in there. For Balderk – Brilliant brick and stone mason”
the “Give me a hand!” quest the grave that is open and belongs
to the zombie is the one marked with “!2”. !9 – Tordek Dankil’s Sarcophagus - A light gray granite
sarcophagus with intricate carvings on the lid depicting a
!3 – Borivik Chergoba Sarcophagus – A marble sarcophagus hourglass. It is marked in dwarvish “Tordek Dankil”
enclosed in a steel fence, the same as the one surrounding the
cemetery. Its lid has a very well made carving depicting a
human lying in ceremonial plate. There are markings reading
“Borivik Chergoba, founder of Haven Cross’ Iron Mines” in
common language.

!4 – Memorial Stones – There are two large granite stones


bearing the names of dozens of humans and dwarfs. They are
in memory of those who died in cave-ins or disappeared in the
mines.

!5 – Unmarked Grave – A large dark marble slab covers a


grave. There are no markings to identify it.

~ 41 ~
Swamp Hut

~ 42 ~
Swamp Hut

~ 43 ~
Swamp Hut
Areas: Features:
(A) Myrna’s Hut- Ceiling height: 10ft.
The hut is strongly built, made to last the damp conditions of !1 – Crab traps – They are made of steel wire covered with a
the area, but is is crude and ugly. There is a small pier leading permeable canvas. They allow water to flow in and keep the crabs
into the river that also works as a porch. There is alive. They are not very good at capturing swamp crabs. Myrna uses
a simple bed, a small table and and old and rusted iron oven them to keep the crabs she captures alive and fresh until the farmers
in the corner. The hut smells damp and musty. market day.

(B) River -10ft at its deepest point. !2 – Barrels – The barrels have lids that can be secured in place with
The current is very gentle and aquatic plants thrive. The river steel bolts. Myrna fills them with water from the river to transport
bank is muddy and slippery. the live crabs to the farmers market. They are empty at the moment.

(C) Mangrove Swamp. !3 – Supplies – There is a table with burlap sacks with basic supplies
The mud and roots of the trees makes the ground difficult terrain and a barrel filled with low quality strong moonshine.
for medium or small creatures. Large or larger creatures are not
affected. Tiny creature are not affected since they can easily walk !4 – Myrna’s Chest - Wooden Chest – AC16| HP 30| Lock DC 10| -
on top of the large roots, they can also use it to their advantage, A common wooden chest. Even though there is a lock, Myrna lost the
while on the ground among the roots all attacks done to tiny key so it is kept unlocked. It has two bullseye lanterns, two flasks of
creatures have disadvantage, and they have advantage on oil, a bedroll, a mess kit, two flasks of antivenom, and an empty flask.
Dexterity saving throws.
!5 – Trees - Roughly 30ft tall. They can be climbed with a DC15
Doors and Windows: athletics check. The trees can be used as cover. They are 1.5ft wide at
(1) – Wooden Door. AC 15| HP 30| DC to break 18| Lock DC10. the base, so only small characters may attempt to hide behind them
Simple wooden doors. It is closed and locked unless Myrna is
inside. She has the keys. !6 - Shrubbery – Thick and 4ft tall they can provide visual cover or a
hiding spot.

(2) - Simple Windows. AC12 |HP 12| DC to break 12|. The !7 – Mangrove Trees - Roughly 30ft tall. They can be easily be
windows are not protected with bars, it is easy to jump over climbed with a DC10 athletics check due the numerous liana wrapped
them. The shutters can be barred from the inside. They will be around the trunk. The trees can be used as cover. They are 2.5ft wide
closed and barred unless Myrna is inside at the base, small or medium characters may attempt to hide behind
them

!8 – Crab Traps – There are four traps tied to the pier, half
submerged in the river. There are 1d6 Crabs (Monster Manual pg320)
inside each one of them.

~ 44 ~
Fungi Cave

~ 45 ~
Fungi Cave

Areas:
(A) – Ceiling height 10ft - This large
room is illuminated by the light coming
through the cave’s entrance during the
day. At night it might be illuminated
during the full moon.

(B) and (C) – Ceiling Height 10ft – Those


rooms have glowing mushrooms
emitting a dim purple light.

(D) Ceiling height 10ft – A large room


filled with crystalline water forming a 5ft
deep pond. There are stalagmites and
stalactites several places. There are
glowing mushrooms emitting a dim
purple light. The larger stalagmites, or
where they are clustered together, can
be used for cover.

(E) Ceiling Height 10ft – A small


underground brook with crystalline
water flows slowly from (D) to (F). It is
3ft deep and roughly 5ft wide. The water
is very cold.

(F) Celing Height 10ft – A very large


room that has a large colony of fungi
growing. Most of them are ordinary
fungus, but a few are glowing
mushrooms providing dim purple light.
The crystalline water forms a 3ft deep
pond. The larger stalagmites, or where
they are clustered together, can be used
for cover.

