Tales From The Shadows (Kobold Press)
Tales From The Shadows (Kobold Press)
Tales From The Shadows (Kobold Press)
Credits
Designers: Celeste Conowitch, Tim Hitchcock, Additional Layout: Amber Seger
Victoria Jaczko, Jeff Lee, Sarah Madsen, Carlos Virtual Tabletop Conversions: Nic Bradley,
Ovalle & Holly Ovalle, Kelly Pawlik, Richard Pett, Linda Buth, and Clayton Thompson
Marc Radle, Jon Sawatsky, Mike Welham
Director of Digital Growth: Blaine McNutt
Editor: John Joseph Adams
Art Director: Marc Radle
Cover Artist: Eric Belisle
Editorial Director: Thomas M. Reid
Interior Artists: Matt Bulahao, Gustavo Dias,
Leesha Hannigan, Julian Hellwig, Michael Jaecks, Director of Operations: T. Alexander Stangroom
William O’Brien, Kiki Moch Rizki, Florian Stitz, Sales Manager: Kym Weiler
Bryan Syme
Community Manager: Victoria Rogers
Cartographer: Jon Pintar Twitch Producer: Chelsea “Dot” Steverson
Graphic Design & Layout: Marc Radle Publisher: Wolfgang Baur
AN EXTRA SPECIAL THANKS TO THE 2,706 BACKERS WHO MADE THIS VOLUME POSSIBLE!
Appendix...................................................................................... 175
ADVENTURE BACKGROUND Mery’s latest creation was her most powerful yet: a
Oma Rattenfanger gathers lost children who, through shadowy dog, which Mery named Sable, who left the
neglect and their sense of loneliness, slip through the child’s side when her attention turned to something
cracks in reality and tumble into the Tenebrous Plain. else. Its departure initially escaped Oma’s notice,
She then waits as the children’s forlornness transforms and she now seeks the creature’s return, especially
them into orphans of the black, swelling her minions’ as Mery herself has shown concern about Sable’s
ranks in gratitude for her “rescuing” them. One such disappearance, marking the first time the girl had
child, the ten-year‑old Mery, fell under her influence shown interest in any of her discarded creations.
after her parents abandoned her to an overcrowded ADVENTURE HOOKS
orphanage. The girl’s troublemaking coupled with
her overactive imagination forced the orphanage to The PCs have several avenues through which to
turn her out into the street, where she discovered a become involved in this mystery. Oma Rattenfanger
swirling dark mist in an alleyway. Her curiosity drew holds sway over the Tenebrous Plain, and if the party
her into the mist, and she then found herself in the needs a specific piece of information, they could
Tenebrous Plain. Oma quickly swept in and took be directed to her. Someone may hire the PCs to
custody of the girl, who amused the fey with tales of locate Mery for benign—or nefarious—purposes.
her imaginary friends. Or perhaps the PCs encountered one of the strange
shadow beasts created by Mery that have escaped into
When Mery began her inevitable transformation
the real world—where they wreaked havoc—and now
into an “orphan of the black,” Mery’s imaginary
seek to investigate where they came from.
friends physically manifested, first as hazy shadows
that dispersed within just a few seconds. But as time
went on, they grew more and more substantial,
becoming beings of solid shadowstuff. Initially,
The Keeper of the Plain
whenever the child grew bored with her no-longer If the PCs look for Oma Rattenfanger for
imaginary friends, the shadowstuff disintegrated. information, they discover they must travel to the
However, the more real they became, the less Tenebrous Plain (Book of Ebon Tides). If the PCs
likely they were to dissipate. Though Oma and her search specifically for Mery, they are directed to
orphans of the black have managed to wrangle most Oma Rattenfanger. A PC who succeeds on a DC
of these shadow friends, some have escaped onto 14 Intelligence (Arcana) check, or one who talks
the plain. As the so-called Keeper of the Plain, Oma to a Shadow Realm denizen and succeeds on a DC
has forestalled Mery’s final transformation into an 11 Charisma (Persuasion) check, knows or learns
orphan of the black so that she can study the girl out that Oma Rattenfanger is known as the Keeper of
of fear Mery will lose her remarkable ability after her the Tenebrous Plain, and that Oma can control the
transformation is complete. plain’s environment and the tributary of the River
MEETING OMA
Oma—who looks like a small, plump, motherly elf
with a kind smile and cold, wicked eyes—appraises
the party for several moments. If anyone speaks while
she looks them over, she loses the smile and says,
“Tut tut! Children must wait until they are spoken to
before they can speak.”
When Oma has finished assessing the party,
she says,
“Your arrival is most fortuitous, for I am
in need of brave folk to find a lost dog
belonging to one of my children.”
The PCs may negotiate for a
reward for this task, though
Oma Rattenfanger will mock any
requests for “shiny baubles” or
“crass material wealth.” She agrees
to a reward within reason, however.
Once the party and Oma have
settled on a bargain, she introduces
the party to Mery.
This portion of the maze bends around a wall of sickly trees. Visible at the southern end of this area are the remains of a
A rotten odor pervades this area, presumably emanating small fire. The air is pungent with the smell of char and sweat.
from the decaying humanoid corpse in the northwest corner. Creatures. Two human bandits trying to eke
The creature in this area has yet to discover the out a meager existence on the Tenebrous Plain—
bandits in area 4 and is beholden to Mery’s edict after going on the run from some shadow fey they
not to attack other inhabitants. Therefore, it hunts managed to rob—couldn’t believe their luck when
hapless travelers lost in the plain and brings their they found this place to hole up in. If they hear any
remains here to feed. commotion from the adjacent areas, they attempt to
Creatures. Mery’s first deliberate attempt to form Hide, fearful that the shadow fey have found them.
a shadow creature at Oma Rattenfanger’s request When they see the PCs, however, they overconfidently
resulted in a death dog. The girl immediately spurned assume they can beat up the newcomers and loot their
the creature, which made its way to the maze, where victims. In the face of strong resistance, the bandits
WOMBWEALD LORE
DC Information Learned or Known
5 The Wombweald is so called after the . . . the thing that lives at its heart—a terrifying, slumbering thing that
periodically wakes, and whose strange mad song calls animals to it—to feed its growing young.
10 The creature at the heart of the wood is sometimes called The Weeper in Shadow. Sometimes it slumbers
for years at a time. When it does, its young later emerge from the wood and bring terror and death. These
creatures are vast, mobile plants that lurk on the edges of the wood’s edges until they are finally sated, and it
is only then that they move on—presumably to cause terror elsewhere.
