DMDave Adventure - Speak With Dead (7th-Level)
DMDave Adventure - Speak With Dead (7th-Level)
DMDave Adventure - Speak With Dead (7th-Level)
Credits
The following creators were involved with the design of this module.
S
peak with Dead is a Fifth Edition mystery participated in the connected events—a woman named
adventure for three to five characters of Lucilla Germanicus unlocked the secret to immortality via
6th to 8th level and is optimized for four alchemical means. Much to Jasper’s chagrin, he learned that
characters with an average party level the creator not only destroyed all known samples of her
(APL) of 7. This is a mystery adventure where potion of immortality, but also any notes related to its
the characters will need to look carefully for creation.
clues, take downtime to research, and travel to Just as Jasper was about to give up all hope in his quest for
multiple locations. Although there are plenty of combat immortality, he received a notification from one of his spies
opportunities, players looking just to bop things may not find that members of an esoteric order somehow reverse
the story to their liking. engineered Germanicus’ original potion. Although the potion
The adventure takes place in a coastal region called The wasn't as perfect as the original, it still restored youth and
Mirror Coast, set within the DMDave campaign world of extended the lives of those who imbibed it. Jasper learned
Omeria. However, you can easily fit the adventure into any that the order was shipping their recipe and six samples of
tropical or sub-tropical region with plenty of space to sail and the potion on a disguised military vessel named the HMS
explore sweltering jungles. Boxer across The Green Sea to a city south of The Mirror
Coast.
Backstory Raid on the HMS Boxer
Most men want wealth. And most wealthy men want power.
But what do powerful men want? In the case of Jasper Immediately, Wright put a plan into motion. Jasper hired an
Wright, he desired immortality above all else. Ninety-nine old sea dog named Chalky to help him raid the ship. Chalky
years old and wearing thin, the wealthy, powerful noble worked alongside a dragon turtle named Mudgrunt; the pair
Wright knew his days were numbered. With urgency, he were known for many successful raids in The Green Sea. To
turned his attention to learning methods of true permanence. round out their group, Chalky hired a gang of harpy-led
A respectable spellcaster in his own right, he knew the aquatic ghouls from Lonely Bay to assist.
typical means by which to extend his life: diabolical deals, To stop the HMS Boxer, the ghouls faked an emergency
lichdom, vampirism, clones, and simulacra. However, he did with a small fishing boat. The Boxer stopped to inspect it—on
not want to “ruin” his “perfect self” through such paltry high alert of course. Then, while their attention was on the
methods. Wright wanted a solution that would ensure that he boat, Mudgrunt rose from the water and blasted the Boxer’s
lived forever without forsaking a part of himself. crew with his scalding steam breath. From there, the ghouls
Eventually, Jasper’s search uncovered a series of strange and Chalky boarded the ship, slayed the remaining crew, and
mishaps in a pair of distant neighboring kingdoms. robbed it of its precious cargo, including the six samples and
According to local legends—and a band of heroes who alchemists’ notes.
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lower jawbones of both his father and grandfather along with
a dagger similar to the one used to kill both. However, the
hearts were still not found.
Reattaching the jawbones, the authorities finally cast
speak with dead to ask who killed them, to which they both
replied: “Cordent.” The Wrights’ respective servants shared
that Jasper recently announced that Jeremy would receive all
of his father’s fortune. Investigators reasoned that Cordent
killed his father and grandfather so that he would receive the
inheritance. They immediately placed Cordent in the Court of
the Medusa, petrifying him until his trial date.
With Jasper and Jeremy dead, and Cordent the primary
suspect in both murders, Jasper's estate would normally be
inherited by his next known blood relative, but there were
none. His entire estate was seized by the town of Azmar.
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perfect crime. He then invited the three to the hunting lodge Mudgrunt and Chalky hide behind a waterfall in the
(now owned by the Temple of Twilight) where each would be cliffside of a small island southwest of The Stingray
allowed to drink one of the five remaining potions. Peninsula. Although Mudgrunt and Chalky recognize that
they could easily defeat the characters, they instead offer the
Adventure Summary name of their employer if the characters are willing to help
them complete a task. Chalky gives the characters directions
The characters start the adventure in the tropical town of to a ruined temple in the southern foothills of Stingray
Azmar. They are approached by a woman named Abine who Peninsula’s mountain range. She wants the characters to
believes that her lover, a man named Cordent Wright, was enter the temple’s secret tomb and recover a magical
framed for the murder of Jeremy Wright, his father, and spyglass. Once the characters complete Chalky’s quest, she
Jasper Wright, his grandfather. She offers to pay the tells them that they were hired by Jasper Wright to attack the
characters 100 gp upfront to begin an investigation into the ship. Not only that, he was with them during the raid. Jasper
deaths of Cordent’s father and grandfather, and another 900 wasn’t interested in the other treasure on board, only a box
gp when they return with evidence of the Wrights’ true killers holding six potion bottles and a notebook.
or irrefutable evidence that it was, in fact, Cordent. The characters return to Azmar and start to research
While following leads, the characters inevitably meet with Jasper Wright. Inevitably, they enter the man’s home to look
the captain of the town guard who was at the crime scene for clues. Within they discover that Jasper recently
when the bodies were inspected. The captain, believing the purchased a sizable property and hunting lodge in the jungles
Wright case closed, instead asks the characters to inspect a of the Stingray Peninsula. Jasper left the estate to the leader
ship found in sahuagin waters in The Green Sea. If they of the Temple of Twilight, Ethar. Clues left around the home
complete this task for him, he will grant them permission to reveal that the hunting lodge is at a location called Leopard
reopen the Wrights’ case. Rock.
The characters set sail on a ship called The Bloody Rift. The final act sees the characters travel to the hunting lodge
After sailing for a couple days, they come upon the lost where they finally confront the true villain of both plots:
vessel, a military ship disguised as a fishing ship. Many of the Jasper Wright. The characters must subdue Wright and his
ship’s crew were killed by a blast of steam. Those who now-immortal associates. With plenty of evidence that he
survived were murdered by pirates. The Bloody Rift’s captain was not responsible for the murders, Cordent goes free and
believes it was sahuagin working alongside some sort of sea becomes the heir to Jasper Wright’s fortune.
creature, likely a dragon turtle, but a lone survivor explains
that they spoke Common and has a horrible smell about
them. Just as the characters are about to leave, they are
Character Advancement
attacked by sahuagin. If the characters interrogate the In this adventure, so long as the characters start at 7th-level,
sahuagin, the sahuagin claim that they weren’t the ones character advancement is handled as follows:
responsible for the raid. The sahuagin discovered the body of
The characters advance to 8th level after they defeat the
a ghoul with a squid tattoo across its chest.
ghouls at Lonely Bay (Chapter 4).
Through research, the characters discover that the ghouls
The characters advance to 9th level after they find the
with squid tattoos belong to a gang of raiders that operate out
spyglass in the secret tombs below the Wisdom Beach
of a small village called Lonely Bay. The characters travel to
Monastery (Chapter 6).
Lonely Bay, confront the ghouls, and learn that they were
The characters advance to 10th level after they defeat
hired by a woman named Chalky. She’s the one who controls
Jasper Wright and the other immortals at Camp Leopard
the dragon turtle Mudgrunt. The bandits offer directions to
(Chapter 10).
Mudgrunt’s island.
If the characters are of higher or lower levels, simply
advance them once every two to three sessions, but no more
than three total levels for the entire adventure path.
5
Chapter 1. Welcome to Azmar
A
zmar is the largest town in the jungle-strewn
region collectively known as The Mirror Coast.
The town was founded by a party of successful
Azmar Overview
treasure hunters 100 years ago. Much of that Population. 2,500
wealth is still prevalent in the town, as Azmar Leaders. The Ministry of Azmar makes the laws of Azmar.
boasts an impressive number of nobles despite Despite the town’s imbalance of wealth, they are a fair and
its isolated nature. Many of Azmar’s nobles just council, democratically appointed by the citizens of
earned their fortunes by seizing control of The Mirror Coast’s Azmar. Laws are upheld by Lenard Mallory (lawful good
bountiful natural resources, which include fishing, oysters human knight), the Captain of Azmar’s Guard. Trials are
and pearls, fruit and rare herbs, and silver. held at the Court of the Medusa, where an actual medusa,
Zispea, presides.
The wealth disparity in Azmar is immediately recognizable,
Militia. Azmar can muster up to 500 soldiers (use the
as there isn’t much of a middle class. As the saying goes, “In
tribal warrior stat block) and 50 veterans. Mallory
Azmar, you either live in a palace or the shadow of a palace.”
leads the militia.
Nearly everyone in Azmar works for one or more of the noble
Heraldry. A silver mountain on a golden field.
houses. Powerful guilds owned by the noble houses limit
competition, granting the nobles veritable monopolies over
their markets. Travel by Sea
Tall stone walls surround Azmar, a necessary evil to Surrounded by dense jungle on all sides, the best way to
prevent piracy and the incursion of the dangerous creatures reach Azmar is by ship. Travel times in the Sea Travel from
that lurk within the jungles that surround the town. Azmar Azmar table assume that characters are in a sailing ship and
lacks a keep or stronghold. Instead, the Silver District, the do not suffer any major setbacks while traveling. Travel on
neighborhood in which most of Azmar’s nobles live, has its foot to many of the locations listed is either impossible or
own inner wall. Servants, laborers, and the remainder of impractical.
Azmar’s lower class live close to the docks.
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7
Sea Travel from Azmar
To Travel Time
Dragon Turtle Cove 3 days
HMS Boxer 1 day
Lonely Bay 1½ days
Temple of Twilight Hunting Lodge 2 days
Wisdom Beach Monastery 4 days
Nearest major city* 6 days
Locations in Azmar
The following locations marked on the map of The Mirror
Coast are just a few of the places the characters might visit
during their stay in Azmar. For quest-related information,
refer to the appropriately named blurb within each
description for details.
Azmar Barracks
City barracks, armory, and dungeon
The Silver District lies at the heart of Azmar. Most of its The Temple of Twilight is a square, three-story building
inhabitants are third or fourth generation heirs to sizable found at the heart of the Silver District. The temple itself is
fortunes built on the backs of Azmar’s original settlers. dedicated to no gods, but instead, its priests preach the
Despite their sizable wealth, the nobles of Azmar are power of will. Ethar (LE male human priest) leads the
generally good-natured and typically put the interests of temple.
Azmar and its citizens first. Of course, they are also Ethar is 88 years old and knows his time in the mortal
extraordinarily protective of their respective holds on realm is limited. When he learned that Jasper Wright sought
Azmar’s commodity markets and despise competition—or a cure for death, he joined Wright in his endeavor. Ethar was
even the rumor of competition. at the center of controversy 20 years ago when he
When the characters first arrive in Azmar, many of its encouraged many of Azmar’s young men and women to fight
nobles have gathered to mourn the loss of both Jasper on the side of Odonburg during The Attack of Regrets. Nearly
Wright and his son Jeremy. Although surprised that he a third of Azmar’s youth died on the battlefield. As such, the
would commit such a violent act, nearly everyone believes temple does not receive nearly the same level of attendance it
that Cordent Wright is responsible for the double homicide. once did.
Although everyone in Azmar is free to enter the walled Who Killed the Wrights? If the characters decide to
district, it’s not uncommon for members of Azmar’s town visit the temple to learn more about the Temple of Twilight
guard to trail and track “unknowns” who enter the area. and its connection to Jasper and Jeremy Wright, they
Crime is uncommon in Azmar’s Silver District—most of discover Ethar’s two acolytes, Sam and Wend, in
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attendance (both neutral). The acolytes are friendly and kind
and eager to spread the temple’s message of personal Rumors at the Inn
willpower. Ethar is currently absent. Supposedly, he left for a d8 Rumor
hunting trip a week ago (a few days before the double The two Wrights—the old man, Jasper, and his
homicide). son, Jeremy—didn't speak with each other for
twenty years. Just before they both got offed,
1
The Three Mean Monkeys they started talking again. In fact, old man
Jasper changed his whole fortune to his son the
Inn and tavern day before the two died.
The Three Mean Monkeys is a popular establishment A messenger from some far northern city just
frequented by adventurers, sailors, and many of Azmar’s came into town. Said she had an important
lower class. Clean and respectable, The Three Mean Monkeys
2 letter she had to get the captain of the
barracks, Mallory. I wonder what was on that
is a great place to grab a drink, catch up on gossip, and find
note!
work.
