Design & Production MCDM Contract QA
Managing Editor Senior Tester
Hannah Rose Spencer Hibnick
Lead Developer Testers
James Introcaso Nathan Clark
Cassandra “Dig” Crary
Production & Playtest Director
Alecson de Lima Junior
Lars Bakke
James Dewar
Editors Anna Guimarães
Scott Fitzgerald Gray, Sadie Lowry Alex Hencinski
Authors
Sharang Biswas, Banana Chan, Celeste Conowitch MCDM Team
Lars Bakke: Development & Production
Layout
Jerod Bennett: Technology
Jen McCleary
Grace Cheung: Art
Title Logo Matt Colville: Writing & Design
Tom Schmuck Nick De Spain: Art & Art Outsource Management
Accessibility Jason Hasenauer: Art & Art Direction
Chris Hopper James Introcaso: Lead Game Designer
Hannah Rose: Managing Editor
Community Coordinator
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Cover Art Bennoni Thomas, Aaron Flavius West
Nick De Spain Playtesters
Interior Illustrators Phillip Ada, Alpacnologia, Bloodwerth, Delport
“Hunting a Myth”: Zuzanna Wuzyk Breckland, Jared “Jay” Busse, Brett DeCosimo,
“The Fiendish Regulars”: Gustavo Pelissari Michał “Shile” Dolata, E1f, EagleRuler, Evitaitini,
“Puzzling Out the Devil”: Grace Cheung Robert G, Félix Gauthier-Mamaril, Paul Gorsky,
Iris Gorton, Chris Guillon, Jon Herzog, Thomas
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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
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Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Hunting a
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Arcadia | Issue 21 | October 2022
1 Letter from The Editor
Hannah Rose
2
Monsters
Hunting a Myth
Celeste Conowitch
Cryptids in your campaign
10
Monsters NPCs
The Fiendish Regulars
Banana Chan
What do they do in the shadows? Stuff no one else wants to do.
17
Adventures Puzzles
Puzzling Out the Devil
Sharang Biswas
42
A diabolical puzzle-based adventure for characters of any level
Resources
Issue 21 October 2022
Arcadia | Issue 21 | October 2022
Letter from The Editor
This month’s issue of ARCADIA is accompanied by feel more confident about GMing for people I didn’t
a new resource: a guide to using safety tools in your know very well!
games. Some individual ARCADIA articles already Moreover, if you are planning on spooky themes,
include links to safety tools—systems to help everyone horror elements, or particularly heavy topics, these tools
at the table have a good time and handle potentially are incredibly useful for making your game scary in all
disturbing or upsetting themes with care—but James the right ways. It’s easy to think of safety tools as restric-
and I thought it’d be nice to have a resource of our own tions—don’t mention this, don’t touch that—but like
for the MCDM community. any good framework, establishing boundaries creates
We reached out to ARCADIA consultant and author empowerment and the confidence to explore. And that
Sally Tamarkin, as well as gaming and psychology power, that freedom, that trust is what lets us tell the
experts Colette Brown, LMSW and Sarah Hayes, PsyD, most intense, creepy, and heartrending stories.
to create a “toolkit” of TTRPG safety tools, with This October’s ARCADIA articles are all delightfully
guidance for using them with your group. One of my spoopy spooky in their own ways. “Hunting a Myth”
favorite tools is a checklist with topics for everyone to by Celeste Conowitch presents four cryptids, along
mark with their comfort level, so we made one of those, with guidance for weaving cryptids into your stories.
too! You can find both in the Resources section at the Death Worm, yes please (but also oh no). “The Fiendish
end of this issue (and future issues, too). Regulars” by Banana Chan brings comedic horror to
Like everything else we make, we want the options your game with three “normal” NPCs who each have
and suggestions in this safety toolkit to be easy to add to a unique relationship with the local ruler, despot, or
your game, whether you’re playing with friends of two BBEG. And last but not least, “Puzzling Out the Devil”
decades or people who have only just met each other. by Sharang Biswas is a love story wrapped in a curse
And, like everything else we make, you don’t have to wrapped in four enigmas—that is, puzzles!
use them, but we hope you’ll check them out and see if So go forth and dive into the words within these
there’s something you want to try out. pages. They beckon you—join us in this lush, shadowed,
Honestly, I was hesitant when I first considered using wicked corner of ARCADIA.