15 When it is awake, time behaves oddly in the Wombweald; even those that dare venture into its outer edges
speak of a horrible sense of waking or being unable to find rest. Stories abound of people slipping into a
state of perpetual wakefulness after spending too much time in the Wombweald.
20 There is a rumor of a Great Midden—a mound of decay, huge like a cathedral—that lurks in the dark heart
of the wood above the ruins of an ancient village. They say that it’s where The Weeper makes its home. Some
say dying animals are drawn to the Great Midden and collapse when they reach it.
PERMESSA
(N crinaea)
Permessa is a crinaea, which are nymph-like water fey
who look as if they are made of water and plants
and inhabit small bodies of water such as wells
and fountains. Permessa inhabits the
fountain at the center of the palace
garden (area 25). A gregarious and
kind soul, Permessa loves to speak
with those who visit her fountain. She
listens to the gossip of the servants as
they come and go, fetching water, and
speaks with them about their duties
and their day. Visitors are typically a
special treat for her, allowing her to
hear about the wide world beyond
the palace and her little pool.
ADVENTURE BACKGROUND Magic have noticed the humanoids that live around
In the Shadow Realm, beneath the night-dark Brightsigh Tower, deep in the Blackwood, have been
boughs of the Blackwood Forest, wood and stone acting strangely. The Retreat’s steward hires the PCs
to investigate and stop the cause of this behavior.
buildings have been built around the base of a tower
Shadow Road to Danger. Traveling along a shadow
constructed of jagged shards of mirrored glass. The
road, the PCs are surprised when the road terminates
tower’s occupant, Fultaris of Arborin, sits in his
at the edge of a cherry orchard with a strange tower
chamber in an ensorcelled stupor, unable to do more
at its center. The shadow road won’t reappear until
than reflect on his decision to pay the Queen of Night
Fultaris’ torment is ended.
and Magic an unsolicited compliment.
Darakhul Intervention. While resting between
Fultaris’ prison was a curiosity at first, but over
adventures, the characters hear rumors about a
time, the psychic emanations of his condition have
strange tower made of broken glass. The conversation
changed the personalities and habits of the residents
turns to the mad wizard and his unwilling, dominated
living nearby, and the reach of his anguish has only
servants who apparently reside in and around the
been increasing over time. News of the phenomenon
tower. A man named Edvard (NE human darakhul
has started to spread, and some fell denizen of the
spy) talks at length about the treasures fabled to be
Shadow Realm will leverage it to its advantage if the
in the tower and urges capable heroes to join his
heroes can’t end it one way or another.
expedition to delve the site.
This adventure takes place in Blackwood, a dark
forest located about midway between the Courts of
the Shadow Fey and Corremel, in and around the The Blackwood
environs of Brightsigh Tower. The characters must
The Blackwood is a deep forest of approximately
determine how to enter the tower and how to end
300 square miles located south of the Courts of the
Fultaris’ punishment. The task is complicated by the
Shadow Fey and north of Corremel. The forest is
automaton-like villagers and tower attendants, as well
largely comprised of beech, oak, birch, pine, and
as a troupe of darakhul acting as agents for Vizorakh
fir trees, with many hawthorn bushes and ferns.
the Ravenous, an undead dragon of dread repute.
Trees in the Blackwood are more gnarled than their
counterparts on the Material Plane, and they grow
ADVENTURE HOOKS
more closely together. The tree canopy is thick with
Select one of the following reasons for the characters interlinked branches, so the forest floor almost never
to become drawn into this adventure, or make up one sees sunlight, wan as it is in the Shadow Realm.
of your own, based on the needs of your campaign: Shadow fey nobles and their courtiers often visit
Hunter’s Request. Hunters and trappers visiting the Blackwood to hunt for game or sport. The sound
the Hunt’s Retreat near the Court of Night and of their horns can be heard as they chase their quarry,
You Look Fine Today, Your Grace, or, What’s Going on Here?
The trouble in Brightsigh Tower and its environs stem from knows he affronted Sarastra, but he can’t remember what he
a comment Fultaris of Arborin, the prisoner of the tower, did or said. To break the enchantment, he must remember
made to the Her Celestial Majesty Sarastra Aestruum years the words he spoke to the queen and write a formal letter
ago. At the urging of his attendant, Georges Hulbére, he of apology to her that must be delivered to Hypatia, the
approached the Queen at a gala and told her, “You look priestess at area 14.
fine this evening, Your Grace.” Every person the PCs meet in this adventure—except the
The Queen of Night and Magic, offended by the generic darakhul and their leader, Hypatia, Georges Hulbére, the
compliment, used her Shadow Grimoire to ensorcel the ghost of Gretl, and Fultaris himself—greets them with, “You
elf lord and his staff. Despite the enchantment, Fultaris look fine today, Your Grace,” every time they see them.
ADVENTURE BACKGROUND
Aunt Crabapple’s Curse
The umbral humans (also known as dark folk) that
This unfortunate malady afflicting the people of Leer
live in the village of Leer seem a little bit . . . porcine.
is caused by one of the residents: Aunt Crabapple, a
They have a swine-like mien about their features,
hag whose curious curse is tied to this place.
snort as they laugh, and have revolting table
manners and odd little quirks that are more than a She, like the other villagers, has a pig. Sometimes
little . . . farmyard. she lives in her dark folk body; sometimes her pig does
. . . and vice versa. If one of the afflicted (or their pigs)
The pigs in the village are a different story. They
dies, then their counterpart simply vanishes. Except
seem quite human at times—they’re pigs, of course,
in Aunt Crabapple’s case, if she dies, her consciousness
so they can’t talk, signal, or communicate in any
trades places with her counterpart. And she remembers.
way a person could—but there’s something oddly
When she dies—and she’s died quite a few times—
intelligent about the way they look at you. There is
the villagers all shift from pig to person or vice versa.
something going on behind those eyes, as if they’re
And though she remembers, when the new Aunt
struggling with strange memories that they can’t
Crabapple rises, the rest of the village has no memory
quite form properly into thoughts, no matter how
of Aunt Crabapple being the reason for this situation,
hard they try. Oddly enough, if one were to count
allowing her to be reborn to rule the place once more,
all the people and all of the pigs in the village, the
whether she is a pig as person or person as pig.
number would be exactly the same.