The inn’s proprietors are twin brothers named Odonis and Don't sail too far southwest—you'll likely run
Oxoni (despite the similarity in their names, they’re not 3 into a gang of cuthroat pirates called the
actually related to the famous founding mages of Odonburg).
Lonely Bay. They ain't human!
Both work the bar and have an incredible knack for Ethar, the archpriest of the Temple of Twilight
remembering the name and favorite drink of anyone who 4 just left on some big hunting trip about a week
stops in the bar more than once. This ensures that the bar is ago.
always exploding with customers every night. There ain't too many folks heartbroken about
One frequent face the characters are sure to come across 5 the recent death of Jasper Wright. He was an
while visiting The Three Monkeys is the gnome Merzu. grumpy ol' bastard if there ever was one.
Merzu spends most of his days sipping wine, sharing gossip, The town's chief inspector, Vrivok Fester, is a
and complaining about the local ulama team’s recent woes. 6 tombsinger. He uses bardic magic to speak
Merzu is actually a couatl, polymorphed into a gnome. No with the dead. Pretty creepy, if you ask me.
one knows his secret.
A few years back, the Temple of Twilight tried
Although The Three Mean Monkeys could easily charge building a new temple on the south side of
more for its clean and comfortable rooms, it’s only 5 sp per 7 Stingray Peninsula. It was rumored to protect
night to stay in the inn. Because of the transient nature of an artifact of great value. Unfortunately, a
Azmar’s visitors, there’s almost always a room available. storm destroyed the whole place.
Furthermore, patrons who book a room for seven days or
I wouldn't go to Stringray Peninsula unless you
more only have to pay 30 sp per week. Each inn stay includes had a guide, mateys. Place is filled with all
breakfast. Meals are priced at 3 sp per person. Stabling costs 8
sorts of giant monsters that'd eat you for
the same as a stay at the inn. supper!
Rumors at the Inn. It won’t take long for characters to
catch a rumor while they patronize The Three Mean Abine (LG human noble) invites the characters to a place
Monkeys. Once each hour, roll on the Azmar rumors table to where she can speak openly, either The Three Mean Monkeys
determine what the characters hear. or another establishment of your own creation. Once settled,
she continues.
Quest Hook: Who Killed
the Wrights? “Just three days ago, my fiancé, Cordent Wright, was
charged with the murder of his father and grandfather,
After the characters have had a chance to explore Azmar, a Jeremy and Jasper Wright. However, I don’t believe
beautiful, young human woman named Abine approaches the
Cordent did it. He could not possibly have done it—he
party. Read the following:
loved his father. And even though he and his father had
not spoken with his grandfather, Jasper, since Cordent
“Excuse me!” asks a woman. You turn to find an
was a young man, I don’t believe he would kill the man.
attractive human woman bedecked in silver jewelry and
intricately embroidered robes standing before you. She “Jasper Wright’s servants believe Cordent wanted to
wears an expression of frustration and it’s clear that she kill his father and grandfather in order to inherit his
was recently crying. “My name is Abine of House Ganya,” grandfather’s impressive fortune made in hunting tours.
she says with a quick bow. “I noticed that you are new in A week ago, Jasper invited all of us to a party at his home
town, and if you don’t mind me assuming, it looks like where he revealed that he had edited his will to leave
you might be the adventuring type. I could use your everything to Jeremy. This was a shock to everyone, as
help.” Jeremy had not spoken with Jasper for almost 20 years.
Now, with both Jasper and Jeremy dead, Cordent would
9
be the sole heir—that is if everyone didn’t believe that Why weren’t Jeremy and Jasper
he’s the one responsible for murdering them both. speaking?
“Jeremy used to work for his father and would have taken
“Both Jasper and Jeremy were discovered in their own over the company eventually. However, Jeremy learned that
Jasper was starting to grow close with the clergyman at the
homes with their lower jaws and hearts removed.
Temple of Twilight. Jeremy always blamed the Temple of
Removing the lower jaw prevented anyone from casting Twilight for his son, Jules’ (Cordent’s younger brother)
the speak with dead spell upon them. Similarly, death. Twenty years ago, during the Attack of Regrets, the
removing the heart prevents raise dead from being cast Temple of Twilight motivated all of the young in town to
on their corpses. travel north and fight.
“The two got so angry at each other, Jasper fired Jeremy
“After the town guard discovered the bodies, they and cut both him and Cordent from the will. After that, they
tracked down Cordent and found him wandering in a stopped talking. Jeremy turned his attention to a business of
his own, but of course, never reached the heights his father
pineapple field a few miles north of town. He said he had
did.”
no memory of how he got there. But he had a muddy
garden trowel in his coat pocket as well as bloodstains. Why did Jasper add Jeremy back to the
The guards located a freshly dug hole in the ground will?
within which they discovered both Jasper and Jeremy’s “Jasper was getting pretty old—he was 99-years old when he
lower jaws plus the dagger used to kill both. Their hearts was killed. You could see that he wasn’t the same man he was
all those years ago. He was starting to wear thin. Likely, the
were not found.
fear of death made him change his heart and reconnect with
“The guards arrested Cordent and gave the jaws to his son and grandson.”
Vrivok Fester, the town’s detective. Fester cast speak
Who discovered the bodies?
with dead on both bodies and asked who killed them, to “Both Jasper and Jeremy’s respective servants discovered the
which they both replied ‘Cordent.’ With this information, bodies. The servants contacted the town guard. The captain
the guards placed Cordent under arrest. He then stood of the town guard, Lenard Mallory arrived shortly after and
before the Court of the Medusa. Now, he’s a stone statue cordoned off the scene. Recognizing this double homicide as
a high-profile case, he brought in the town’s best inspector,
in the dungeons below Azmar, pending the judge’s final
Vrivok Fester, to examine the bodies.”
decision.”
Who is Vrivok Fester?
“Vrivok is well known throughout Azmar—and probably the
Likely, the characters will have some questions for Abine. entire Mirror Coast—as the greatest detective there is. Vrivok
She tries to answer the questions as best she can. She has no is a tombsinger, which means he’s a special type of bard who
knowledge of who actually committed the crimes (as specializes in necromancy. He uses his magic to uncover the
described in the Backstory section of this adventure), but truth from the dead. Whoever actually killed the Wrights
knows in her heart that it wasn’t Cordent, despite the probably knew this—that’s why they removed the jaws and
overwhelming evidence stacked against him. hearts. They found the jaws, which allowed Vrivok Fester to
Below are Abine’s replies to questions that the characters speak with dead. The hearts are still missing.”
will likely ask.
Where is Lenard Mallory and/or Vrivok
Where is Cordent? Fester?
“Currently, Cordent is in the town’s dungeon, petrified. In “Both Mallory and Fester operate out of the barracks in the
Azmar, every criminal suspect is petrified by the medusa northern side of town. Mallory leads the town’s militia and
judge, Zispea, while she reviews the details of the case. Vrivok works as an inspector and manages the morgue.”
Typically, she takes about 30 days to come to a decision. If
Cordent is found guilty, his statue will be cast into The Green Where are the bodies?
Sea.” “After Vrivok Fester interviewed the dead, he transported
both corpses to the morgue below the town barracks. The
Who inherits Jasper Wright’s fortune bodies will remain there for 10 days, or until their hearts are
now? found. If their hearts are found, he will revive them.
“Jeremy and Cordent were Jasper’s only known relatives. Otherwise, he will have to dispose of the bodies by fire, as is
Cordent’s mother died giving birth to his brother when the Azmar custom.”
Cordent was very young, and the brother died on the
battlefield 20 years ago. By Azmar law, Jasper’s entire estate
will go to the town of Azmar.”
Taking the Quest
Abine offers the character 100 gp upfront to help her uncover
the true murderer of Jasper and Jeremy Wright. She offers
another 900 gp if they can find evidence that absolves
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Cordent Wright of the crimes or, if all else fails, irrefutable
evidence that it was, in fact, Cordent who killed his father
and grandfather. If the characters need to speak with her, she
can be found in the Silver District at the Ganya family manor
house.
I
n Chapter 1, Captain Lenard Mallory tasked the Surgeon Doc Rhular (neutral male human noble with
characters with uncovering the nature of a dead-in- proficiency in Medicine)
the-water ship roughly a day’s sail from Azmar. In Cook Chumley (chaotic good male gnome commoner
exchange, he offered to pay them 500 gp at with proficiency in cooking utensils)
completion as well as grant them access to Azmar’s Twenty-five sailors (commoners)
morgue and its manager, Vrivok Fester.
The Bloody Rift is divided into three levels: the main deck,
A few hours after they agree to the quest, Mallory
lower deck, and hold. Captain Duskbane’s quarters are on the
meets the party at Azmar’s docks. There, he introduces them
main deck, along with a few bunks for on-duty hands. The
to Captain Dhorbit Duskbane. Duskbane is a peg-legged,
other officers all have their own private quarters on the deck.
bald-headed dwarf who smells of cheap rum and seaweed.
The remaining sailors share bunks and hammocks hidden
Duskbane’s ship, The Bloody Rift, isn’t in much better shape.
among the cargo of the lower deck and hold.
Mallory explains that Duskbane and his crew are all on the
The Bloody Rift is armed with three weapons: a ballista on
town’s payroll. Therefore, they will take the characters
the forecastle and a mangonel and cannon on the main deck.
wherever they need to go, so long as it involves the task at
The cannon’s nickname is “Mister Friendly.” See the
hand.
Monsters of Speak with Dead supplement for details on The
Bloody Rift’s statistics and weapons.
The Bloody Rift
The Bloody Rift is a 100-foot-long sailing ship. It has the Travel
following crewmembers, all of whom have proficiency with
The Bloody Rift moves at a pace of five miles per hour (120
water vehicles in addition to their normal statistics:
miles per day). The Sea Travel from Azmar table on page 8
Captain Dhorbit Duskbane (neutral male dwarf bandit assumes that the characters are aboard The Bloody Rift. It
captain) takes one day of sailing for The Bloody Rift to reach the dead
First Mate Taegen (neutral good female half-elf scout) ship. A map of The Mirror Coast can be found in the
Bosun Rokchurth (chaotic good male orc) Appendix of this adventure module.
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Interacting with the Crew Random Encounters at Sea
d10 Encounter
During their trip to the dead ship, the characters should take
the opportunity to meet the crew, especially Captain 1 1 giant octopus
Duskbane and his officers. Overall, Duskbane, his officers, 2 1d4 + 2 hunter sharks
and the crew are cooperative if somewhat indifferent toward
3 1d4 killer whales
the characters. Some might find themselves enjoying the
company of the characters. Others might despise them, 4 1d10 merfolk
especially when things get bad (sailors tend to be very 5 2d4 + 2 reef sharks
superstitious).
6 1d8 + 1 sahuagin led by a sahuagin champion
Make this part of the adventure as big or as small as you
like. Building a good base of NPCs can be a fun and 7 1 or 3 sea hags
rewarding experience in an adventure that incorporates a lot 8 3d4 steam mephits
of long-distance travel.
9 1 storm giant
The voyage to the dead ship should be somewhat uneventful, Storms at Sea. A storm at sea is a frightening affair,
as it’s important to get the characters invested in the mystery especially when caught within one. Storms offer both strong
as soon as possible. Later, as they explore other parts of The winds and heavy precipitation, as well as dangerous waves.
Mirror Coast and The Green Sea on their way to solving the
mysteries of this adventure, they will likely experience Strong winds impose disadvantage on ranged weapon
random encounters. attack rolls and Wisdom (Perception) checks that rely on
You decide if and when the random encounters occur. hearing. A strong wind also extinguishes open flames,
Don’t overdo it! One or two per game session is usually disperses fog, and makes flying by nonmagical means
enough. nearly impossible. A flying creature in a strong wind must
land at the end of its turn or fall.
If you’re not sure how often to schedule random
Heavy precipitation lightly obscures the area in which it
encounters in a 24-hour period, you can leave it to chance by
falls. All Wisdom (Perception) checks that rely on sight
rolling a d8 and consulting the Number of Random
have disadvantage. Heavy rain also extinguishes open
Encounters table.
flames and imposes disadvantage on Wisdom
Number of Random Encounters (Perception) checks that rely on hearing.