safety tools for a casual one-shot. “Do I have to go to
̅͗
the trouble?” I thought to myself. “Will the players be ̒̋ ́ ̌̈́ ̃ ̃ ̊ ̍̍̐ ̈́
͋ ̓̐ ̂ ̑
̈́ ̽̐ ̄̐ ͐ ͐ ͛ ̚ ̈ ̋ ̉ ̽̿ ̈́ ͛ ̚ ̚ ͛ ̀ ̃ ̃͗ ̏ ̓ ̔ ̉ ̽ ̒ ̚ ̈ ̈́ ̃ ̍ ͆͌ ̀ ̎ ͑
freaked out by this or mind that I’m asking them to fill
͗D̸̮̜ ̋ ͂͝ ̧e͝ ̂̍ ̵̨̫͙͘ s̴̷̤̥̍ ̧̺͈͂ ̇ ͋̉͜ ̛o̷ ̧̨̛̩̰̈̀͆́̌͗͠ ̅ ̔ ͆ ̵̧́͛͘͝n
̢͂ ̡m
̾ ̋ ̑ ̏ ̈ ̿ ̡̛̯̩́̌̀͘͝ ̓ ̧͇̼̒ ͗ ̡ ̶̢̫̻̍ȧ̶̩̯̌͊ d̵̡͉̐́͑͛̑͠ ḯ̶̸̳͠ ̽͊ ̞̅̎͌ t̴̡̛ ̈́ ĭ̷̢̡͎̌̑͘͝ ̋ ̻̮̃ ̓ ̉ n̴
̡ ̣ ̧̫̬̺̌̍ ̨ ̕ e̴͆ ̛ȓ̴̮͉̖̀̈́ ̝̗̤ ͜ ė̸̞͚̟͊͝ ͋͜ ,̸̢ ̨̬̘̽̔
̮ ̮ͅ ̟̟ ͈͕̳ ̣ ͎̗̼ ̨̭͚͔̞ ̼͉̬̞͎̐ i̶̴̢ o̵ ͅ ͎ ̦ ̬ ͙ ̞ ̫ ͅ ͙ ̲ ̼ ̗ ̙
̻̯͙ ̙ ̫̬̮̤ ̱̰̬ ̖͓ ̪ ͙͍̮ ̖͖ͅ ̣ ͙͓ ̥̘̯ ̣ ̻ ̳̺̭̜ ͔͎̝̻ ̲̖̰̺ ͓͍̙͕ ͎͓̭̲ ̷̝̻͌
this checklist out before our single game session?” In the ̠ ͉ ̜ ̰ ̮
end, I approached it as casually as I could: “Hey, I’m ̲ ̲ ͚̠͇ ̙̭͚ ̜̼̯ ̞͉̱̤ ͖̩ ̜̱̙ ̫͕̞ ͉̟̺ ̫͎ ̳͔̖
̺̠̞ ̦ ̲ ̦̫ ͈͍ ̘̳͓ ̩ ̱̳̘
not planning on any super scary themes or mentions of ͇ ̫̦͖
[particularly heavy topic], but it’s a good idea for us to
do this anyway.” And it was fine. In fact, it made me Hannah Rose
Managing Editor
AA
rcadia | I
rcadia| I 21 | | S
ssue20
ssue Oeptember
ctober 2022
2022
HUNTING
A MYTH Cryptids in your campaign
by Celeste Conowitch
Content Warning: This article contains mentions of self-harm, gaslighting, abduction, and body horror.
We suggest using the MCDM Tabletop Safety Toolkit with this article to ensure everyone has a good time!
T
he loose definition of a cryptid is a creature
some claim exists but is never proven to exist.