Only Aunt Crabapple knows why all this is
This is because, in the village of Leer, sometimes
happening, and she’ll go to any lengths to hide her
the pigs become people and the people become pigs.
secret. She is a mirror hag (see appendix) and has
ADVENTURE HOOKS lived many long lives in the village. Her pig self—
which is currently in control—intends this phase to
This adventure works best if it is sprung unexpectedly
last a very long while and will do everything in her
on PCs. The sudden rush of children to their sides, as
power to ensure no strangers are going to come into
detailed in the “The Village of Leer” section, should
her village and unravel things. That’s why she got rid
disarm the ever-resourceful PCs, and the subsequent
of all the pesky mirrors that might unmask her; she
interaction should pique their interest enough for
likes them just as they are. . . .
them to see what transpires.
The Leer pig minds are currently in people bodies—
If you prefer a stronger hook, the PCs may have
and have been for many years—and are enjoying
heard tales of a marauding troll of great size and
life. Truth be told, they’ve been people for so long,
fearful toxicity menacing the countryside and are
they aren’t entirely sure that they even are pigs. And
asked to dispose of it.
thankfully, now is the time of the Blessings, when the
unexpected protector of the village, the briar troll
No Mirrors
Crabapple has one weakness—a weakness that immediately The locals view Crabapple as a kind, benevolent leader,
unmasks her disguised form and reveals her as the hag an eccentric soul. Blatantly attacking her brings about their
she truly is: her reflection. She has taken pains to destroy wrath, as well as that of her assistant, Young Todge. They
every mirror in the village and then gone one step further: defend her, provided they are not aware she is a hag.
everything in the village that can reflect an image has been Young Todge is an alp (Creature Codex; or substitute a
dulled. Apart, that is, from the reflections cast by pools of shadow goblin spy with the changes noted below) who
water, which is beyond even her talents to stop or prevent. is frequently at Crabapple’s side in the form of a mangy
Crabapple is careful to avoid such reflections, staying away chicken, at least when he’s not invisible and spying on the
from the duck pond (area 2) whenever possible. villagers. He is sometimes seen in his native form as an
A successful DC 20 Wisdom (Perception) check is needed ugly young fey with a sneering grin who swings a pigstick
to note the lack of reflective surfaces; reduce the DC to 15 if at any pigs nearby. He has little loyalty to the hag but he
PCs are searching the village for clues. A similar check also is scared of what she might do if he doesn’t help her in a
notes that Crabapple always avoids the edges of the duck fight, so he usually does.
pond when moving about the village. The pair reside in Aunt Crabapple’s grotto (area 5) but
PCs bringing such surfaces into Leer—like a nice shiny may be encountered anywhere in or around the village.
breastplate or silver mirror, for example—are dangerous to Creature Change. If you use the statistics for a shadow
Crabapple. If she even glimpses her reflection, she reverts goblin in place of an alp, add the ability to cast invisibility
to hag form (a successful DC 12 Dexterity saving throw at will.
allows her to avoid), in which case she teleports back to her
boudoir in her grotto (area 9).
A huge, battered wood fence surrounds a muddy sty fed by a A rickety ladder leans up against the cliff face here and rises
duck pond near the tor. Scores of pigs wallow happily within. twenty feet to a cave opening in the face of the tor. Flecks of
This is where most of the village pigs are kept, water from the adjacent waterfall spatter your faces as you
although several escape from time to time and survey the area.
wander about looking for food. Presently, the
fence is secure and keeps in a pig formerly known 6. ENTRANCE
as Charlock, who may be of some help to the PCs
The ladder ends at a narrow shelf of rock at the entrance
(see “Events” section below). When the PCs are
to the grotto, beyond which is a wide cavernous area. The
investigating the sty, remember that spells that affect
entire east and south walls form a magnificent waterfall
animals do not work on the peopleswine.
that cascades into the chamber and out through gaps in the
The pond is fed by the waterfall adjacent to Aunt rock down to the village below. A cave opening lies across the
Crabapple’s Grotto (area 5); the water cascades down vast, dark pool; there is a large wooden gate there.
the tor, forming a stream that feeds into the pond.
Crabapple pulls the ladder up after her when she goes
3. THE RAVENOUS TROLL into her cave and then also uses the ladder as a bridge
to get across the dark pool (area 7) to the cavern above
Atop the large hill at the center of the village sits an (area 8).
enormous, wooden effigy in the shape of some sort of leering
giant with a bulbous head. A ramshackle ladder leads up to 7. THE PETRIFYING WELL
the mouth of the figure, and the mouth of the effigy has been
filled with stuffed sacks wearing horrid pig masks—some This waterfall is crammed with slowly petrifying objects—
kind of “pig scarecrow.” The earth surrounding the effigy you make out countless curiosities, from dolls to kettles,
shows signs of old charring. cartwheels to scissors.
Tied by ribbons to a stone post near the base of this The petrifying well is a natural curiosity that slowly
structure are three young pigs. coats objects in mineral deposits.
The three succulents seem quite content to munch The water in the cave is cool but not deep, barely
on the turnips scattered at the foot of the structure. 4 feet in most places, but the floor below is slippery;
The ribbons securing them to their posts are wrapped PCs trying to move in the water must make a
around more substantial pieces of rope to prevent successful DC 10 Dexterity check each round or fall
them from running away. The ladder allows locals to prone. Crabapple uses the ladder from area 6 as a
easily feed the effigy—more wood or scarecrows— makeshift bridge, fixing it to two raised stones so it
and are quite sound; they do not burn (perhaps they lies as indicated on the map.
were made fire resistant by the peopleswine when If Crabapple is chased into this area (or hiding
they were ascendant) and should allow easy escape here), she throws the ladder into the water and leaves
for any PCs who find themselves within the burning the gate into area 8 open, though the creatures within
effigy (see “Events” section below). don’t like water much so stay there unless they hear
The land here is charred from previous effigies, and potential prey.
several giant footprints (belonging to Big Briar) exist Treasure. Most of the petrifying objects are
nearby, heading away from the effigy and the village. mundane items with no value, but among them is a
very large silver candlestick engraved with the image
4. THE CIDER VAT of a skunk eating bees (worth 300 gp) and a glass
lampshade covered in pictures of bugbears playing
The smell of fermentation hits you long before you see the
harpsicords (worth 175 gp). Both objects are partially
massive stone cistern full of crushed, fermenting apples
stone-covered, and a successful DC 10 Dexterity
standing in a small clearing between houses.
check is required to clean them; if an object is not
cleaned, or the check to clean it fails, it is worth half
its listed value.