Strong waves rock both the ship and those who stand on
d8 Number of Encounters
its main deck. Outside of combat, the ship, its crew, and
1 One encounter in the morning (dawn to noon) its passengers can move safely along the railing and ropes
2 One encounter in the afternoon (noon to dusk) of the ship to prevent being thrown overboard. During
combat, they may be too preoccupied to be safe. During
3 One encounter in the evening (dusk to midnight)
combat, each character must make a DC 10 Strength
4 One encounter at night (midnight to dawn) saving throw at the start of each of their turns unless they
Two encounters; roll a d4 on this table to are prone, using their free hand to grapple a rope, or are
5-6
determine when each encounter occurs below deck. On a failed saving throw, the character is
7-8 No random encounter tossed overboard into the violent waters. They could
potentially drown. Review the Fifth Edition rules for
underwater combat and movement for more information.
Running the Encounters. When you’re ready to stage
an encounter at sea, roll two 10-sided dice of different colors. Discovering the Dead Ship. After one day of
The first d10 is the encounter die; the second d10 is the storm uneventful sailing, The Bloody Rift comes upon the dead
die. Use them as follows: ship. Proceed to “Chapter 3. The Boiled Galleon.”
Roll the encounter die and consult the Random
Encounters at Sea table to determine what the characters
and the ship come across.
Roll the storm die and subtract 3. If this total is higher
than the encounter die roll, the encounter takes place
during a storm (see “Storms” below). The storm starts 1d4
hours before the encounter is triggered and ends 1d4
hours after it is resolved.
13
Chapter 3. The Boiled Galleon
As the characters approach the dead ship, read the following: There’s enough room in the rowboat for Taegen, two sailors,
and the characters. It takes the rowboat only a minute to
reach the dead ship. Taegen, light crossbow slung over her
After a day of smooth sailing, you finally set eyes on your shoulder, climbs the ladder up to the dead ship’s main deck.
prize. A large galleon drifts aimlessly in the water some The dead ship is the HMS Boxer. However, the characters
300 feet off The Bloody Rift’s port bow. Judging by its won’t know this until they discover proof that it is, in fact, the
appearance, it’s exactly the ship Captain Mallory ship Mallory tasked them to find.
described.
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Keyed Locations “Smoke spotted two klicks ahead. Maneuvering the ship
to investigate and offer help where needed. Caution.
The following locations are keyed to the map of the HMS
Boxer above. Could be pirates.”
1 - Main Deck
Twenty dead sailors lie in puddles of their own boiled flesh 3 - Armory
all over the ship’s main deck. Gulls peck at the eyes of the Dozens of pairs of bloody footprints, likely left by the Boxer’s
dead. assailants, enter this area, descend the stairs, then return.
All of the deck’s cannons are armed. A character who The footprints seem to be webbed. A character who succeeds
inspects the cannons and succeeds on a DC 15 Intelligence on a DC 10 Intelligence (Nature) check assumes that they are
(Investigation) check notices that the cannons did not get off sahuagin footprints. However, if the character succeeds on
a single shot before the crew were killed. this check by 10 or more, they recognize that, while the
footprints appear to be those belonging to sahuagin, the gait
2 - Captain’s Quarters is all wrong. It’s possible that the raiders wanted others to
think they were sahuagin.
The door to the captain’s quarters has been hacked open. The Most of the weapons stored here were pilfered by the
ship’s captain, a human man, lies dead in a pool of his own raiders or lie in pieces on the main deck.
blood, his throat slit. Half of his body is burned by the same
steam that killed the others. The chest at the foot of his bed,
bookshelves, and drawers have all been ransacked. Anything 4 - Common Area
valuable that might have once been hidden in this room is There was a battle here. Six dead sailors lie on the floor.
now gone. Judging by their wounds, they were stabbed repeatedly with
A table cluttered with important documents dominates the spears. More bloody, webbed prints move throughout this
port side of this chamber. A character who spends a round deck, to the aft and down the stairs to the next level, then
looking through the documents finds the captain’s log. The back again to area 3.
log reveals what Mallory suspected: this ship is the HMS Characters familiar with sailors or those who have
Boxer, the exact same one the religious sect tasked Mallory— proficiency in martial weapons may recognize that the sailors
and by extension, the characters—to find. are actually soldiers disguised as fishermen.
The last entry of the captain’s log reads:
15
A character who succeeds on a DC 20 Wisdom (Perception)
check discovers a severed foot under a shelf near the door 8 - Crew Quarters
that leads to area 5. The foot’s flesh has a rubbery texture to
Two more dead crewmen litter the floor of this cabin, their
it, and the blood is thick and dark. The toes are webbed.
blood soaking the planks upon which they lie. Hammocks
Burns mar the skin where it once attached to a calf. A
and cots clutter the rest of the space. The raiders stole what
character examining the boot and surrounding area who
few valuables the crew kept here.
succeeds on a DC 15 Intelligence (Investigation) check (made
with advantage if they have proficiency in Arcana)
determines that the foot was blown clear off its owner when 9 - Hold
the magic glyph protecting the door to area 5 exploded. A Shelves line the walls of this large, open space. Various tools,
successful DC 15 Intelligence (Nature) check reveals that the weapons, and building supplies crowd every nook and
foot belongs to a lacedon, an underwater variety of ghoul. cranny. More bloody, webbed footprints mark the paths the
The foot perfectly matches many of the strange footprints raiders took scouring the ship. Three raiders went aft to
found throughout the ship. investigate the ship’s engine room. One went to the bow side
to explore the infirmary and the brig. While the fourth raider
5 - Safe Room did manage to reach the brig (see below), they stopped short
of entering it.
When the characters approach the door that leads into this
The first time the characters enter this area, they hear
cabin, they discover a circular glyph burned into its wood.
groaning from area 12.
The door itself was hacked apart, and, from the looks of it,
took quite some time to get through. Characters proficient in
Arcana recognize that the door was magically sealed and 10 - Engine Room
trapped, then forcibly opened. This impressive room is filled with control panels, levers,
The raiders thoroughly tossed this room. Any valuables gauges, and other high-tech devices. A colossal green stone
that were kept here are now gone. A character who makes a attached to prongs and cables commands the center of the
successful DC 15 Intelligence (Investigation) check notices room. It appears to be the source of the ship’s power. A
that there is a space on one of the shelves where something character with proficiency in Arcana who succeeds on a DC
heavy once sat, likely a chest. Whereas the other chests in the 10 Intelligence (Investigation) check recognizes that the
room were opened and pillaged, this chest was completely stone is emerald odonburgite, and concludes that it indeed is
removed. There are no other clues that point to the identity the source of the ship’s power.
of the missing chest and its contents. Hack marks on the cables and bolts holding the stone in
place point to clues that the raiders tried to remove the stone.
6 - First Mate’s Quarters Easily weighing two-to-three tons, the ship’s power core was
likely too heavy and unwieldy for the raiders to move without
Like the rest of the ship, the raiders tossed these quarters and
great difficulty, which explains why they abandoned it.
grabbed whatever loot they could find. A journal rests on the
desk. A character who spends 10 minutes looking through the
journal’s pages learns very little. Most of the information 11 - Infirmary
details disciplinary actions taken on the ship. However, one The ship’s surgeon lies dead, slumped against the wall, spear
entry of note details a situation where one of the Boxer’s wounds in his chest. Many of the medical supplies still
crewmen tried to sneak a peek at “the chest.” remain where they were stored, albeit tossed over. Oddly,
one of the cabinets still holds four potions of healing (the
The first mate wrote: medical supplies are of no use to the undead).
16
back. Your guess is that he’s been trapped in this brig
since the rest of the crew was killed.
Sahuagin Attack!
“Why here, landfolk? This sahuagin water. Landfolk big
After the characters have found clues below deck, read the
following: words say here sahuagin water. Why here?”
17
melted bodies on the ship.
F
ollowing the clues gathered from the HMS The docks are a little sturdier, made from actual wood logged
Boxer, The Bloody Rift transports the characters from the tall palms that encircle the village. None of the
to the Lonely Bay. Set into the northern part of doors to any of the village’s houses are kept locked. Other
Stingray Peninsula, the Lonely Bay is a mostly than the sound of wind chimes, an eerie silence consumes the
untamed section of the Mirror Coast filled with village.
wild, dangerous sea creatures and unpredictable Although the village feels like there isn’t a soul alive, it
weather. If the players are itching for combat, looks relatively clean and welcoming. It’s almost as if
the journey to the Lonely Bay is the perfect time to stage a whoever lived here just suddenly disappeared.
random encounter. Of course, the village is so quiet because it’s a front. The
The bay lends its name to a small village set into its Lonely Bay Pirates actually dwell in the flooded caverns
western shore. Six ramshackle buildings comprise the village below the village. They use the empty buildings to trick and
of Lonely Bay. The ghouls who inhabit the village keep their trap anyone foolish enough to come into their home.
two sailing ships anchored a few hundred feet from shore.
The Pirates
Arrival Thirty blood-thirsty creatures comprise the Lonely Bay
Naturally, a full-frontal assault on the village would be folly. Pirates—literally. With a few exceptions, all of the pirates are
The characters’ best bet is to anchor further up the coast, row an underwater variety of ghouls and ghasts called lacedons.
to shore, then trek on foot to the village. If they don’t come Their statistics are the same as regular ghouls and ghasts
up with this plan, Duskbane suggests it instead—he might be except they have a swimming speed of 30 feet, and they can
loyal to the characters, but he still doesn't want to get his breathe both air and water. An exceptionally intelligent harpy
crew killed. named Grisweld leads these aquatic undead.
If the characters agree, it takes them two hours to reach The characters aren’t the first ones who’ve tried to stop the
the village on foot. pirates from their heinous acts. Others came to the village,
confronted the creatures, and quickly found themselves food
General Features for the undead (or worse). Unless the characters are careful,
they’re next.
All of the village’s homes are made from scrap materials
nabbed from sunken vessels and other flotsam and jetsam.
19
Lonely Bay Pirate Tactics Keyed Locations
As the characters move through the village, it’s likely they set The following locations are keyed to the map of Lonely Bay
off one or more of the ghoulish pirates’ traps designed to Village on pages 20, 22, and 23.
alert them to the presence of intruders. From there, the
ghouls use their knowledge of the village’s layout to mount
hit-and-run attacks against the characters. They use their
1 - Workshop
caverns to confuse and divide parties and recognize that their This spacious workspace contains shipwrights’ tools, building
prey rarely have the ability to swim or hold their breath for supplies, and a number of empty crates stacked neatly and
long periods of time. netted on the eastern side of the room.
The ghouls and their associates are not fair fighters. They Trick. If one or more of the characters search this room,
fight cruelly with intent to maim and torture. They enjoy they hear a strange rattling sound coming from inside one of
putting intruders into situations where there’s no easy the barrels under the cargo net. If they open the barrel, they
choice. One favorite tactic involves jumping onto the discover that it’s filled with fish. Before the characters have a
weakest-looking member of a party (even taking attacks of chance to breathe a sigh of relief, a water-logged severed
opportunity to do so), paralyzing the victim, then dragging it head floats to the surface of the water, its face pocked with
away into a shadowy area. Meanwhile, one or two remain fish nibbles. The head belongs to a crabber the ghouls
behind to block the exit. captured three days ago. If contacted via speak with dead,
The Ghoul Starting Locations table below details the the crabber doesn’t remember what happened to it or how it
starting location for the pirates. Creatures not listed remain died.
in their location.
20
sewn into the wickerman’s form. A successful DC 10 Wisdom The real center of attention in this house is two large smokers
(Medicine) check reveals that the bits are humanoid in built into the northern wall. Right away, the characters find
origin. four human forearms burning over the smokers’ coals—all
Trap. Removing the wickerman from its bed ignites a right arms.
stick of dynamite hidden under the bed. When this happens, Encounter: Shrieker. The ghouls put a shrieker in
each creature within 5 feet of the bed must make a DC 12 the room and threw a tarp over it to prevent sunlight from
Dexterity saving throw, taking 10 (3d6) bludgeoning damage triggering its shriek response. As soon as it senses the
on a failed save, or half as much damage on a successful one. characters with its blindsight, it shrieks, alerting the ghouls
The sound of the explosion alerts the ghouls and ghasts and ghasts to their presence.
throughout the complex to the characters’ presence. Any
character who looks under the bed finds the dynamite, no
check required. Removing the trap requires a DC 10
5 - Dock Master’s Home
Dexterity saving throw; failure results in an explosion, for This house is divided into three sections. The easternmost
which the person attempting to disarm the trap has room is an eating and living area. The middle section is the
disadvantage on their saving throw. bedroom. And the westernmost room is a workshop.