Building Cryptid Stories
Cryptids are creatures of legend, but they You might still be wondering exactly how to make a
aren’t part of established mythologies and they cryptid feel like a meaningful part of a standard fantasy
don’t follow archetypes the way other fantastic critters world. To make these curious creatures work, keep these
do. Fantasy creatures like dragons and unicorns feature principles in mind.
in stories across the globe, and each culture’s version of
these creatures shares traits with the others. Conversely, Make a Mystery
stories about encounters with a cryptid vary from telling Humans find cryptids interesting because they are mys-
to telling, with witnesses attributing different sizes, terious. When building a story around a cryptid, create
behaviors, and characteristics to the same creature. In a sense of mystery and avoid confrontation with the
addition, a cryptid is tied to a single people and place. creature for as long as possible. Discovering the influence
You can point on a map to places where cryptids have of the cryptid on the environment, hearing its victims’
been seen, such as Loch Ness, the Pine Barrens of New stories, and uncovering evidence of its existence should
Jersey, and the woods of the Pacific Northwest, but you constitute the bulk of a cryptid-themed adventure.
can’t point to the reported source of unicorns.
In the game, cryptids are specific and rare enough
(or cunning enough) to baffle scientists, clerics, or
Introduce Doubt
In paranormal stories, we root for the investigators who
mages who wish to catalog them. Commoners in game
continue to search for the truth in the face of naysayers
worlds know dragons exist, but they might question
and nonbelievers. Introducing NPCs who refute the
the existence of Mothman, which makes hunting such a
existence of cryptids and show proof that such beings
creature even more exciting. A cryptid’s very existence
can’t possibly exist can sow doubt amongst the charac-
defies explanation and forces folks to examine the trust
ters. Providing evidence that a cryptid can’t exist makes
they place in societal institutions, because governments,
it more remarkable when one is standing right in front of
scholars, and other authorities repudiate that such crea-
you.
tures are real. And questions centered on truth, doubt,
faith, and societal norms have a role in every genre.
Arcadia | Issue 21 | October 2022 2
Get Personal to conceal their presence. An adventure featuring grey
Cryptids are compelling because we understand so aliens typically begins with a mysterious incident that
little about them. In our world, people report sightings reveals something is wrong, with no obvious cause. Here
and experiences with bizarre creatures across the globe are some plot ideas to point the characters toward a
every year. While these stories persist and share eerie close encounter.
similarities, mainstream science rejects these accounts Out of Mind. The characters encounter an entire
as fiction, discrediting witnesses as overimaginative or village of people that have had their memories wiped.
unhinged. Tales of cryptids from trusted friends or family Strange burn marks scorch the ground around the set-
members are not so easily dismissed. Work to create the tlement, an odd metal machine is discovered, and other
same atmosphere of doubt for your characters! When bizarre tools have been left behind. The villagers need
a cryptid targets someone close to the adventurers, you help trying to piece together what happened.
create a personal stake in unraveling the mystery. Shipwreck. A bizarre metal ship crashes to the ground
during a storm. The ship is like nothing ever seen before,
and the characters are called to discover a way inside.
Know Your Motivation UFO. Farmers report seeing an unidentified flying
Creating a strong motive lays a compelling groundwork
object soar through the sky, and a local government
for the mystery. From the start, decide what your cryptid
official is discovered missing the following day. The
wants, then construct encounters that allow your charac-
terrified population needs adventurers to investigate
ters to unravel the creature’s agenda bit by bit.
what happened.
Show, Don’t Tell Tactics
Cryptids are frightening because they are always Grey aliens are hyper-intelligent and never (voluntarily)
concealed, whether cast in shadow or seen in dreams. enter a fight unless they have the upper hand. If the
Keeping something partially hidden allows the mind to characters go looking for a brawl, make sure there are
amplify its own fears, as imagination works tirelessly multiple grey aliens and pair them with defensible terrain
to fill in the gaps. Cast everything in a layer of secrecy. or a souped-up siege weapon. If a fight goes poorly
If you outright tell your players they’re dealing with for the adventurers, keep in mind that grey aliens seek
Bigfoot, you’ve ruined the thrill of uncovering the truth. knowledge. Abducting attackers is better than killing
them.
When running grey aliens in combat, prioritize survival
Ready-Made Cryptids over dealing damage. An alien relies on their Kinesis
reaction to gain swift immunity to damage dealt by
This section provides all the stats and info needed to run
close-range enemies and prioritizes using Gamma Ray to
four remarkable cryptids.
take down spellcasters who can cycle through different
damage types. The aliens reserve Thought Extraction
Grey Aliens until they have a poisoned or otherwise incapacitated
AKA Zeta Reticulans, Roswell Greys, Grays
target.