ADVENTURE BACKGROUND has convinced him that the Queen will provide him
In the Whispering Plains, far to the North of a position in her court when she returns from her
Corremel, lies a range of rocky hills known as the exile—if he can keep her pet, c’Naazo, fed, where it
Paletree Rise. Travellers avoid the monster-infested resides in its lair in the hills of Paletree Rise. Friedel
hills, where manticores hunt, shadows dance, and faked a manuscript describing the “treasure vault”
strange trumpeting cries rise at dusk. and has concocted a plan to convince heroes to
willingly explore c’Naazo’s lair under false pretenses;
The scholars of the Shuttered Tower know few of
with their inevitable deaths, Friedel thinks his place
the hills’ secrets. But the cloistered scholars, whose
in the Banished Queen’s court is all but assured.
home sits at the border of the Queen’s Wood and the
Burial Mound. The hills are a cursed burial mound
Whispering Plains, have recovered a manuscript in
for a nameless titan from a long-forgotten age. The
nearby ruins that suggests a great treasure is buried
hills follow the contour of the titan’s body, its hideous
somewhere in Paletree Rise.
shape only visible from high, high above. While in the
A long-forgotten monarch (referred to in
hills, the PCs’ sleep is troubled by the titan’s curse,
the manuscript only as “the banished Queen”)
and the truth of the place is revealed in their dreams.
commissioned a vault to be dug in secret, where it is
Giant Hand. The tree that sits atop the highest hill
said she buried ingots of magical steel made in cold
in Paletree Rise is not a tree at all; it is an enormous,
forges in a place of great power. What arms might
clawed, skeletal hand that rises from the dirt,
be made from this metal haunt the dreams of smiths
reaching inexorably toward the dark skies above.
across the Shadow Realm and beyond.
The Banished Queen and c’Naazo. When she still
The manuscript’s final pages refer to two magic
walked the Shadow Realm, the Banished Queen was
lanterns being placed within Paletree Rise. Should
drawn to Paletree Rise, where she discovered the
the lanterns be lit, a trail will appear to whomever it
presence of the titan beneath the sands. As she sought
be that illuminates them, guiding them toward the
the source of the curse and the region’s magical
Banished Queen’s hidden vault.
power, she encountered c’Naazo, the remains of the
Deceiver. Several weeks ago, while studying a
titan’s hand brought to a mockery of life by strange,
series of letters exchanged between long-dead
ineffable magic. Rather than destroy the creature, she
sorcerers, Scholar Friedel was suddenly taken with
befriended it, offering it sacrifices from her dwindling
the urge to write. Friedel believes the source of this
court. In return, the aberration connected the Queen
inspiration was the dark will of the Shadow Grimoire
to the magic of the titan and the dark knowledge
(see appendix), believing it found a way to access the
buried in its skull under the hills. The Queen became
scholar’s mind through this correspondence. Friedel
fond of the aberration and placed the lanterns to
now wishes to gain the favor the “grimoire’s” patron,
guide her minions to its lair if the need ever arose.
the powerful “Banished Queen.” The “grimoire”
THE TRUTH
Friedel has researched the Shadow Grimoire for many
years, and his desire to possess the tome has made
him lose his grip on reality. Through accumulated
fragments of knowledge, he has convinced himself the
grimoire is speaking to him, but it’s actually just him
slowly going insane.
Scholar Friedel communicates with the “grimoire”
via ink and paper. He writes his questions using a
magical quill, and he believes the tome guides his
hand to write a response. In this way, Friedel and the the hills. The other location, marked “The Lodge,” is
“grimoire” have concocted a plan to feed c’Naazo. atop a hill in the west. The southern edge of Paletree
What the scholar wants most is to please the Rise is fifteen miles north of the Shuttered Tower. The
“grimoire”. He imagines serving the Banished Queen map can be used by any PC to navigate to the location
as an advisor and scholar. Feeding the queen’s pet, he without skill checks.
thinks, is a sure way to accomplish this goal.
The scholar does not know of the Titan’s Curse,
or even the fact that the hills are formed upon the
remains of the titan. He also does not know who or
what the Banished Queen is; he’s simply doing what The Lie Must Remain
he believes is the bidding of the Shadow Grimoire. The PCs might be suspicious of the offer and may
Friedel follows the party throughout the adventure, attempt to discern the trustworthiness of Scholar Friedel.
using a ring of invisibility to remain hidden. It is the They may employ skills or magic (detect thoughts, for
scholar who seals the party into the lair of c’Naazo example) to catch the NPC in a lie. Under the influence
once they have entered it. of the Shadow Grimoire, the scholar is magically shielded
Friedel provides a map to the two lanterns if the from such intrusive spells. A successful DC 20 Wisdom
party agrees to the work. (Insight) check may reveal that the scholar is keeping
some information back, but the PCs are unable to detect
THE SCHOLAR’S MAP any malevolent intentions.
The map provided by scholar Friedel is crude but You might wish to allow the PCs—perhaps with a
successful DC 20 Wisdom (Perception) check—to get
serves its purpose. It shows two locations in the hills
a sense that someone is following them, but scholar
of Paletree Rise, and the PCs are free to explore them
Friedel should be allowed to shadow the party without
in any order. The first location, marked “The Well,”
being caught.
is at the bottom of a valley in the northern reaches of
A series of arches open onto a grander room beyond the Targets hang along the eastern wall. A pair of round tables
entranceway here. To the left and right of the door stand two littered with scattered cards and surrounded by overturned
suits of plate armor, dusty and cobwebbed. An inscription chairs stand beside the southern windows, and a billiards
in flowing script is painted above the main archway across table is to the north.
from the double doors.
Treasure. This room remains as it was when it
The inscription above the door is in Sylvan and reads, was first abandoned. The Tusks have already made a
“Baccho’s blessings and good fortune upon the lord pass through and collected most anything of value,
and lady of this house. Long may they reign.” but a successful DC 14 Wisdom (Perception) or
Creatures. Should anyone attempt to enter through Intelligence (Investigation) check uncovers 3 cp, 2
the archways without reciting the above inscription, gp, and 1 pp on the floor under and near the tables,
the two suits of animated armor step down off their as well as a hidden compartment under one of the
bases and attack. They fight until destroyed. The two card tables where someone seated could pull out
suits pursue intruders anywhere in the palace but do cards to put in their deck. One of the cards in the
not follow them outside. compartment is a lich card from a deck of illusions.