If the characters enter through the front door, they
3 - Twin House discover that the home is just as immaculate as the others.
However, a pair of severed human fists rest on the dinner
This slightly larger home boasts two beds and an eating area. table before them. The right hand holds a fork and the left a
When the characters first enter, they discover a man sitting knife. Upon the plate at the center of the hands are two
at the table nearest the door. The man has a burlap sack over enucleated human eyes and a severed human tongue.
his face. His hands are bound in front of him and his ankles As they move into the bedroom, the characters find a pair
are tied to the chair. The man seems to struggle, constantly of feet sticking out from under the bedsheets—and that’s it.
muttering and twitching. It sounds like he keeps saying On the nightstand beside the bed the characters find a two
“Who?” as in “who is there?” matching severed ears.
If the characters remove the sack from the man’s head, Finally, as they enter the workshop, they discover the rest
they discover that the man is actually a corpse. The entire of the tortured man—sans hands, feet, eyes, ears, and tongue,
front of his skull has been hollowed out, and in its place, of course. There is a folded note nailed into the man’s chest.
someone tethered a small owl to the remains of his tongue. The note reads, “Welcome to Lonely Bay” (written in
The owl fights its “cage”, constantly hooting and pecking at blood, of course). Then, much to the characters’ horror, they
the interior of the dead man’s head. discover that the mutilated man is still alive. Without eyes to
Trap. There is a thin tripwire strung between the path see or a tongue to scream, all he can do is moan, flail and
dividing the eating area from the bedroom. A character with crawl blindly across the floor. As he scurries helplessly from
a passive Wisdom (Perception) score of 15 or better easily where he sat, he reveals a trapdoor.
notices the tripwire. Otherwise, anyone who moves past the The man is a commoner with only 1 hit point remaining.
area sets off a trap—a bucket hung from the rafters drops Even if he’s healed, only a regenerate spell will repair his
down, spilling corrosive slime all over the target. severed limbs and organs. Like many of the other bodies
The target immediately takes 5 (1d10) acid damage from scattered throughout this gruesome village, he was a sailor
the slime. The character takes the damage again at the start who found himself in the wrong place at the wrong time.
of each of his or her turns until the slime is scraped off or The trapdoor leads down to area 8 and is trapped with an
destroyed. If the character is wearing nonmagical metal alarm spell. When opened by a living creature, Grisweld (see
armor, their armor also immediately takes a permanent and area 17) receives a telepathic message.
cumulative -1 penalty to the protection it provides and
continues to do so at the start of each of the character’s turns
until the slime is removed or the AC the armor provides
6 - Office
drops to 10, in which case it’s destroyed. Any nonmagical The floors of this small room creak with each step. Unless the
wood or metal weapon or tool used to scrape off the slime is characters are especially careful, they will alert the ghouls
effectively destroyed. Sunlight, any effect that cures disease, hiding in area 10, in the water directly below the office.
and any effect that deals cold, fire, or radiant damage This small dockside building holds nothing more than a
destroys the slime. shelf with fishing supplies and a desk upon which an open
Once found, the trip wire and bucket can be disarmed ledger sits.
without requiring a check to do so. The page to which the ledger is open reads, “We can see
you.”
4 - Smokehouse Right after a character reads the text (especially if they
read it aloud), there’s a loud splash outside. Just 15 feet from
This building is notable for its two large chimneys. Smoke the office, the water ripples as if something just leapt into the
and the smell of cooked meat pours from both chimneys. bay from the small island with the abandoned house (area 7).
This room looks like it was built to cater to sailors looking
for a quick meal. A display of fresh fish crowds the center of
the room. Tools and fishing gear choke a series of shelves
7 - Abandoned House
lining the southern part of the house. Just behind the fishing The small, rocky island across the water from the village
stand is a large, cylindrical object roughly the height of a hosts a ruined building. The eastern wall has been completely
dwarf covered with a tarp.
21
torn away, exposing its interior to the elements. The rotting, Two aquatic ghouls dressed as pirates stand guard here. If
sagging roof is close to collapse. There is nothing inside the they know that the characters are coming, they hide in the
building except detritus and mold. shadows and try to ambush the characters. Joining the
The ghouls lurking in the bay (see areas 10 and 12) use the ghouls is a troll named Abrüz. The ghouls are accustomed to
island to ambush nosey explorers. If the characters alerted the slippery floors, but the troll is not.
the ghouls to their presence, they stage their first attack here. The ghouls will fight to the death, but Abrüz has a better
sense of self-preservation. He will offer what it knows about
8 - Secret Entrance the ghouls’ hideout if the characters allow it to escape.
Unfortunately, Abrüz was not with the ghouls during their
The trapdoor in area 5 reveals a ladder which leads down to raid on the HMS Boxer, nor has he seen the lost chest.
this area.
A long, dark hallway illuminated with pinkish candles
gradually descends 45 feet ahead, then cuts to the east. A
10 - The Bay
chill air sighs through the trapdoor. Upon this ominous The water here is 20 feet deep at its lowest point. Multiple
breeze rides the faint stench of death. sunken vessels, rusting crab cages, and other jetsam litter the
If the characters successfully reached this point without bottom of the bay.
triggering any alarms—including the alarm spell on the Two aquatic ghouls hide under the office (area 6). They
trapdoor in area 5—they will hear the ghouls and trolls can signal the ghouls and ghast in area 12 if they sense
conversing in area 9. trouble above.
The ghouls particularly enjoy dragging air-breathing
9 - Troll Hole humanoids into the waters of this area.
22
12 - Guard Post 15 - Murky Pool
This submerged cavern is directly below the rocky island A stagnant, red-tinged pool dominates this low-ceilinged
(area 7). There is only four feet of clearance between the floor cavern. Unless encountered elsewhere, three aquatic ghouls
of this cavern and the ceiling. Creatures who lack a float in the water.
swimming speed move at half speed through this area.
Five ghouls led by a ghast hide here. These undead
pirates attack anyone who intrudes onto the island.
16 - Trapped Cavern
Trap. There is a trip wire strung between the walls of the
14 - Down deepest point. The ceiling is very low, rising only two feet
above the water’s surface. The low ceiling continues through
A tall pile of rubble offers access to a hole in the ceiling that the narrow passage that leads to area 18.
leads up to area 9. If the characters haven’t defeated the Discarded crabber nets riddle the bottom of the pool.
ghouls and troll in area 9 yet and the ghouls are (somehow) Encounter: Quippers. Five swarms of quippers
not aware of the characters’ presence yet, they can hear the inhabit this pool. These carnivorous fish violently attack any
ghouls and troll talking above. Climbing up through the hole living creature that swims through their pool.
requires a successful DC 10 Strength (Athletics) check.
23
that she and her crew raided the HMS Boxer. She explains
their exact plot:
I
n Chapter 4, the characters should have learned the According to Grisweld (or her map), Mudgrunt’s lair is
names of the woman who was hired to attack the behind a waterfall that pours down from the cliff into the
HMS Boxer and her dragon turtle companion: ocean. The only way to reach the lair is via water.
Chalky and Mudgrunt, respectively. The characters
should have found a map to the island among
Grisweld’s belongings or received directions from
Traversing the Rocks
Grisweld herself. Before the characters can reach Mudgrunt and Chalky’s
It’s a two-day journey from Lonely Bay to Dragon Turtle hidden cove, they must navigate the treacherous rocks and
Cove, or three days if the characters travel from Azmar. crashing waves that surround their lair. Unless they have a
way to fly or magically surpass the rocks, such as with a
Arrival water walk spell, they must swim or row a boat.
Refer to the map of the Dragon Turtle Cove Rocks on page
The island within which Dragon Turtle Cove exists is known 27. The waterfall near the top of the map represents the area
to the local sea-dwelling creatures as Black Glass Island. The the characters must reach to find Chalky and Mudgrunt.
island’s jagged, black mountain soars above the choppy Place their rowboat near the bottom of the map. If the
ocean water that surrounds it. Lacking proper beaches, the characters are rowing the boat to the cove, place the boat in
Green Seas' waves pound against its jagged, obsidian any square the players like within 2 squares of the map’s
surfaces. The water surrounding the island is treacherous. bottom. If the characters are swimming, place their
Spears of black glass surround the island like natural chevaux individual tokens within 2 squares of the map’s bottom.
de frise.
So long as he’s still in charge of taking the characters
where they wish to go, Captain Duskbane refuses to go within
Moving in the Water
1,000 feet of the island. Not only does he fear the veritable Each square on the map represents 15 feet. Each round, the
obstacle course that surrounds the black mountain, but not characters must row or swim toward the cove.
even a salty dog like him will go anywhere near where a Rowing Characters. Up to two characters may row the
dragon turtle is rumored to lair. At most, he offers the boat at a time. So long as two characters row, on initiative
characters a rowboat to set out to the island themselves. count 20, they move one square in any direction they like, no
check required. Rowing uses the characters' actions, but they
may still use their movement, bonus action, and reactions as
25
normal.
Swimming Characters. The water surrounding the
cove is extremely dangerous for swimmers. A gargantuan
beast like a dragon turtle has no issue swimming through the
rocks, but for fleshy humanoids, it’s a quick way to die. On a
character’s turn, they may swim their normal swim speed
(typically half their normal movement speed). However,
before they move, they must make a DC 15 Strength
(Athletics) check. Characters with a swim speed make this
check with advantage. If the check succeeds, they move as far
as they are normally able to. Otherwise, they can’t move until
the start of their next turn.
Sharp Rocks
Multiple squares on the Dragon Turtle Cove Rocks map are Oh, Bully Old John from the village of Camor,
marked with red skulls and crossbones. Any time the I knew him well, that son of a whore.
rowboat or one of the swimming characters enters or starts
their turn in a square with a red skull, make an attack roll for He used to think that pigs could fly,
the rocks, with a +5 to hit. On a hit, the rocks deal 7 (2d6) Can you believe that bloody lie?
piercing damage to the target. He thought the stars were set alight,
The rowboat has an AC of 11 with 50 hit points. It is By a bunch of angels every night.
immune to poison and psychic damage. If the rowboat’s hit
Oh, Bully Old John, I knew him well,
points reach 0, the boat is destroyed and all characters in the
But now he's dead and he's gone to hell.
boat are tossed into the water.
He's dead as a nail in the lamproom floor.
Chalky’s Song He won't come bothering us no more.
As the characters approach the waterfall and the cove that A hundred years have passed and gone,
hides behind it, they can hear the sound of someone playing A hundred years since I made this song.
a concertina. Eventually, a female voice joins the music:
Dragon Turtle Cove
Oh, a hundred years is a very long time, Wey, oh wey!
After the characters get past the dangerous rocks, they may
A hundred years is a very long time, A hundred years
enter Chalky and Mudgrunt’s cavern.
ago!
A hundred years on the eastern shore.
A hundred years, bone stiff and sore. The waterfall parts to reveal a massive cavern carved into
26
the face of the rock approximately 50 feet wide and 50 singing voice is strong and beautiful, producing an eerie
feet deep. Its ceiling stretches up to 30-feet above the sea shanty as something of an unusual welcome.
surface of the water. At the center of the swirling pool, a
huge cluster of rocks rises from the water.
The woman is Chalky (CN human bandit captain). She is
A dry beach of black gravel and coarse sand clutches the one the characters seek. Of course, she’s not alone. The
the northwestern corner of this cavern. Multiple boxes, cluster of rocks at the center of the pool isn’t a cluster of
rocks at all; it’s actually part of her partner’s shell, Mudgrunt
barrels, and chests rest against the salt-stained walls. A
the dragon turtle. The ancient creature rests at the bottom
woman wearing a tricorn and the dress uniform of of the pool. His coloration and dark shell make him difficult
Azmar’s Navy sits cross legged atop a rusty crab cage. to see, however, a character who succeeds on a DC 20
Whether or not she notices you is uncertain, as she Wisdom (Perception) identifies the behemoth.
seems more interested in playing her concertina. Her After Chalky finishes her tune (or if the characters
interrupt her), she sets her concertina aside, pulls out a
calabash, and lights it.