~ 46 ~
Swamp Encounter – Dry River

~ 47 ~
Swamp Encounter – Dry River

Areas:

(A) Mangrove - The mud and roots of the trees


makes the ground difficult terrain for medium or
small creatures. Large or larger creatures are not
affected. Tiny creature are not affected since they
can easily walk on top of the large roots, they can
also use it to their advantage, while on the ground
among the roots all attacks done to tiny creatures
have disadvantage, and they have advantage on
Dexterity saving throws.
Trees - Roughly 30ft tall. They can be easily be
climbed with a DC10 athletics check due the
numerous liana wrapped around the trunk. The
trees can be used as cover. They are 2.5ft wide at the
base, small or medium characters may attempt to
hide behind them.
Those in this area have advantage on ranged attacks
against creatures on (B).

(B) Dry River – It appears that a river going through


here has recently dried, part of the mud is still wet
while some places have been dried out by sun. It is
5ft lower than the surrounding area. Those on
higher ground attacking creatures here have
advantage on ranged attacks.

(C) Dry Vegetation – The vegetation in this area is


dying and drying out. It seems they required the
abundance of water provided by the river. Those in
this area have advantage on ranged attacks against
creatures on (B).

~ 48 ~
Swamp Encounter – Floodland

~ 49 ~
Swamp Encounter – Floodland

Areas:
(A) Water – The water is 2.5ft deep with a muddy
bottom. It is difficult terrain for medium or smaller
creatures, unless they have a swim speed.

(B) Tallgrass and Cattails – Tick vegetation covers


the higher ground. A small or tiny creature can use it
for visual cover while standing directly on it. A
medium or smaller creature can use it for visual cover
while in the water behind it.

~ 50 ~
Swamp Encounter – Mangrove

~ 51 ~
Swamp Encounter – Mangrove

Areas:
(A) Water – The water is 2.5ft deep with a muddy
bottom. It is difficult terrain for medium or smaller
creatures, unless they have a swim speed.

(B) Mangrove - The mud and roots of the trees makes


the ground difficult terrain for medium or small
creatures. Large or larger creatures are not affected.
Tiny creature are not affected since they can easily
walk on top of the large roots, they can also use it to
their advantage, while on the ground among the roots
all attacks done to tiny creatures have disadvantage,
and they have advantage on Dexterity saving throws.
Trees - Roughly 30ft tall. They can be easily be
climbed with a DC10 athletics check due the numerous
liana wrapped around the trunk. The trees can be used
as cover. They are 2.5ft wide at the base, small or
medium characters may attempt to hide behind them.

~ 52 ~
Swamp Encounter – Marsh

~ 53 ~
Swamp Encounter – Marsh

Areas:
(A) Water – The water is 2.5ft deep with a muddy
bottom. It is difficult terrain for medium or smaller
creatures, unless they have a swim speed.

(B) Muddy Bank – The bank is muddy and slippery,


but not enough to be considered difficult terrain.

(C) Mangrove - The mud and roots of the trees makes


the ground difficult terrain for medium or small
creatures. Large or larger creatures are not affected.
Tiny creature are not affected since they can easily
walk on top of the large roots, they can also use it to
their advantage, while on the ground among the roots
all attacks done to tiny creatures have disadvantage,
and they have advantage on Dexterity saving throws.
Trees - Roughly 30ft tall. They can be easily be
climbed with a DC10 athletics check due the numerous
liana wrapped around the trunk. The trees can be used
as cover. They are 2.5ft wide at the base, small or
medium characters may attempt to hide behind them.

(D) Tallgrass and Cattails – Tick vegetation covers


this ground. A small or tiny creature can use it for
visual cover while standing directly on it. A medium or
smaller creature can use it for visual cover while in the
water behind it.

~ 54 ~
Credits

The maps and art have been created with If you have any questions, suggestions or
Blender https://www.blender.org/ using corrections, please send me a message.
textures from http://www.textures.com/. rafaelfiadi@hotmail.com.
Post processing and adjustments were done with Credit will be given to those helping improve this
Adobe Photoshop. module.

The stats blocks for NPC and creatures were


done using the Monster Generator Tool by Thanks for the support!
FallenWyvern which can be downloaded on
http://thegeniusinc.com/dd-monster-maker-
download/

The font used in the cover is Beyond Wonderland


by Chris Hansen which can be downloaded at
http://www.1001fonts.com/beyond-
wonderland-font.html

The Starving Tentacle is a reference and tribute


to the great game “Don’t Starve” by Klei
Entertainmet:
https://www.kleientertainment.com/games/do
nt-starve

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the Wyvern ampersand, and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains reference to material that
is copyright Wizards of the Coast. The artwork contained herein, may not be used for any other works
without the owner’s express written consent.

~ 55 ~

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