Revel. Should the PCs observe the summoned fey
entering the palace, they note all of them repeat the 6. PARLOR
inscription in a loud voice as they enter. Several padded chairs and a pair of sofas are scattered
4. GRAND FOYER around the room near low tables, their coverings torn and
sprouting stuffing. A cabinet stands open and empty against
A large staircase rises from the center of the room, leading to the wall between the northern windows.
a second-story balcony and the upper level. Decorated arches The cabinet once held liquor, its remaining contents
allow egress from the hall to the east and west. The marble long since taken and drained by the Tusks, who have
tile floor is thick with dust, and the number of sculptures also scavenged the room for anything else of value.
that adorn the hall are veiled in cobwebs. An extensive
Discovery. Scratched into the surface of one of the
fresco covers the ceiling high above, but its subject matter
tables is a series of lines, like a portion of a maze,
is difficult to discern from below in the dim light. The air
apparently showing a path to its center. This can be
carries the smells of dust, damp, and smoke.
noticed with even a cursory examination of the room.
The statues, made of both carved marble and cast Supposedly a remembered path into the center of the
bronze, are nudes of various types of fey, caught in hedge maze, it is incorrect and instead brings those
poses of dance or merriment. If better lit, or if the that follow these directions to the small garden (area
PCs move up the stairs for closer examination, the 2) on the northeastern side of the maze.
8. WESTERN GALLERY This room has long since been looted of anything of
value or interest. The fireplace here is connected to the
This long hall has several tall, narrow windows along the one in area 11. Small or smaller creatures can move
eastern wall, their soot-stained glass or empty, broken through this area from room to room, while Medium
frames offering an expansive view of the courtyard. Along creatures must squeeze through the opening.
the western wall, several smoke-darkened paintings in Revel. A magical glamor gives the illusion that
gilded frames adorn the walls. the room is much more sumptuous, clean, and
The paintings along the wall are portraits of members comfortable than it actually is. A small fire crackles
and relatives of the royal court, as well as a few merrily in the hearth, alongside the sound of joyous
favored friends and companions. Each portrait giggling. A pair of nymphs (see appendix) and four
has a brass plaque affixed to it bearing the subject’s satyrs are lounging on the bed and the bearskin rug.
name and affiliation to the court. One is labeled When the PCs enter, the creatures make pleasant
“Eilshaera, Royal Bard” and depicts a sable elf greetings and encourage the PCs to join in the fun.
regarding the viewer with a sultry gaze as she leans Should the PCs refuse, a successful DC 14 Charisma
upon a large harp. She stands in a room draped in (Deception or Persuasion) check is necessary to
crimson tapestries, with furniture in varying shades gracefully decline without giving insult to the fey folk.
of burgundy, carmine, and vermilion. It hangs near a On a failed check, one of the nymphs and a satyr
portrait of “Liliana, Heir to the Crown,” a statuesque take it personally enough to leave their frolicking and
female sable elf in a gown of emerald green. engage the PCs in combat. Neither is willing to die
over hard feelings, however, and beg off to go nurse
9. CHAMBERLAIN’S LIVING ROOM their wounds if reduced to half of their hit points or
A large, ebony desk faces the door when you enter, with a fewer. Should the PCs not accept their surrender, the
high-backed chair behind it; a bookshelf stands just past the rest of the fey join the fray to save their friends.
chair along the north wall, empty but for a few worm-eaten
11. CAPTAIN’S QUARTERS
volumes. To the south, a torn couch sits against the wall
with a small table before it. In the corners stand two statues, A large fireplace dominates the northern wall, its coals
one of a beautiful elf in a dress carrying flowers, the other a banked and warming the room. A pair of bunkbeds are set
shadow fey playing a fiddle. An enclosed veranda to the west against the southern wall, while another single bed is to the
has several windows looking out onto the grounds. east. To the west of the fireplace is a large wooden desk and a
leather chair.
Once the living area and office of the majordomo,
this room has been long abandoned, though it has Creatures. Once the quarters of the captain of the
recently been rummaged through by the Tusks. guard, this room is now where the lieutenants of
Discovery. Among the old papers in the drawers the brigand band sleep. At any given time, two of
of the desk is a letter mentioning the breeding of the the band’s four lieutenants (bandit captains) can be
Sultry Twilight rose. The letter notes the new roses found here. They respond to intruders with violence.
will be grown and tended at the center of the hedge If combat breaks out in area 12, the lieutenants
maze until the King and Queen give the order to have open the door that connects the rooms to assess the
2. SMALL GARDEN
The hedges open into a small area lined with fragrant rose
bushes. In the center of this little garden stands
a marble statue of a female elf, smiling, with her
hand extended as if offering a greeting or aid.
Statue. This is one of a few small garden
areas in the maze. The statue is magical. If
a creature reaches out and grasps
the statue’s hand, the creature is
teleported back to the entrance of
the maze. This only happens once per
creature, per statue, in a 24-hour period.
10. STAIRWELL
to warn the cultists. If the PCs threaten or attack the The PCs can unlock the gates to the stairwell if they
ink devils, they turn invisible at their first opportunity have keys provided by the ink devils or cultists.
and flee to warn the cultists, who immediately Alternatively, a successful DC 20 Dexterity check
proceed to area 2. using thieves’ tools unlocks the gate. PCs can also
If the PCs speak to the devils, they initially appear attempt a DC 18 Strength (Athletics) check to force the
annoyed at the interruption. They grow curious if a gate open, but this noisy process alerts the Sodality.