Meeting extraterrestrial beings is one of the most
common cryptid encounters. Descriptions of these Rewards
visitors from outer space vary widely enough to be cate- Introducing aliens into your game allows you to create
gorized into a few different types. Pop culture has made a bevy of technological rewards. Gifting the party with
the grey aliens the most well known: small grey beings a remarkable piece of space weaponry or science fanta-
with large heads, black eyes, and hairless bipedal bodies. sy-themed gadget for dealing with the greys is a great
Aliens might seem like an odd fit for a fantasy game. way to leave a lasting impression. To create this reward
But then again, wouldn’t the concept of technologically without starting from scratch, find a magic item you like,
advanced beings from outer space be just as terrifying (if change some descriptive details to make it seem futur-
not more so) to a magical society? Introducing aliens to istic, then give it a new property like the following:
your campaign allows you to build stories that examine
the role of science in fantasy and expands the scope of Alien Tech. This item and its properties are not considered
your adventure to a universal scale. magical for the purposes of spells such as antimagic field,
dispel magic, counterspell, or similar magical effects.
Plot Hooks
Since grey aliens are primarily concerned with observa-
tion and gathering scientific data, they take great efforts
Arcadia | Issue 21 | October 2022 3
Grey Alien
Small Aberration, Typically Lawful Neutral reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4)
Armor Class 13 (natural armor) radiant damage, and the target must succeed on a DC 14
Hit Points 31 (7d6 + 7) Constitution saving throw or be poisoned until the end of
Speed 30 ft. their next turn.
Thought Extraction (Recharge 5–6). Melee Weapon Attack:
STR DEX CON INT WIS CHA +6 to hit, reach 5 ft., one creature. Hit: 22 (4d10) psychic
10 (+0) 11 (+0) 12 (+1) 18 (+4) 12 (+1) 8 (−1) damage, and the alien learns the creature’s current surface
thoughts or extracts a memory with a length no greater than
Skills Investigation +6, Perception +3
10 minutes from the creature’s mind. The alien can choose for
Condition Immunities charmed, frightened
this attack to deal no damage. Creatures under the effects of
Senses darkvision 120 ft., passive Perception 13
the mind blank spell or a similar effect take no damage from
Languages telepathy 120 ft.
and can’t have information learned or extracted by this attack.
Challenge 2 (450 XP) Proficiency Bonus +2
Alien Mind. The alien automatically succeeds on Intelligence Reactions
or Wisdom saving throws against spells and other magical
Kinesis. In response to taking damage, the alien becomes
effects.
immune to the triggering damage type until they use this
Genius. The alien uses their Intelligence modifier instead of reaction again. If the alien takes multiple types of damage
Strength or Dexterity for weapon attack and damage rolls. simultaneously, they choose which of the taken damage types
they become immune to.
Actions
Multiattack. The grey alien makes two Gamma Ray attacks.
Gamma Ray. Melee or Ranged Weapon Attack: +6 to hit,
Shuck
AKA: Black Dog, Black Shuck, Old Shuck, Old Shock
Shuck is the common name given to the ghostly black
dogs sighted in the British Isles across the centuries.
These creatures vary in size from report to report, but
all descriptions note the shuck’s shadowy black body
and eyes alight with flame. In some legends, the shuck
appears and rips victims to shreds. In others, these
dogs stalk prey for weeks until the victim’s growing
fear drives them to harm themselves. Seeing the hound
is an omen of certain death, whatever the individual
circumstance.
Stories featuring the shuck center around fear of
death. Once a shuck chooses a victim, few things can
save the unfortunate target from the hound (or from
themselves). Deciding what (or who) conjured and set
the cryptid upon its victims and unraveling the reason
behind its predation allows you to explore themes of
guilt, retribution, and justice.
Plot Hooks
Shucks are creatures of vengeance, compelled to track,
harass, and ultimately kill their victims. Deciding the
shuck’s target and linking that victim to the adventurers
is the first step to drawing them into this cryptid’s tale.