27
The woman takes a few puffs on her ivory pipe and leans Some years back, one of them Temple of Twilight priests
forward. With a free hand she pokes at the sand by her got the wild idea to build a temple on that beach. Well,
boots. “So,” she says. “Tell me why we ain’t gonna kill ya the southern storms knocked that ol’ building right to its
for settin’ foot in our cave.” foundation. Ain’t much left now.
28
Chapter 6. Wisdom Beach Monastery
T
o learn what Chalky knew about her employer,
the characters must travel to Wisdom Beach
Architecture
The ceilings, walls, and floors are made from laid stone
Monastery and recover a spyglass for her. It’s
mined from the nearby mountain. Ceilings rise 10 feet high
half a day’s journey from Dragon Turtle Cove
above the floors throughout the corridors and 15 feet high in
to the old temple. If the characters are
chambers. Although frequent seismic activity has put sizable
traveling from Azmar, it’s a full four-day
cracks into the stone, the overall structure remains in good
journey.
shape. Furthermore, the tomb is surprisingly waterproof.
Arrival Doors
The tomb’s doors are made from solid wood planks bound
Very little remains of Wisdom Beach Monastery. Destroyed
with iron and hung on iron hinges. Nearly all doors in the
by storms three years ago, the temple lies mostly in ruins. If
tomb are locked. Picking a lock requires a character with
the characters visited the Temple of Twilight in Azmar, they
proficiency in thieves’ tool to succeed on a DC 15 Dexterity
would see some similarities between that building and these
check. Otherwise, a character must succeed on a DC 20
ruins.
Strength (Athletics) check to break the door down. The doors
The temple itself is roughly 1,000 paces from the beach.
have 15 AC, 20 hp, and immunity to poison and psychic
The Stingray Peninsula’s mountain range soars above the
damage.
dense jungle in the background. Sounds of wildlife are ever
present here. Secret Doors
Despite the loss of its roof, large portions of the temple’s The tomb’s secret doors are extraordinarily well concealed.
walls remain intact. Finding a secret door requires a successful DC 21 Wisdom
(Perception) check. Then, once found, the character must
Tomb General Features figure out how to open it, doing so with a successful DC 15
Intelligence (Investigation) check. If a character fails one of
Unless stated otherwise, the tomb below the temple (areas 2- these rolls but wishes to persist, they must take a minimum
18) has the following features.
29
of 10 minutes to search the area to repeat the check. If the check (grant the characters advantage if they specifically
second check fails, they can’t search the area again until they asked Chalky where it was located). Once the release is
complete a short or long rest. pulled, the altar slides back. Immediately, a swarm of bats
flies out of the stairwell leading into the tomb. The bats are
Illumination harmless.
*Continual flame *torches and braziers illuminate the tomb.
The lights have a curious white tinge to them, betraying their
magical nature.
3 - Ruined Quarters
This small building once housed the temple’s head priest.
Hallowed Ground Now, it lies in ruins.
The entire complex is consecrated, detectable with a detect Encounter: Shambling Mound. A shambling
evil and good spell cast within the tomb. This is the real mound calls these ruins its home. It’s already killed a few
reason that the Loney Bay Pirates would not enter the tomb. explorers determined to find the same spyglass Chalky seeks.
Undead and fiends who enter this area have disadvantage on It attacks anyone that comes within range.
all saving throws. Inversely, celestials in the tomb (including Treasure. The rotting corpses of two dead adventurers
Ophiel the Solar in area 17) have advantage on all saving lie within the rubble of this old house. They both have two
throws. backpacks filled with the contents of an explorer’s pack
minus the rations and water. One carried a +1 rapier and the
Sarcophagi Lids other was armed with a wand of lightning bolts (7 charges).
There are many sarcophagi throughout the tomb. All of these There’s also 50 gp in coins between the pair. Finally, one of
coffins are made from solid stone. Unless otherwise stated, them holds a map detailing the temple and the secret tombs
one or more characters with combined Strength scores of 20 below it. The handwriting matches Chalky’s.
can remove a lid and set it aside without making a check.
Otherwise, pushing a lid out of the way requires a successful
DC 21 Strength check.
4 - Tomb Entrance
From the trapdoor below the temple’s altar, a set of stairs
Silver Keys descends 30 feet into darkness. Although the smell of death
There are nine silver keys spread throughout the tomb. Eight is strong, there’s a strange, welcoming feeling that permeates
of the nine keys are being held by the dead priests who were the tomb.
interred within the tomb. The ninth key was removed from As the characters descend the stairs, they discover three
its respective sarcophagus and hidden in area 12. Each key is desiccated corpses, each one wearing gray robes that bear the
coded to the robes of the priest that holds it. For example, the six-pointed star. These three died of starvation when the
priest with blue robes holds the “blue key.” However, the tomb was sealed 10 years ago. Bright light cast from the
keys are all identical—there is absolutely nothing about them torches in area 5 illuminates the western end of the hallway.
that sets them apart from the others. Fortunately, casting Treasure. If the characters search the bodies, they
detect magic on each key reveals its color. discover that one of the corpses is still clutching a silver
All nine silver keys emit a faint aura of abjuration magic. amulet that bears the same six-pointed star. The amulet is
Of the nine keys, only the red, yellow, and green key are curiously thick. An inscription carved on the back of the
needed to open the chained coffin in area 17. The rest are amulet reads, “Only the faithful will find what they seek.”
duds, and not necessary for this quest. Another one of the corpses has a wand of magic detection in
their robe.
Keyed Locations 5 - Storage Closet
The following locations are keyed to the map of Wisdom
Beach Monastery on page 31. The door to this closet is unlocked.
The priests who managed the temple kept extra supplies in
1 - Chapel Ruins this room, most of which are now covered with cobwebs.
Encounter: Swarm of Spiders. The first character
The stone tiles of the temple’s floor peer out of the sand and who opens this door gets attacked by a swarm of spiders.
jungle creepers. Insects crawl and buzz about this area, Secret Door. The back wall of this closet conceals a
joining the land in its mission to reclaim it for the earth. The secret door.
few columns that still stand bear the iconography of the
Temple of Twilight: a star with six points.
6 - Grand Hall
2 - Altar This long corridor’s ceiling rises 15 feet above the floor. At
the far southern end of the corridor stands an altar upon
Two short flights of steps rise to a dais at the eastern end of which rests a statue of an angel. Another corpse, similar to
the church. A large, stone altar still dominates the center of the ones discovered in area 4, kneels against the altar. Both
the dais. of his skeletal hands lie palm down on the edge of the altar.
Secret Door. Just as Chalky described it, there’s a secret
door hidden under the altar. Finding the release that opens
the altar requires a successful DC 15 Wisdom (Perception)
30
31
If a character inspects the altar, they discover an inscription Removing the Eyes. The worst possible thing that the
at the base of the angel statue that reads, “Only the penitent characters can do is remove the statue’s eyes. The eyes may
will be spared my wrath.” Also, the dead priest wears an be easily pried free with a dagger or similar sharp
amulet around his neck similar to the one found in area 4. implement. However, the statue’s eye sockets are the only
Trap: The Angel’s Wrath. If a character examines the thing withholding the gems’ power—removing them
corpse and the altar and makes a successful DC 15 increases the trap’s saving throw DC to 18 and the damage
Intelligence (Investigation) check, he or she discovers the it deals to 35 (10d6). Once free of the statue, the gems burn
following details: out in 1d4 rounds. The gems’ radiance cannot penetrate
wood, stone, or metal. Once burned out, they are
Both of the dead priest’s hands are still pressing latches worthless.
built into the edge of the altar.
The priest is kneeling on a pressure plate built into the Treasure. The amulet that hangs around the priest’s
floor’s stonework. neck is similar to the one found in area 4, except its
The front of the priest’s robes are charred, whereas the inscription reads, “LMOB GSV UZRGSUFO DROO URMW
back of his robes are not. DSZG GSVB HVVP.” This amulet, when paired with the one
The angel’s statue’s eyes are made from small, green found in area 4, acts as a cipher that will help the characters
gems. solve the three locks puzzle in area 18.
34
Ophiel slays any character who tells a lie. It also slays any The sword cannot be removed from its spot except by the
character whose purpose is inherently selfish (GM’s angel Ophiel.
discretion). If a character makes a snide remark or a joke
regarding their purpose? Death.
Once Ophiel has passed its judgment, it commands all
Recovering the Spyglass
remaining characters to leave the temple and never return. If the characters recover Newell 'The Dog' Shelly’s spyglass,
The solar slays anyone who tries to argue otherwise. they may return to Chalky with their prize in hand. This time,
Secret Door. The secret door that leads to area 18 is Chalky and Mudgrunt meet them away from the cove (so
hidden by powerful magic; finding it requires a successful DC they won’t have to go through the gauntlet of dangerous
22 Wisdom (Perception) check. If the characters investigate rocks again).
the door, they discover two hidden slots, each one roughly Chalky is dumbfounded by the characters’ success. “I can’t
four inches long and one inch wide. If the two silver amulets believe you managed to do it. Wow.” After she inspects the
recovered in areas 4 and 6 are placed into these slots then spyglass to ensure that it’s the real deal, she offers the
turned 90 degrees clockwise, the door opens. Otherwise, only characters the information they seek:
a wish spell may open this secret door.
“Jasper Wright. He’s the one who hired us. He’s an old
18 - Ophiel’s Statue man from the town of Azmar. I used to run ships for his
A tall statue depicting a six-winged angel wielding a hunting tourism company up in the Stingray Peninsula.
greatsword is the focus of this chamber. An inscription at the He came with us on the raid, too, wearing a mask the
base of the statue reads, “I bring justice to the unjust. I bring
whole time. He was bound and determined to recover a
faith to the faithless. I part the darkness with my unending
light. I am Ophiel. Know my name and tremble.” case with six glass bottles and a journal. When he got his
The statue is more than just a statue—it is a summoning hands on it, the old codger started leapin’ with glee. I’ve
device for the solar that the characters might have the got no idea what those little bottles are supposed to do or
misfortune of encountering in area 17. It emits extreme levels what’s in that book, but let me tell you—goin’ by what he
of conjuration magic. See area 17 for details.
paid us for the job, I can only imagine that it’s something
Just behind the statue of Ophiel rests a six-foot-long
very, very special.”
greatsword atop a stone table. The sword produces a low
hum. A detect magic spell cast upon the sword reveals that it
emits high levels of evocation magic.
Hazard: Ophiel’s Sword. If a character tries to touch That’s all Chalky knows about Jasper and the case. If the
the sword, they must first make a DC 15 Wisdom saving characters want to know why she gave up the name of her
throw. Characters of evil alignment make this saving throw employer, she explains she did it because she “never really
with disadvantage. If they fail the saving throw, they become cared for him”, and that the characters recovering the
frightened of the sword. The character remains frightened spyglass is “more than worth burning a few old bridges.”
while it can see the sword or is within 60 feet of it. While Before the characters depart, Chalky calls out to them:
frightened by the sword, the character must use his or her
movement to move to the nearest safe spot from which it
“Say. When you get done with—well, whatever the hell it
can't see the sword. If the character moves more than 60 feet
from the target and can't see it, the creature is no longer
is you’re trying to figure out—come callin’. Ol’ Mudgrunt
frightened, but the character becomes frightened again if it and I could use some clever folks like you. This little
regains sight of the sword or moves within 60 feet of it. thing,” she says tapping the spyglass, “Is going to take us
A character who succeeds on the Wisdom saving throw to some strange and fun and, of course, dangerous
may touch the sword. places. It’ll definitely be worth your time. Think about
If an evil character touches the sword, they must make a
it.”
DC 20 Constitution saving throw, taking 45 (10d8) radiant
damage on a failed saving throw or half as much damage on a
successful one. If this damage reduces the target to 0 hit
points, he or she is disintegrated. A disintegrated character
and everything he or she is wearing and carrying, except
Mission Failed
magic items, are reduced to a permanent nuclear shadow If the characters fail to recover the spyglass, they should
upon the stone of the chamber floor. The character can be wisely avoid Chalky and Mudgrunt. The two aren’t interested
restored to life only by means of a true resurrection or a wish in excuses (angels be damned). And since the characters
spell. know that the two were involved in the raid on the HMS
Lawful good, lawful neutral, and neutral good characters Boxer, it’s in their best interests to take care of loose ends.
who touch the sword are immune to the damage caused by Instead, the characters should return to Azmar. There,
the sword. they can share what they learned along the way with Captain
Characters of all other alignments must make a DC 20 Mallory, even if they didn’t learn that Jasper Wright is the
Constitution saving throw, too, except a target only takes 22 true villain at the heart of this mystery.