PC indicates they are looking for a key to the stairwell
A staircase is cut into stone here, spiraling downward.
gate. While contractually bound to the Sodality, they
The outer wall of the stairwell is lined with a series of
are amenable to bargaining; they provide the keys in
illustrations of the same figure, painted with considerable
exchange for a magical scroll, a common magic item,
skill on the black stone. The first painting shows a bearded
or 25 gp. If the characters don’t explicitly negotiate to
shadow fey in silver finery with ice blue eyes and well-coiffed
keep their presence a secret, the ink devils eventually
hair partly hidden under a fancy hat. His form radiates
inform the Sodality of their presence. If that occurs,
dignity and gravitas. Each painting that follows illustrates
members of the Sodality wait for the characters in
the same figure in almost the same pose, with subtle changes
area 2 once the PCs return upstairs.
that grow less subtle as you descend. The man’s expression
If the PCs remember to negotiate secrecy, the ink
turns angry, then confused. He stares at his hand, which
devils are impressed. They offer to trade additional
gradually takes on a bestial appearance. He looks alternately
information to the characters under the same terms
angry, amused, then confused the closer you get to the foot
as the key. If the PCs pay, the ink devils explain that
of the stairs. The man offers a bemused wink in the final
the downstairs archives are locked and trapped,
painting above the final step.
but that following the appropriate labyrinth path
from the center opens the doors safely. They say that A successful DC 15 Wisdom (Perception) check
appropriate path is the one most appropriate to the reveals the final step is trapped. If more than 10
Sodality’s true patron but refuse to be more specific pounds are placed on the step, the figure in the
than that. painting opens its mouth and releases a blast of frigid
ADVENTURE BACKGROUND
Starting the Adventure
Eldreth Umbril was a noble shadow fey living in
The inky-black waters of the River Lethe run east-
Corremel-in-Shadow. He owned a modest home
west through Corremel. As the characters approach
within the city, enjoyed his inherited wealth, and did
the city limits, read or paraphrase the following:
what many minor lordlings do: moved in the circles
of politics, was a patron of the arts, and reveled in The city of Corremel glows like a beacon in the darkness of
food, drink, and good company. the Shadow Realm. Myriad lanterns light your way, dotting
Eldreth continued in this way for some years, the path forward.
until two new faces arrived at The Pluming Lantern A figure lingers at the edge of the light. A shadow fey
Pleasure Salon: two dream eaters, in the guises of dressed in tattered courtly attire, with two short horns that
midnight shadow fey, named Andarian and Duella. curve back along his head and short hair that falls into his
The two quickly became the establishment’s most downcast eyes, stares into the black water. It’s only after he
sought-after courtesans, taking up residence in the turns his head at the sound of your approach that you realize
largest, most well-appointed room. Eldreth was his form is ghostly and translucent. He lets out a small cry
one of their most loyal patrons, but each time he and rushes toward you.
returned to them, they demanded more and more in “Please,” he begs. “Help me.”
exchange for their time and attentions. Eldreth found The figure, Eldreth Umbril, is a newly formed
himself compelled to pay their ever-increasing costs, Stygian shade (use statistics for a wraith). If the PCs
until the day he realized he’d gifted them most of his hear him out, he explains that he does not remember
wealth and family heirlooms, including his deceased how he came to be here, on the edge of the River
mother’s necklace. Plunged into shame and despair, Lethe, nor does he remember his name or who he is.
Eldreth wandered the city in a drunken stupor for He has a burning need to reclaim his lost memories,
three days and three nights until he relented to his but he’s afraid of entering Corremel in his current
misery and flung himself from the River Bridge and form. He begs the PCs to help him track down clues
into the Lethe, ending it all. to his identity and to help him figure out the cause of
Eldreth has returned in the form of a Stygian shade, his death.
with only a few tattered scraps of memory to guide Eldreth is certain Corremel holds the answers he
him to who he once was. He needs the characters’ seeks, though he’s unable to explain why. The only
help to track down his true identity and reclaim his fleeting memories he presently has are the following:
family’s name.
• He recalls an image of a massive, white marble
bridge. (See “The River Bridge.”)
ELDRETH’S NEIGHBORS
d20 NPC Demeanor Information Learned
1–5 Suspicious The NPC is wary of the PCs and may shut the door in their faces, or even call the
guard if the PCs press and fail at their attempts to get information. A DC 18 Charisma
(Deception, Intimidation, or Persuasion) check is required to get any information
from this NPC; on a success, the NPC provides the information listed under
“Uninterested” below. If an Intimidation check is attempted (successful or not), the
NPC calls the guards on the PCs as soon as they are out of sight.
6–18 Uninterested The NPC tells the PCs Eldreth’s name and that they haven’t seen him in several
weeks. They have no interest in chatting. A DC 14 Charisma (Deception,
Intimidation, or Persuasion) check is required to get any additional information from
this NPC; on a success, the NPC provides the information listed under “Friendly”
below. If an Intimidation check is attempted (successful or not), the NPC does not
answer the door if the PCs return in the future.
19–20 Friendly The NPC tells the PCs Eldreth’s name, and that they haven’t seen him in several
weeks—and that when they did see him, he seemed in a bad state. They also mention
they heard he’d frittered away his family’s fortune over at The Pluming Lantern
Pleasure Salon . . . and that he’s surely not the first person to do so.
TEMPORAL DISTORTIONS
d6 Temporal Effect
1 Perception slows, causing everything that moves to become blurry and indistinct. All creatures in the splinter
are affected by the spell blur.
2 Everyone in the splinter hops between two different timelines. Each living creature is affected by the blink
spell. Affected creatures are safe from attacks when they jump to the other timeline.
3 Time is inconstant in the splinter. Each creature that rolls an even result on its initiative roll gains the effects
of the haste spell. Each creature that rolls an odd result on its initiative roll gains the effects of the slow spell.
4 Each creature in the splinter gains a slightly out-of-sync double. Each time a creature targets you with an
attack, it must roll a d20. On a result of 1–10, the attack hits your double. On a result of 11–20, the attack hits
you. Your double’s AC and hp are equal to yours at the beginning of combat. Your double can’t move or take
actions independently of you.
5 Time jumps backwards in short bursts. At the end of each of its turns, each creature regains 10 hit points, up
to its maximum hit points. On the first round after it dies, each creature that is dead must roll a death saving
throw, on a success it regains 10 hit points and resumes living as though it had never been dead.
6 No temporal effect.
OSHRAGORA SIGHTS
d8 Sights Seen
1 One of the PCs appears to age and become elderly, then the years quickly fall away in reverse until they are a
small child, only to spring back to their true age seconds later.
2 As the PCs walk along a street, they notice the shadows of people who aren’t there going about their business.
3 The street the PCs are about to turn onto flickers and disappears, leaving a barren, dark expanse across
which they can see the street beyond.
4 For 1d4 minutes, every article of clothing one of the PCs touches that didn’t enter the city with them
crumbles to dust.