Here are some plot ideas to get the characters caught up
in the shuck’s cycle of vengeance:
Arcadia | Issue 21 | October 2022 4
Dying Breed. The last surviving member of an ancient reaction. The shuck uses their Bite attack on one char-
noble bloodline hires the characters as bodyguards to acter at a time to maximize effectiveness, prioritizing
protect them from a shadowy beast that has slain every heavy-hitting damage dealers before going after support
other relative. characters. The dog uses Death Rattle only after multiple
Last Words. A remote town suffers a vicious series targets have taken damage.
of dog attacks in the weeks following the burning of
an accused witch. As the death toll rises, the panicked Rewards
townsfolk are desperate to find someone to stop what- Slaying a shuck means freeing their victims from a grisly
ever is hunting them. fate, which is likely to earn goodwill and monetary
Territory. A pack of non-hostile winter wolves (or rewards. However, an enterprising character could
other intelligent beasts) cautiously approaches the fashion a magic item from their shadowy hide.
characters with a request. The wolves need help killing
a black hound that has been attacking humanoids in the Black Cloak
area, driving townsfolk to slaughter wolves en masse. Wondrous Item, Rare (Requires Attunement)
Curling wisps of shadow cling to the black fur of this
Tactics
cloak. While wearing this cloak in dim light or darkness,
A shuck is driven to hunt particular victims; otherwise,
you have advantage on Dexterity (Stealth) checks.
they only kill other creatures foolish enough to interfere
with this goal. Directly confronting the shuck results Shadow Pack. When you take damage, you can use
in a fight to the death, where the hound fights to slay your reaction to create a shadow copy of yourself. The
attackers as efficiently as possible. If a shuck suspects copy appears in an unoccupied space within 5 feet of
interference, they use stealth to observe the interlopers, you and remains for 1 minute or until you move. You
then attempt to scare them off before resorting to direct have advantage on attack rolls against a creature while
violence. your shadow copy is within 5 feet of the creature. Once
In combat, a shuck’s first goal is to generate as many the cloak has been used to create a shadow copy, it can’t
shadow copies as possible using their Shadow Pack create another shadow copy until the next midnight.
Shuck
Medium Monstrosity, Typically Lawful Evil Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Armor Class 15 (natural armor) Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) necrotic
Hit Points 132 (24d8 + 24) damage.
Speed 60 ft. Death Rattle (Recharge 5–6). The shuck emits an other-
worldly howl that pulls souls into death. Each creature of the
STR DEX CON INT WIS CHA shuck’s choice within 90 feet of the shuck that can hear them
18 (+4) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 8 (−1) must make a DC 15 Wisdom saving throw, taking 36 (8d8)
necrotic damage if the creature has all their hit points or
Skills Perception +6, Stealth +7
45 (10d8) necrotic damage if the creature is missing any of
Damage Resistances bludgeoning, piercing, and slashing
their hit points on a failed save, or half as much damage on a
from nonmagical attacks
successful one.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 16 Reactions
Languages —
Shadow Pack. When the shuck takes damage, they can create
Challenge 7 (2,900 XP) Proficiency Bonus +3
a copy of themself. The copy appears in an unoccupied space
Relentless Pursuit. When the shuck is created, they choose within 5 feet of the shuck or another copy and remains for
one creature in existence as their target. The shuck knows the 1 minute or until the shuck is killed. A copy’s AC equals 15.
distance to and direction of their target, as long as they are If an attack hits a copy, the copy is destroyed. A copy can be
on the same plane of existence as the target. If the target is destroyed only by an attack that targets it. It ignores all other
on a different plane, the shuck knows which one, but not the damage and effects.
target’s exact location. When the target dies, the shuck knows On the shuck’s turn, each copy can move up to 60 feet
and can choose a new target. (no action required). The shuck has advantage on attack rolls
against creatures within 5 feet of a copy. The shuck can target
Actions creatures and objects within 5 feet of a copy with their Bite
Multiattack. The shuck makes two Bite attacks, plus one attack.
additional Bite attack for each copy it has.
Arcadia | Issue 21 | October 2022 5
Death Worm prioritize eliminating characters who can fly or have
Olgoi-Khorkhoi, Mongolian Death Worm long-range capabilities whenever it’s safe to do so, saving
Caustic Burst for the most advantageous moment. If
For generations, legends of giant sandworms that spray
the worm is near death, it retreats beneath the sand to
deadly acid and control electricity have plagued the Gobi
regenerate.