(5d8) radiant damage on a failed saving throw or half as Proceed to “Chapter 7: Return to Azmar.”
much damage on a successful one. Similar to evil characters,
if this reduces the target to 0 hit points, it is disintegrated.
35
Chapter 7. Return to Azmar
N
o matter the outcome of the characters’
adventures in The Green Sea, eventually Captain Mallory sent you on, I did a little investigating
they should return to Azmar. Captain myself. I learned that the same night Cordent vanished
Duskbane—having put The Bloody Rift he was having drinks at The Three Mean Monkeys. The
through more than enough adventures for
bartenders told me that they saw him chatting up some
one lifetime—wishes the characters well
but also shares, “This was a terrifying blonde lower-class woman. They were,” she pauses to
experience, one of which I ne’er want to experience again, collect herself. “They were kissing. Touching. Then he
mateys. Fare-thee-well.” left with her.
The Deal is Off “I don’t know if he killed his family or not. But I do
know that he’s a despicable rake, hardly worth the time
Almost as soon as the characters arrive, Abine, Jeremy of a Ganya heir.”
Wright’s fiancé storms up to them. She tosses a sack of coins
at the nearest character’s chest. Tears stream down her face.
36
have nothing to do with any Wrights from now on.”
I
f the characters gathered clues that point them to The walls of Wright’s home are made from sturdy stone
Jasper Wright’s involvement with the raid on the bricks. Inside, the walls are faced with wood and plaster. All
HMS Boxer—and potentially his son’s murder and of the doors, both inside and out, are arched wooden doors
his own faked death—they will likely be headed to hung on iron hinges. Most of the doors throughout the home
Jasper’s Wright home to look for more clues. are unlocked while the town’s treasurer, Xaver Kuay, is
If the characters come to Jasper Wright's home inventorying Jasper’s possessions. Both natural light and
prior to this point in the adventure, you might continual flame fixtures keep the home brightly illuminated.
obscure a few of the facts (place them behind locked doors) Garish hunting trophies decorate nearly every room of
so they don't discover Jasper's current location right away. Jasper’s home. All of the furniture features leopard, bear, and
wolf pelts. Stuffed heads cover the walls. Aspaethan and
Arrival Dinzer tribal shields and spears hide in corners of the rooms.
38
2 - Pantry crumbs decorate the front of his coat. The man pulls a
This pantry is packed with enough food to feed a small army.
gold pocket watch from his breast coat, checks the time,
then glances up the stairs to his left. After a moment, he
3 - Servants’ Room sighs loudly.
Three neat beds cramp this small room. The servants who
worked for Jasper Wright left their jobs shortly after the
If the characters speak with Kuay, he introduces himself as
murders. All of the chests and table drawers are empty.
the minister of the treasury. Kuay and two of his employees
are performing an inventory of Jasper Wright’s estate.
4 - Alley
The alley behind Wright’s home is just as clean as the rest of “I was hoping this wouldn’t take so long. I’m supposed to
the Silver District. One of the servants from the wake is
be leaving for vacation today.”
outside smoking rolled tobacco. She’s trading gossip with one
of the servants who lives and works in the noble’s home on
the other side of the alley.
If the characters ask Kuay where he’s going, he mentions that
If the characters question the pair, the woman working the
he’s supposed to be joining a few friends on a hunting trip on
wake apologizes and explains she doesn’t actually work for
the Stingray Peninsula.
Jasper Wright and that all of the servants who worked for
him left shortly after the murders. However, the neighbor’s
servant (commoner) has a few juicy tips to share—for 50 “They are all waiting on me. This is supposed to be my
gp, of course.
last task before I leave. But, of course, my—” the volume
of his voice increases “—stupid assistants won’t hurry
“I work for Lord Tinselberry in the house here,” says the the hell up!”
man, pointing to the building across the alleyway from
Jasper Wright’s home. “Had the job for 30 years. Wright
had a right-hand man named Jumar Khashu. The night Although the characters likely won’t discover this unless they
of the murder, I saw Khashu and Wright having a forcibly interrogate the man, Kuay is one of Jasper Wright’s
accomplices. His job is to ensure that all of Jasper Wright’s
conversation up on the second floor. Then Khashu leaves
wealth is collected by the city’s treasury. Using some clever
out the back door and disappears for about an hour. accounting, he plans to funnel Jasper’s wealth into “outside
Later, I saw him come back and reenter the home. This is investments'' all of which will be owned by Wright’s new,
right around the time the periodicals say Jasper Wright younger identity. After Kuay finishes with his assistants, he
was killed. An hour later, he leaves again. Haven’t seen immediately boards a boat to sail south to meet the others at
Jasper Wright’s hunting lodge on the Stringray Peninsula.
him around since. You’d think he’d at least come to this
event, right?”
7 - Dining Room
Three nobles, all business associates of Jasper Wright, sit
That’s all Tinselberry’s servant knows. The servant doesn’t around the long dining room table that dominates this room.
trust the town guard (for his own paranoid reasons), so he The trio laugh, nosh, and slurp free wine. Although these
didn’t share these details with Mallory or his men. However, men knew Jasper Wright in business circles, none of them
he thought that the characters looked “more trustworthy.” are aware of Wright’s plot. They have no useful information
to share.
5 - Front Stoop
So long as the characters arrive during the Wrights’ wake, the
8 - Den
front door is open. There is a signboard placed next to the The bulk of the wake gatherers occupy this room. Three
stairs that reads “Welcome to the wake of Jasper and Jeremy nobles sit on the couch and chairs by the western window
Wright.” A servant greets the characters as they enter. and two more stand near the fireplace. A sixth peruses the
books on the tall shelf against the southern wall. Meanwhile,
6 - Entryway a server stands ready to serve more wine upon request.
Wohn Jiley. The noble looking over Jasper Wright’s
The first time the characters enter this area, they stumble books is Jasper’s former attorney, Wohn Jiley. Wohn is also
across Xaver Kuay, Azmar’s minister of the treasury. the one who read Wright’s will. If the characters chat with
Jiley, he gladly shares what he remembers about Jasper
Wright (a few too many glasses of free wine have loosened
A short, balding man sweats nervously as he stands
his lips). Although he’d only acted as Wright’s representative
against the northern wall of this entry way. Biscuit for the last 20 years, he knows that Jasper became more and
more concerned with his own mortality. The two had
39
40
41
regular meetings to discuss the nature of the will, too. Jasper with leopard furs stands against the southern wall. There is a
was especially interested in knowing what would happen if he large wardrobe against the eastern wall. And a quaint writing
died and he had no living relatives to act as beneficiaries. desk free of clutter is tucked away in the southwestern
corner.
There is a large, circular rug at the foot of Wright’s bed. It
“I explained to Jasper that if he didn’t name his
looks new compared to the rest of the room’s furnishings. If
beneficiaries, his entire estate would go to his son, the characters look under the rug, they discover a large
Jeremy, whether he wanted it to or not. Should blackish red stain on the floorboards. No matter how hard
something happen to Jeremy, it’d go to Cordent. Those Jasper Wright’s servants scrubbed, they couldn’t rid his floor
two were Jasper’s only known relatives. But since of the bloodstains.
One of Xaver Kuay’s inventory managers (commoner)
Jeremy died the same night that Jasper did and Cordent
can be found here scribbling into a ledger. The young woman
was the one held responsible for both murders, the town is friendly but focused on finishing her work so Kuay can
of Azmar became the de facto beneficiary of Wright’s start his vacation. If the character’s ask her if she’s seen
estate. In fact, the minister of Azmar’s treasury, Xaver anything unusual, she shrugs and mentions, “Other than this
Kuay is here right now inventorying everything in this guy’s obsession with folklore and myths, there’s nothing that
peculiar here.” She’s referring to the library (area 14).
home. Once the wake is over, this building officially
If the characters search through Jasper’s wardrobe, they
becomes Azmar’s property.”
may notice that a lot of his clothing is missing, especially his
hunting regalia.
Jiley smiles and takes another sip of his wine. He then
chuckles, “It’s wild to think that almost everything that
wealthy bastard Jasper Wright ever owned will go to the
13 - Gallery
town of Azmar.” This room holds Jasper Wright’s impressive collection of
Stingray Peninsula artifacts. Three suits of armor once worn
by Pressonian explorers stand against the eastern and
western walls. A display case at the center of the room holds
One of the characters may take note that Jiley said “almost
various personal effects once owned by the explorers.
everything.” If they ask Wiley if there’s anything that won’t
Paintings cover the walls of the room. Although each painting
be left to Azmar, he adds:
depicts a different Pressonian explorer, they all seem to have
one common denominator: in the background of each
“Oh yes. Although Jasper changed his will so that his painting, there is a large butte shaped like a leopard rising
son, Jeremy, would receive nearly everything, he ended above a jungle canopy. Placards on each of the paintings
name the butte “Leopard Rock, Stingray Peninsula.”
up leaving a property he owns on the Stingray Peninsula
One of Xavery Kuay’s assistants (commoner) stands over
to his friend, Ethar, the head of the Temple of Twilight. a display case resting against the southern wall. He’s looking
According to the deed, it was a large hunting lodge at a map of Stingray Bay dated 50 years ago and taking notes
Jasper purchased just a week before his death.” in a ledger. The map only has two marks upon it: a start
representing Azmar across The Green Sea, and a leopard’s
head labeled “Leopard Rock” at the center of the Stingray
Jiley doesn’t know why Jasper purchased the lodge or why he Peninsula.
left it to Ethar, nor does he know exactly where the lodge is
located within Stingray Peninsula’s dense jungles. 14 - Library
Jasper Wright’s library hosts an impressive collection of
9 - Porch leather-bound books. A character who spends 10 minutes or
A porch at the north end of the building offers access to the more surveying the titles will notice a few odd details:
dining room, area 7. Although this door isn’t locked, a sign on There are at least a dozen books detailing undead
the door reads “please use the western entrance.” creatures, particularly liches, mummies, and vampires.
A thick leather-bound book titled “Communionem cum
10 - Guest Room Apostolica Diaboli.” The book is bookmarked on a chapter
that details diabolical deals concerning immortality.
This tidy guest room hasn’t been used in a few years. There is
There are at least four spellbooks on Wright’s shelves. The
nothing of interest here.
first three books contain all of the 3rd-level and lower
necromancy spells from the Fifth Edition rulebooks. The
11 - Guest Room fourth book is dedicated only to the following spells:
This room is similar to the one in area 10. clone, sequester, simulacrum, and time stop.
Beside the spellbooks are four books from the Pexia
12 - Jasper Wright’s Bedroom Academy of the Arcane Arts in Odonburg. Each one goes
into depth on the spells clone, sequester, simulacrum,
Jasper Wright lived in this room. A four-post bed decorated and time stop.
42
The only fiction book on the shelves features a light blue they will discover a symbol drawn in chalk on the floor. A
cover that sticks out like a sore thumb among the brown, successful DC 15 Intelligence (Arcana) check reveals that it is
red, and black bindings. The title of the book is “The Lady a summoning circle. Erasing part of the chalk, or casting
of the Mists” by Peter Åberg. The book tells the story of an dispel magic against a 5th-level spell upon it, disarms the
alchemist who invented a potion of immortality. Jasper trap.
Wright wrote in the columns of the book, taking note as if Fire Fighting. If the fire elemental successfully sets
the story was true. He especially makes notes of the fact large portions of Jasper Wright’s house on fire, the fire
that the regular doses of the potion must be consumed, as spreads quickly throughout the building. If the characters
the potion’s effects eventually wear off. Also, immortals wish to save the building, they must fight the fire.
who consume the potion have but one weakness: Treat the fire as a gargantuan object with AC 5, 200 hit
decapitation. points, and immunity to all forms of damage except cold.
Each round, on initiative count 20, the fire gains hit points
Secret Door. A character who inspects the shelves and
equal to 10% of its remaining hit points (rounded down). For
succeeds on a DC 15 Intelligence (Investigation) check
example, if the fire has 150 hit points remaining, it gains 15
notices that there are four books that sit further back than
hit points. These new hit points may exceed the fire’s starting
the rest. When pulled, the books tilt at a 45-degree angle, but
hit points.
won’t leave the shelf; each one is attached.