5 A structure builds itself, as if being constructed by invisible hands.
6 The PCs turn down a street, only to find themselves at the head of the street they just turned off.
7 The facades of the nearby buildings change rapidly, shuffling through different looks, signs, and purposes—
until eventually settling on a single appearance.
8 For 1 minute, every step the PCs take moves them 10 feet in the direction they are traveling.
Roleplaying Elmyra
Elmyra Lamorieth is a brilliant mage and the last living
Alignment. Neutral evil.
member of the Lamorieth bloodline. Her family once held
great status and power in the shadow fey courts, until one Personality Trait. I can’t trust anyone but myself.
of her ancestors was accused of plotting against the Queen Ideal. More power is the solution to every problem.
of Night and Magic. The Lamorieth family lost all favor and Bond. I will restore my family’s name, whatever the cost.
were stripped of their lands and titles from that moment on. Flaw. I have given my life to one zealous pursuit and
Elmyra seethes with hatred for those who cast her family
anyone who gets in my way must be destroyed.
into disgrace and has spent her long life mastering the
arcane arts and accumulating allies outside the courts in
hopes of one day restoring her family’s name.
SHADOW CARETAKERS
d12 Encounter
1 Objects appear to fly around the room as a caretaker obsessively tries to redecorate. The caretaker
ignores the PCs unless they interfere with its activities.
2 Objects shatter and break as two caretakers furiously attack anyone who enters the room.
3 A caretaker hiding in this room becomes infatuated with one of the PCs. They follow them for the rest of
the adventure and try to give them little handmade gifts.
4 A caretaker hiding in this room decides to drive the PCs away. They follow them for the rest of the
adventure, staging spooky events to convince them the palace is haunted.
5 Several caretakers in this room are lounging about and using the furnishings as if they are humans.
6 A caretaker hiding in this room drops down from the ceiling to attack the first PC who enters the room.
7–12 No caretakers are present.
Stained-glass doors open onto the verdant expanse of the 11. PORTRAIT GALLERY
once magnificent—now hopelessly overgrown—courtyard,
Rows of exquisite, large paintings fill the walls of this square
lit by bobbing spheres of light. A paned ceiling of iron and
room. Each of the eight portraits depicts a different shadow
glass holds back a slowly churning mass of black water and
fey or elf dressed in regal clothing.
silt above it. Small, circular tables are dotted throughout
the area, as are swirls of toppling trellises and crumbling This portrait gallery holds eight paintings that
statuary. The tables are set with delicate violet teacups. portray the visages of The Sun King’s family and
friends. Each one, with its frame, is approximately 5’
This central courtyard was once used to host lavish
× 4’ in size and weighs 50 pounds.
garden parties.
Arcane Lift. This room contains a lever that
Creatures. The bobbing lights are in fact seven
summons or controls the arcane lift. This lift rises
will‑o’‑wisps drawn to the misery of the palace. They
into the Library (area 5).
attack any creature that steps into the courtyard or
Treasure. Each of the 8 paintings (along with their
otherwise interacts with any of the teacups.
frames) could be sold for at least 100 gp to the right
Puzzle Object. A single violet teacup is one of the
buyer.
seven items needed to open the secret passageway in
the Drawing Room (area 14). 12. GUEST ROOM
9. ARMORY This lavish room has a carved wooden bed frame, an oak
chest, and a burnished copper washbasin.
Well-made weapons of every variety are stored on wooden
racks along the walls. A 10-foot-tall bronze statue of an elf This bedroom is set aside for guests. It holds nothing
wielding an indigo-hued blade is the only decoration. A of value.
spiral staircase leads upward.
13. PANTRY
None of the weapons in the racks are magical, but if a
PC searches for a specific simple or martial weapon, This stone pantry is filled with wooden racks supporting
they can find it here. rows of empty jars and casks. An orange plaque on the door
Puzzle Object. The indigo blade is a +1 longsword bears elvish script that reads, “Wine a little, laugh a lot.”
and is one of the seven items needed to open the Since The Sun King does not need to eat, there is no
secret passageway in the Drawing Room (area 14). food in this pantry.
SOCIAL APPROACH
The more favorable way to deal with The Sun
King is by speaking with him. His memory and
understanding of reality are tenuous at best, so PCs
who listen closely and study his words carefully can
convince him to hand over his spellbook, The
Luminous Codex, freely.
When roleplaying the ancient lord,
use these motivations to drive the
conversation:
• The Sun King sequestered himself here
over a thousand years ago after using his
magic to imprison the shadow fey queen
he loved, The Dusk Queen. He was forced
to do this to cease her descent into evil,
but he still deeply regrets his actions.
• While they were together, the queen
granted The Sun King immortality. But
like much fey magic, it wasn’t quite the
gift it initially seemed. To his horror, The
Sun King eventually realized that despite
being unable to die, he has continued to
age and decay as time passes by. He
waits here, hoping his lady will free
herself, find him, and undo her
enchantment so that he may
finally rest eternally.
Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times
cruel, yet always mysterious fey queen who ruled from her Dusk Tower—a tall spire of smooth, dark
stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the
Dusk Queen’s sudden and mysterious disappearance.
CHARACTER KNOWLEDGE
An Intelligence (Arcana) or Intelligence (History) check can recall the following about the Dusk Queen:
DC Result
5 The Dusk Queen ruled the Shadow Forest and surrounding lands for many years until she vanished
mysteriously.
8 The Dusk Queen possessed a powerful magic mirror that she used to control and terrorize her subjects;
someone known as the Sun King smashed the mirror shortly before the Dusk Queen’s mysterious
disappearance.
12 The Shadow Forest is thought to be inhabited by frightening creatures, many of which come from the
Shadow Realm itself!
16 The Dusk Queen was protected by a dark paladin; many whispered that this dread guard was much more to
her than simply a royal guard.
20 The Dusk Queen was a shadow fey who journeyed to the Shadow Forest from the fey realm of the Winter
Court. She was also said to be able to wield magic in powerful and unique ways.
Wandering Monsters
Although the paths are relatively safe and easy to travel, stay and fight the creatures if they have little trouble with
the same cannot be said if the PCs attempt to stray from some of the fights. It is at the GM’s discretion to increase
the paths and venture into the dense woods themselves, the difficulty of the random encounters to emphasize
which is considered difficult terrain. There is a 50% chance the danger of straying or decrease the likelihood of PCs
of a random encounter for every 2d6 rounds spent in the fighting endless battles.
forest depths instead of on the paths. PCs might decide to
Adventure Conclusion
Replacing the five shards into the empty
spots on the broken mirror is simple
enough, assuming the PCs still wish
to. When the first shard is replaced, the
mirror’s frame begins to glow slightly, but
the thousands of spidery cracks remain.