Desert. Reports of these death worms have spawned
imaginary replicas across pop culture, from the sand- Rewards
worms of Frank Herbert’s Dune to the cult classic film Death worms possess remarkable biological capabilities,
Tremors. While their exact nature is unknown, it’s clear and creative adventurers who harvest their flesh can reap
that those who see a worm emerge from the earth rarely the benefits of their corrosive ichor.
live to tell the tale.
Death worms are elusive and terrifying foes who dwell Can of Worms
in the most inhospitable stretches of the world. Despite Wondrous Item, Uncommon
their tremendous power, the worm is still a Beast, and
This vessel contains a sliver of flesh harvested from a
the stories that grow around it often delve into the con-
living death worm or one that died in the last hour. If
tinual struggle between nature and civilization.
you place water and decaying organic matter inside
Plot Hooks the vessel, the flesh generates enough acid to fill the
Death worms prefer to stay as far from civilization container. Once the container is filled, the flesh can’t
as possible, so adventures surrounding them seek to generate more acid until the next dawn.
determine the cause of their behavioral changes. Here If the container is full, you can use an action to splash
are some plot ideas to lead your party to the writhing the contents of the vessel onto a creature or object within
worms: 5 feet of you. Make a melee attack against the target,
Bad Weather. An unknown arcane source has thrown treating the acid as an improvised weapon. On a hit, the
local weather patterns into chaos. Whenever lightning target takes 6d6 acid damage.
strikes the ground, a surge of hideous monsters erupts If seven days pass without refilling the vessel with fresh
from below ground to destroy everything around them. water and organic matter, the flesh shrivels to dust, and
The locals are desperate for adventurers to find the the vessel loses its magic.
connection between the storm and the creatures before
they destroy everything in the area.
Border Dispute. A newly established frontier town
abandons construction when the remains of several
miners are discovered, their corpses half-melted by some
kind of acid. The townspeople are terrified of whatever
creature is capable of such ghastly murder, and they need
it driven off to resume work as soon as possible.
Dirty Deal. A wealthy merchant calls in help when
their transport wagons go missing. For several weeks,
caravans have disappeared mid-journey, but no bodies or
wagon pieces have been found—just bizarre mounds of
earth, like recently dug holes.
Tactics
A death worm’s greatest asset is mobility, which allows
them to pursue and stalk prey over vast distances. A
threatened worm strikes their target from below the
sands, retreats to safety, then repeats until their prey is
dead. Death worms are most frequently encountered by
unfortunate groups who attract the attention of a single
beast, but some hunt in pairs. If the characters hope to
eliminate all the worms in a particular region, they must
bring the fight to the subterranean nest where dozens of
the cryptids brood.
Death worms use their Shockwave action and Sand
Scout trait to set up attacks with advantage. They
Arcadia | Issue 21 | October 2022 6
Death Worm
Large Beast, Unaligned Actions
Armor Class 15 (natural armor) Multiattack. The worm makes two Bite attacks. They can
Hit Points 157 (15d10 + 75) replace one attack with a use of Shockwave.
Speed 30 ft., burrow 30 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) acid damage.
STR DEX CON INT WIS CHA
If the target is a Large or smaller creature, they are grappled
22 (+6) 14 (+2) 20 (+5) 7 (−2) 14 (+2) 8 (−1)
(escape DC 16). Until this grapple ends, the worm can only
Saving Throws Con +9, Wis +6 use their Bite attack on the grappled creature and has advan-
Skills Perception +6, Stealth +6 tage on attack rolls to do so.
Damage Immunities acid; bludgeoning, piercing, and
Shockwave. The worm emits a wave of static charge. Each
slashing from nonmagical attacks
creature within 30 feet of the worm must make a DC 17
Condition Immunities blinded, prone
Constitution saving throw. On a failed save, a creature takes 18
Senses blindsight 30 ft., tremorsense 120 ft.,
(4d8) lightning damage and is knocked prone. On a successful
passive Perception 16
save, the creature takes half as much damage and isn’t knocked
Languages —
prone. Creatures standing on the ground make this save with
Challenge 10 (5,900 XP) Proficiency Bonus +4
disadvantage.