To extinguish a fire, a character must either attack it with a
The titles of the books are as follows:
spell or effect that deals cold damage, or make a Strength
“Owlbears of the World” (Athletics) check against the flames. The flames’ hit points
“Pegasi: A Guide to These Wonderful Winged Horses” are reduced by an amount equal to the check’s result. For
“Ettercap: The Story of Timothy of Odonburg” example, a character who makes a Strength (Athletics) check
“Necromancy Made Easy.” and get a result of 15 reduces the fire’s hit points by 15. For
every gallon of water splashed on the fire, it takes 5 cold
If the characters pull the books in the sequence listed damage.
above (the first letter of each title spells the word OPEN), Characters who finish their turn in a burning room must
there’s a loud click. Then, the shelves part, revealing a secret make a Dexterity saving throw, taking 3 (1d6) fire damage on
room behind them. a failed saving throw or half as much damage on a successful
one. The DC of the saving throw equals 10 plus the fire’s
15 - Secret Room current hit point total divided by 100 (rounded down).
Once the fire reaches 500 hit points, it burns out of
Five display cases are spread around this room. Each is three
control. After 10 minutes, it totally consumes the building,
feet tall. A purple, gold, and red rug stretches the length of
destroying everything within.
the room.
Going clockwise from the northernmost case, the five cases
hold the following items: All Signs Point to Stingray
A purple urn that contains the ashes of Jasper Wright’s
long dead wife, Cordentia.
Peninsula
If the characters did an exceptional job collecting clues at
A +1 scimitar. Anyone who touches the scimitar becomes
Jasper Wright’s wake, they should start putting the pieces of
cursed. Until the curse is removed, each time the creature
this puzzle together. They should know that Jasper Wright is
completes a long rest, the creature must make a DC 12
involved and possibly still alive (especially if they found his
Constitution saving throw. On a failed saving throw, the
fake body at the morgue), and reviewed some of the books in
creature gains one level of exhaustion.
his collection. Multiple clues throughout his home point
Two circlets worn by ancient Aspaethan chieftains. Each
toward the existence of an “off the books” hunting lodge he
circlet is worth 1,000 gp to the right buyer.
purchased shortly before his death. Although the location of
A spell scroll of clone.
the lodge is not explicitly stated, the map and paintings in
An Aspaethan warrior’s cudgel. The end of the cudgel is
area 14 should point the characters toward a location called
carved to look like a leopard’s head. The weapon acts as a
Leopard Rock in the Stingray Peninsula. Additionally, the
+1 club. Any creature who touches the cudgel becomes
characters might wish to track Xaver Kuay after he leaves
cursed. Until the curse is removed, the creature has
Azmar. Kuay heads directly for Leopard Rock and Camp
disadvantage on Intelligence and Wisdom saving throws.
Leopard (see “Chapter 10. Camp Leopard”). Failing that, one
Trap: Fire Elemental Summoning. If the of his assistants overheard him mention that he would be
characters touch any of the cases without speaking the traveling to Leopard Rock during his vacation.
command word “Endless” first, the room summons a fire Captain Lenard Mallory will be excited (and saddened) to
elemental. The fire elemental’s purpose is to destroy hear what the characters learned. Once more, he offers them
whatever it can as fast as it can, targeting flammable objects the services of Captain Dhorbit Duskbane and The Bloody
such as the rug, floors, and wooden cases. It won’t fight the Rift.
characters unless a) they attack it first or b) they’re the only
thing it hasn’t set on fire yet. It continues its mission until it
is destroyed, or the entire building is ablaze. After the latter
“Oh, bloody hell,” says Dhorbit. “Not you lot again.”
happens, it vanishes.
If a character inspects the purple, gold, and red rug,
Proceed to “Chapter 9: Stingray Peninsula”
43
Chapter 9. Stingray Peninsula
J
ust before Jasper set his diabolical plan into
motion, he purchased considerable acreage in the Stingray Peninsula Random Encounter
jungles of Stingray Peninsula. Specifically, he Times
purchased land surrounding his favorite d10 Encounter Time
landmark, the mysterious butte named Leopard
One encounter in the morning of the first day
Rock. It’s believed that the butte was shaped by 1
of travel (dawn to noon).
the earth elementals that once roamed the
peninsula’s hills. The purchase also came with a huge One encounter in the afternoon of the first day
2
hunting lodge built under the shadow of the butte. Naturally, of travel (noon to dusk).
this lodge was dubbed Camp Leopard. One encounter in the evening of the first day
3
When Jasper “died”, he left the land and lodge to the of travel (dusk to midnight).
highpriest of the Temple of Twilight, Ethar. Ethar was the One encounter on the night of the first day of
first to arrive at Twilight, followed by the newly-immortal 4
travel (midnight to dawn
Jasper Wright, his servants Identity and Jumar Khashu, and
One encounter in the morning of the second
the tombsinger Vrivok Fester. Soon, Xaver Kuay would join 5
day of travel (dawn to noon).
the others after completing an inventory of Jasper’s wealth.
Jasper will then share the remaining five potions with his One encounter in the afternoon of the second
6
accomplices, so they, too, could achieve immortality. With day of travel (noon to dusk).
Jasper’s remaining fortune—conveniently funneled into One encounter in the evening of the second
7
secret investment accounts through Xaver Kuay—and no fear day of travel (dusk to midnight).
of death, the six would become the most powerful people in One encounter on the night of the second day
all of The Mirror Coast. 8
of travel (midnight to dawn).
Two encounters; roll a d8 on this table to
9-10
Stingray Peninsula determine when each encounter occurs.
So long as he and his crew are still alive, Captain Duskbane
sails the characters to the northern beaches of The Stingray Peninsula Random Encounters
Stingray Peninsula. If the characters aren’t sure d10 Encounter
where to find Leopard Rock (they somehow missed the map 1 1 adult black dragon
in area 13 of Jasper Wright’s home), Duskbane knows where
2 1 bulette
the landmark is and can provide directions.
3 1d6 leopards (panther)
Traveling Through the Jungle 4 1 giant ape
It will take the characters two days on foot to reach Leopard 5 2d6 giant bats
Rock and Camp Leopard. During that time, you might wish 6 1d4 giant crocodiles
to introduce one or two random encounters to demonstrate 7 1 tyrannosaurus rex
the dangers inherent within the forest. Roll a d10 and refer to
the Stingray Peninsula Random Encounter Times table to 8 1d4 treants
determine when an encounter occurs, or choose a time you 9 1d4 triceratops
feel that is appropriate. Once you know when each of the 10 1d6 trolls
encounters occurs, roll another d10 and refer to the Stingray
Peninsula Random Encounter table on this page to
determine what the characters must fight.
Once the characters reach Leopard Rock and Camp
Leopard, proceed to “Chapter 10. Camp Leopard” where the
characters will have their final showdown with Jasper Wright
and his accomplices.
44
Chapter 10. Camp Leopard
A
fter their harrowing trek through Stingray Characters who’ve visited the Temple of Twilight or at the
Peninsula’s wilderness, the characters finally very least familiar with the local religion instantly recognize
reach Leopard Rock and the massive hunting the tapestry’s symbols.
lodge built under its shadow. It is nearly impossible to approach the camp without being
Read the following: spotted by one or more of the guards on the towers. During
the day, the characters must succeed on a group Dexterity
(Stealth) check to move within 30 feet of the ditch
A colossal stone butte rises from the jungle floor, its back
surrounding the camp without being spotted. The DC is 17
to Stingray Peninsula’s shadowy mountain range. The during the day and 12 at night. Anyone who approaches the
butte is shaped like a colossal wild cat, its rocky mouth compound from any side except its east side is automatically
frozen in a growl. treated with suspicion.
45
paid, no amount of money can convince these men otherwise.
If combat breaks out, the four guards use the portcullises C - Guard Towers
for cover. The winches used to raise both portcullises are on
Four guard towers encircle the complex. Stationed at each
the second level of the barbican. Without those, a character
post is one guard (lawful neutral human veteran).
will need to make a successful DC 20 Strength check to lift
the portcullis. Each portcullis has AC 18, 35 hp, resistance to
piercing damage, and immunity to poison and psychic D - Wooden Palisade
damage. Two months before Jasper Wright purchased the lodge, a
giant ape broke through the southern wall, leaving a gaping
B - Outer Walls hole in its wake. They filled the hole with a wooden palisade
cut from the forest’s trees. The palisade is easier to climb,
Although these stone walls are 20 feet high, the ditch that
requiring a DC 10 Strength (Athletics) check to scale.
surrounds them adds another 10 feet to those who’d hope to
climb them. Climbing these walls without a rope requires a
successful DC 18 Strength (Athletics) check.
46
a character with proficiency in thieves’ tools can pick a lock
E - Barracks with a successful DC 10 Dexterity check. Otherwise, the door
must be broken open with a successful DC 15 Strength
This single room building hosts four three-tier bunks and an
(Athletics) check. All of the lodge’s doors have AC 15, 20 hp,
area for the guards to prepare their own meals. All guards are
and immunity to poison and psychic damage.
at stations currently, leaving this building empty. There is
During the day, plenty of sunlight floods through the
nothing of value hidden in these barracks.
lodge’s large windows. At night, candles, lanterns, and
This small graveyard holds the bodies of hunters who’ve died Guards
in and around the camp over the years. The names on the
The lodge is well-protected by high-paid, loyal guards. The
gravestones have no significance to this story.
Guard Location table below details the starting locations for
all the guards throughout the hunting lodge. Unless the
G - Stables characters are extremely careful, it’s likely that the household
Jasper Wright and Ethar’s two riding horses are stabled will learn of the characters’ intrusion and move to intercept.
within this building. Outside, there are four more horses Unless otherwise noted, the manors guards are all lawful
tethered to hitching posts. neutral human veterans. Creatures not listed stay in their
starting location even if there's trouble. Also, the immortals
H - Kennels are not listed, as their locations depend on the time of day.
Six large dogs (use the mastiff stat block) sleep within this Guard Location Table
pen. If a character or someone else they don’t recognize Area Guards
comes within 60 feet of their pens, the dogs smell them and A 2 veterans
start barking. This alerts any guards standing within 60 feet
of the kennels. Although the dogs are strong, they can’t get
C 1 veteran per tower
outside of their pens unless one of the guards lets them. 1 1 veteran
Freed of their pens, they immediately attack trespassers. 6 2 veterans
8 2 veterans
I - Garden Shed 15 1 invisible stalker
This shed stores the tools used to keep the grounds and make
26 6 gnolls
simple repairs around the lodge.
47
Vrivok Fester. The tombsinger Vrivok Fester is the
chief inspector of Azmar, and one of those responsible for 3 - Withdrawing Room
framing Cordent Wright for the murder of his father and
Vrivok Fester sits in this comfortable drawing room by
grandfather. Vrivok’s statistics are included in the Monsters
himself during the evenings. Otherwise, this room is empty.
of Speak with Dead supplement. Immortality has done very
little to change Fester’s eerie demeanor. Still, he’s not one to
risk his own neck—literally. He will only fight until he’s 4 - Servant Break Room
reduced to half his hit points or less, then flee. There are usually 1d4 servants here (commoners). In the
Identity. One of Jasper Wright’s clandestine servants, mornings, Identity (in her blonde female disguise) joins the
the doppelganger Identity frequently wears the guise of an servants for early tea.
attractive blonde-haired woman. She is the one who drugged
Cordent Wright and planted evidence on him to suggest he
was responsible for the murder of his father and grandfather.
5 - Kitchen
Identity has the Immortal Fortitude trait detailed below. Except for the middle of the night, there are always at least
Identity cuts and runs the moment it looks like there’s two servants (commoners) in this impressive, rustic
trouble. kitchen preparing meals for the immortals and other
Jumar Khashu. Jumar is Jasper Wright’s personal members of the staff.
bodyguard and assassin. He is the one who actually killed Trap and Treasure. The kitchen’s head chef keeps a
Jeremy Wright. Jumar is a lawful evil assassin with the small lockbox hidden under one of the tables. The box is
Immortal Fortitude trait detailed below. Although he is locked, requiring a DC 12 Dexterity check using proficiency
immortal, Khashu also knows that death is quite possible in thieves’ tool to open. It is also trapped to deter greedy staff
when faced against well-trained and armed adventurers. or guards from stealing its contents. Anyone who opens the
Only the presence of Jasper Wright will force him to stay. box without first disarming it is targeted by a poison dart.