Once the final shard is placed into the
mirror, all five immediately fuse into
the rest of the glass and the cracks
magically repair themselves, leaving
a perfectly smooth and whole mirror
once again. The mirror is firmly attached
to the wall with powerful magic and cannot
be removed by anything short of a wish spell or
similar magic.
If repaired, the mirror allows the PCs to step into
the glass and magically transport themselves away
from the tower, as the teleport spell. Without the
various command words and intimate knowledge of Tower Destruction. Once the PCs have had time to
how the mirror works, however, the PCs are unable catch their breath and search the throne room, read
to use any of the mirror’s other powers. the following:
Clever PCs may realize there is little compelling A tremor ripples across the floor of the throne room.
reason to repair the mirror at all now that the Dusk Moments later, an even stronger tremor rocks the entire
Queen has been destroyed and might instead decide tower. Dust and bits of stone begin to fall as large cracks
to keep the five mirror shards. If so, the shards keep appear on the stone walls! The shaking quickly grows more
their magical qualities. What’s more, if the Dusk and more violent, making it abundantly clear the tower is in
Queen is dead, the shards no longer possess the danger of collapse!
queen’s life essence and therefore no longer require If the PCs move quickly, they can get out in time and
a Wisdom saving throw when using their sacred flame move to a safe distance just as the entire tower crashes
ability. The PCs have acquired a unique and powerful to the ground in a cacophonous and deafening roar,
treasure, indeed! leaving nothing but a massive pile of stone, rubble,
Treasure. In addition to the shards and the and absolute destruction!
considerable magic possessed by the Dusk Queen
If, for some reason, the PCs choose to remain
and her Dread Knight, a successful DC 15 Wisdom
inside the tower, they most certainly meet with the
(Perception) check reveals a compartment concealed
same grim fate.
in the base of the throne. Hidden inside is the Shadow
GM Note. The tower’s collapse destroys the Dusk
Grimoire (see appendix).
Queen’s mirror. The force of the collapse is not
powerful enough to ruin Aazael’s armor, however,
which means the dread knight begins to rejuvenate
1d10 days later while still buried under the rubble.
Painted Stones
Wondrous item, uncommon
The painted stones are magical and emanate different
auras of magic, depending on the color. If the stones
are taken from the Whispering Plains, they instantly
lose their magical properties. Returning a stone to the
Plains does not bring back its magic.
Only one stone can affect a creature at a time. Each
stones has one charge. With a bonus action, a creature
holding one of the stones can expend its single charge,
activating the corresponding effect below:
FABLED ITEMS
The Shadow Grimoire is a fabled item. Fabled items are To utilize any of the higher-level properties, a character
a special kind of magic item that scales in power as the must attune to the fabled item per the standard magic
character does. Fabled items encompass all levels of rarity. item attunement rules. Once attuned to the fabled magic
The Dusk Queen received the Shadow Grimoire as a gift item, the character can use the fabled item’s more powerful
while she still dwelt in the realm of shadow. Little is known properties as the character increases in level. When an
about who gave her the grimoire or the motives behind attuned character reaches a property’s specified level,
the gift. Some say it was to aid the Dusk Queen in bringing the property listed at that level becomes immediately
darkness to the realms of light, others say it was secretly a available to the character. If a character of a level higher
means for her enemies to thwart her plans. than 1st attunes to a fabled item, the item’s level-dependent
Whatever the case, the mysterious Dusk Queen bonded properties, up to the character’s current level, become
with the dark tome and used its strange abilities to amass available to the character.
great power on the Material Plane. Many whisper that the If a character chooses not to become attuned to the
Shadow Grimoire was perhaps the Dusk Queen’s most fabled item, the item remains a common magic item,
prized possession. granting the character only its minor property, regardless of
the character’s level. Unless otherwise noted, all properties
Properties and Attunement
granted by a fabled item are in effect if the character is
A fabled magic item begins as a common magic item.
wearing, carrying, or touching the item.
It grants a small but useful property to any character
For much more information about fabled items, see Vault
that possesses it. This minor property does not require
of Magic from Kobold Press.
attunement to use.
DAMAGE RESISTANCES cold, fire Brambleskin. A creature that hits the troll with a melee
SKILLS Perception +4, Stealth +6 attack while within 5 feet of the troll or ends its turn within
SENSES darkvision 60 ft., passive Perception 14 5 feet of the troll takes 9 (2d8) piercing damage from the
LANGUAGES —
thorny brambles that cover its skin.
CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2
Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.
Keen Smell: Annominc has advantage on Wisdom Regeneration. The troll regains 10 hit points at the start
(Perception) checks that rely on smell. of its turn. If the troll takes acid or fire damage, this trait
doesn’t function at the start of the troll’s next turn. The
Pounce: If Annominc moves at least 20 feet straight
troll dies only if it starts its turn with 0 hit points and
toward a creature and then hits it with a claw attack
doesn’t regenerate.
on the same turn, that target must succeed on a DC 12
Strength saving throw or be knocked prone. If the target ACTIONS
is prone, Annominc can make one bite attack against it as Multiattack. The briar troll makes one Bite attack and two
a bonus action. Claw attacks.
ACTIONS Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit: 8 (1d8 + 4) slashing damage, and if the target is a
target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) creature it is grappled (escape DC 16). Until this grapple
necrotic damage. ends, the target is restrained, and the troll can’t bite
another target.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
necrotic damage. target. Hit: 13 (2d8 + 4) piercing damage.
Incessant Babble. At the start of its turn, the plushies in the ACTIONS
swarm spout inane statements—in extremely saccharine Flensing Knives. Melee Weapon Attack: +5 to hit, reach
tones—such as “You’re my best friend!” “I love you!” 0 ft., one creature in the swarm’s space. Hit: 21 (6d6)
“Hugs are my favorite!” “It’s time for some fun!” and slashing damage, or 10 (3d6) slashing damage if the
“Let’s play!” The incessant babble has no effect on Fey, swarm has half of its hit points or fewer.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 17 (+3) 15 (+2) 14 (+2) 20 (+5) 10 (+0) 18 (+4) 17 (+3) 12 (+1) 15 (+2) 20 (+5)
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