Otherwise, he will flee. The dart has a +4 to hit and deals 1 piercing damage. The
Xaver Kuay. Likely, the characters already met Xaver target must make a DC 13 Constitution saving throw, or
Kuay, Azmar’s minister of the treasury, at Jasper’s wake. become poisoned for 1 hour. If the saving throw fails by 5 or
Xaver is a lawful evil noble with the Immortal Fortitude more, the target is also unconscious while poisoned in this
trait detailed below. A coward through and through, Xaver way. The target wakes up if it takes damage or if another
flees at the first sign of trouble. creature takes an action to shake it awake. A successful DC 10
Jasper Wright. The mastermind behind his son’s Intelligence (Investigation) check made on the chest reveals a
murder, the raid on the HMS Boxer, and his own faked small latch that disarms the trap.
death, Jasper Wright—now much younger—is a force to be The chest holds 8 ep.
reckoned with. Jasper’s statistics are detailed in the Monsters
of Speak with Dead supplement. Jasper was a cruel mortal,
and he’s even worse now that he’s immortal. He does not
6a - Dining Room
believe he can be killed and will fight to the death. A long preset dining room table dominates this exquisite
room. The stuffed heads of dire bears and giant elk adorn the
Immortal Fortitude walls. The immortals had dinner here the night Xaver arrived
All of The Immortals share this trait. The immortal does not but have abstained from using this room since. Two
require air, food, drink, or sleep. If damage reduces the veterans stand guard by the exterior doors.
immortal to 0 hit points, it must make a Constitution saving Treasure. The silverware and stoneware in this chamber
throw with a DC equal to the damage taken, unless the are worth 2,000 gp as a set.
damage is from a critical hit. On a success, the immortal
drops to 1 hit point instead. 6b - Gallery
Hunting Lodge Keyed This balcony overlooks the dining room table below.
1 - East Entrance member of the staff or one of the immortals. It fights until
destroyed.
A lone veteran guards this entrance. She uses her first Treasure. While phasing through the earth below the
round to call for help then fires her crossbow from within the compound, the earth elemental picked up a few stray gems.
house. When it is destroyed, the gems fall to the ground. The gems
are quartz (50 gp), amethyst (100 gp), and aquamarine (500
2 - Eastern Ambulatory gp).
48
Everyone in the lodge—except for Fester and Identity—
8 - Western Ambulatory avoids the pair.
Vrivok Fester can be found here in the morning,
A long red carpet covers the length of this hallway and
chatting with the two. Then, late at night, Identity can be
beyond. Various paintings depicting hunters, explorers, and
found here.
adventurers who’ve used the lodge over the years hang from
the walls. There are two ivory statues shaped like leopards Treasure. The room contains two full sets of splint mail
near the western entrance (area 10). armor, four shields, six long swords, and two greatswords. A
chest at the northeastern corner of the room by the door
At all times, there are at least two veterans stationed
contains two heavy crossbows and 500 bolts.
here.
Hidden Compartment. The chest has a small, hidden
Treasure. Each statue is worth 250 gp.
compartment that slides out from the bottom. Finding the
50
The largest of the bedrooms, Jasper uses this room to rest. The children’s story, The Lady of the Mists (a copy of this
Since he became immortal, he’s taken up meditation, and book can be found in both Jasper Wright’s home library
hardly uses the bed anymore. Still, Jasper can be found and the library in the hunting lodge), was based on a real
here in the middle of the night, reading at his desk (see person whose name was actually Lucilla Germanicus.
below). Germanicus invented a potion of immortality and shared
Multiple crates containing alchemical equipment and it with 19 of her closest friends.
hunting supplies clutter the room. Upon the bed rests the Germanicus fell in love with a mage named Dexter
chest pilfered from the HMS Boxer. So long as the characters Schwarz. The journal’s author believes that Schwarz only
spoke with Delnoit Larent, Chalky, or anyone else who laid courted Germanicus for her potion of immortality, which
eyes on the box, they immediately recognize the chest. There she would not give him.
are six empty potion bottles inside the chest. These were the Schwarz, in a fit of rage, summoned a demon during a
potions of immortality which Jasper Wright and his party at Germanicus’ castle. The demon killed all of the
associates drank. mortal party goers and damaged the castle.
Omnotazz’s Journal. A small desk against the corner Germanicus blamed the potions’ allure for the chaos at
holds another item of interest: the journal from the chest. the castle. She sought an antidote to the immortality
The journal is written by a woman named Omnotazz of Steel potion. When she was unable to procure one, she instead
Church. A character who spends 20 minutes reading the sought out her old friends—the 19 other immortals—and
journal learns the following information: killed them one by one.
51
Later, Germanicus discovered that the potion’s effects longer needs to sleep, he still spends a lot of time in bed. He
wore off after a few centuries. Heavy guilt weighed on her can be found here in both the morning and night. Prone to
as she realized that she did not have to kill her friends; spending his money on short-term indulgences, there is
time would do it for her. nothing of value in among Xaver’s belongings.
Germanicus gave the last sample of her immortality Trap and Treasure. Under one of the two twin-sized
potion to her pet tiger, Arkhan, just before she died of old beds, Vrivok keeps his spare flutes in a long, black case
age. A group of adventurers who discovered the tiger gave decorated with a skull. The case is locked, requiring a
the tiger over to Omnotazz and members of her order, The successful DC 13 Dexterity check using proficiency in thieves’
Gathering of Elikrizor. tools to open. Furthermore, it’s trapped. Anyone who fails to
Omnotazz reversed engineered the potion and created six speak the command word “agony” causes the skull on the
bottles. case to spring to life. Treat the skull as a will-o'-wisp,
She planned to have them shipped to the city of Yanfokoto except its type is a construct. The skull fights until destroyed.
in Boscos, Odonburg, where a group of alchemists would There are three silver flutes in the case. Two of the flutes
further analyze the potion. are nonmagical, but worth 250 gp each. The third flute is a
Omnotazz started to suspect that she was being followed. Xenemese flute, a rare magical item. The flute functions as an
(She was, in fact, being followed by Identity on Jasper instrument of the bards with the following extra spells:
Wright’s orders.) animate dead, blight, and speak with dead.
Fireplace Passage. A crude ladder has been built into
the rear wall of the fireplace. A Medium or smaller creature 25 - Barracks
can descend the chimney to escape through the secret door in This austere room functions as barracks for guest hunters.
area 13, below. Currently, it’s the den of six Aspaethan gnolls who work for
Jasper Wright. These vile creatures spend most of their time
23 - Ethar’s Room arguing, fighting, and eating birds caught in the forest. They
are eager to join any fight that breaks out in the compound.
The high priest Ethar claimed this room as his own. It’s kept
neat and well organized, as befits a man of his status. Beyond
the dizzying collection of blue and red robes kept within the 26 -Cellar
wardrobe, there is nothing else of interest here. This cellar's shelves are well stocked with ale, wine and dried
food preserves.
24 - Guest Room Secret Door and Shadows. There is a secret door
hidden in the northern wall, detectable with a successful DC
Vrivok Fester and Xaver Kuay share this guest room. Xaver
16 Wisdom (Perception) check. If anyone other than one of
sleeps in the large queen bed by the window. Although he no
The Immortals tries to open the door, four shadows spring
from the dark recesses of this area and attack.
52
27 - Fireplace Passage
The secret trapdoor hidden in the fireplace in area 13 leads
down to this cold, dusty hallway.
28 - Library Passage
The secret trapdoor hidden under the rug in area 14 leads
down to this secret passage.
29 - Altar
The previous owners of this hunting lodge were cultists
dedicated to a mythological, chaotic evil blood god. They
killed dozens of humans in this chamber, slitting their
throats upon the altar at its center. Innocent blood still stains
the surfaces of this room.
Ethar spends his evenings in this chamber, meditating
nude and cross legged atop the bloodstained altar.
Adventure Conclusion
Because of the fluid nature of the final chapter, there are
countless outcomes. The Immortals are difficult but not
impossible to kill. Identity and Xaver Kuay especially value
Eventually, she becomes neutral good.
their new lives and will try to escape before they are cornered
Finally, if Jasper Wright survived the adventure, he swears
by the characters. Khashu and Fester will engage the
vengeance against those who meddled in his affairs. Wright
characters, but if the going gets tough the tough get going.
travels to the city of Greatwell in Presson’s Enclave to meet
The potions of immortality have driven both Jasper Wright
with his friends within the Black Rose Clan. Later, he hires
and Ethar to megalomania. They see the characters as
assassins to kill the characters.
nothing more than a distraction, and a hazard for their future
plans. The characters must be killed at all costs.
Once the dust settles, the characters should have enough One Last Thing
evidence to prove that Jasper Wright and his five associates
When the characters return to Azmar to speak with Captain
were responsible for the deaths of Jeremy Wright, Fester’s
Lenard Mallory, they find him in a meeting with a group of
assistant Ian, and the soldiers aboard the HMS Boxer. The
six gray-clad soldiers. All of the soldiers wear chainmail
medusa judge of Azmar drops all charges against Cordent
cowls that hide their faces. Captain Mallory introduces them
and the town’s clerics restore him to flesh. Found innocent,
as representatives from the city of Steel Church. Their leader,
Cordent inherits his grandfather’s estate. Abine forgives his
a woman with pitch-black eyes, clasps her hands together
temporary lapse in judgement with the “blonde woman at the
and bows her head.
inn” and a month later marries him, uniting the Ganya and
Wright mercantile dynasties.
Ethar’s involvement in the conspiracy is the final straw for “I am Omnotazz of Steel Church. You have done us a
the people of Azmar. Captain Mallory evicts the temple’s great service uncovering this plot. It is unfortunate that
acolytes and shutters the building once and for all. A week the items that were stolen from us were destroyed. But
later, vandals set the temple on fire. Nobles and laborers
perhaps it is for the best, yes?” the woman says, staring
alike celebrate as they watch the building turn to ruin and
ash. If he’s still alive at the adventure’s conclusion, Ethar at you. Her eerie eyes are like pools of ink. “Such magic
travels to the swampy lands south of Arruquetta and starts a as this only stands to cause problems, yes? We hope that
new cult. you will consider this case closed, and do your best not to
Alive or dead, neither Vrivok Fester nor Xaver Kuay ever share the details with anyone outside of this circle.”
return to Azmar. With the roles of chief inspector and
minister of the treasury open, Captain Mallory suggests that
one or more of the characters should consider taking up a
career in local politics. No matter what the characters say or ask Omnotazz, she and
the other five soldiers bow their heads and depart. The Steel
If Jumar Khashu is still alive but Jasper is dead, he travels
Churchians immediately head to the docks to board a
north to ply his trade as an immortal assassin to the highest
military ship disguised as a fishing boat. Within the hour, the
bidders. If Jasper survived, Khashu continues to work
ship sets sail for the city of Yanfokoto in Boscos, Odonburg.
alongside his employer instead.
There is a dead tiger, preserved by magic, hidden in the
If she’s still alive, Identity escapes north to the Tadju
ship’s safe room. Ω
Confederacy, murders a wealthy merchant prince, and
assumes his identity. Her new lease on life softens her a little.
53
Appendix
Map of the Mirror Coast
54
6. Notice of License Copyright: You must update the COPYRIGHT
Open Gaming License NOTICE portion of this License to include the exact text of the
The following text is the property of Wizards of the Coast, Inc. and COPYRIGHT NOTICE of any Open Game Content You are
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All copying, modifying or distributing, and You must add the title,
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COPYRIGHT NOTICE of any original Open Game Content you
1. Definitions: (a)”Contributors” means the copyright and/or Distribute.
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(b)”Derivative Material” means copyrighted material including 7. Use of Product Identity: You agree not to Use any Product
derivative works and translations (including into other Identity, including as an indication as to compatibility, except
computer languages), potation, modification, correction, as expressly licensed in another, independent Agreement with
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abridgment or other forms in which an existing work may be not to indicate compatibility or co-adaptability with any
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2. The License: This License applies to any Open Game Content
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affix such a notice to any Open Game Content that you Use. No 14. Reformation: If any provision of this License is held to be
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may be applied to any Open Game Content distributed using
this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc. System Reference Document
3. Offer and Acceptance: By Using the Open Game Content You 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
indicate Your acceptance of the terms of this License. Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
4. Grant and Consideration: In consideration for agreeing to use
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this License, the Contributors grant You a perpetual,
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END OF LICENSE
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represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
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55