Corrosive Secretion. A creature that touches the worm or hits
Caustic Burst (Recharge 5–6). The worm secretes a spray
them with a melee attack while within 5 feet of the worm takes
of acid in a 60-foot line that is 5 feet wide. Each creature in
9 (2d8) acid damage.
that line must make a DC 17 Dexterity saving throw, taking 45
Regeneration. The worm regains 10 hit points at the start of (10d8) acid damage on a failed save, or half as much damage
each of their turns if they have at least 1 hit point. on a successful one.
Sand Scout. While touching sandy terrain, the worm doesn’t
provoke opportunity attacks while burrowing.
Mothman pointing the characters toward the site of impending
From the first reported sighting in the woods of West calamity and showing them the signs that something
Virginia in the 1960s, the cryptid dubbed the Mothman unnatural is altering the region’s fate. Here are some seed
has captured cultural interest across an array of films ideas to get the characters on Mothman’s trail:
and games. This creature is described as a 7-foot-tall Mixed Messages. Wizards, priests, fortune-tellers,
bipedal winged humanoid covered in dark fur. Witnesses and seers across the area experience widespread oddi-
rarely agree on the exact details of Mothman’s face or ties when they attempt to use divination magic. Spells
body, but all report seeing a pair of large, red, insectoid either fail entirely or repeatedly point to the site of the
eyes. However, the most disturbing detail is that encoun- impending tragedy. They call in the characters to investi-
ters with Mothman always end in tragedy. Wherever the gate these occurrences.
cryptid is sighted, great disaster follows. A single witness String of Misfortune. Several bizarre natural disasters
might be gruesomely murdered the next day, or a locale have laid waste to towns across the land. After the
that experiences multiple sightings may be decimated by latest tragedy, it is clear that the events are happening
a natural disaster the following week. in a pattern as if following a trail. If the pattern holds,
Adventures featuring Mothman have one core com- a thriving city will be the next ruined site in just three
monality: a countdown to disaster. When you introduce days.
Mothman, determine what terrible event their presence What Comes Around. The characters encounter a
heralds. Then provide the party with the tools they need veteran monster hunter tracking a mysterious creature
to stop this event (or maybe ensure it happens). with red eyes. Decades ago, a creature of the same
description appeared just before the hunter’s hometown,
Plot Hooks friends, and family were destroyed by an arcane storm.
Since Mothman’s mere presence pushes the tides of After years of searching, the hunter has finally heard
chaos, an adventure featuring Mothman rarely begins reports of the same creature stalking a nearby town.
with an encounter with the cryptid. Instead, consider
Arcadia | Issue 21 | October 2022 7
Spiral of Doom
Mothman inflicts other creatures with a new condition
called doomed. As the dramatic condition name implies,
penalties brought on by the doomed condition quickly
escalate, potentially trapping a creature in a death spiral.
This intentional design defines why Mothman is a force
to be reckoned with. With that in mind, a fair GM should
restrain themselves from bringing down the full wrath
of Mothman until the characters have a chance to learn
what they are dealing with. Perhaps the party gets a taste
of the doomed condition in a brief encounter before
Mothman flees, or an NPC clues them in to pack lots of
restoration magic before facing the cryptid. Allowing
your players to understand the full ramifications of the
doomed condition before you wield it won’t make the
ultimate confrontation with Mothman any less surprising.
In fact, it’s likely to underscore just how much they could
lose.
Mark of the Damned
Blessing, Rare
This small mark manifests on creatures whose future has
been irrevocably changed. The mark can be visible or
invisible (your choice) and is shaped like an hourglass.
Destiny Bond. Once per day, you can use a bonus
Tactics action to invoke the mark’s power. Choose one creature
Mothman’s mere presence causes intense psychological you can see and roll a d4. You and the target each gain
distress and warps fate towards the worst outcome, so the doomed condition and doom tokens equal to the
a fight typically isn’t necessary for the cryptid to bring number rolled. Once a creature has been the target of
about harm. If adventurers attempt to confront or drive this feature, they can’t be affected by another mark of the
off Mothman before calamity strikes, Mothman prior- damned while they remain doomed.
itizes eliminating the interlopers before pursuing their
larger goal. Regional Effects
Mothman’s goal is to dish out as many doom tokens While Mothman doesn’t possess a standard lair, their
as possible while ensuring they survive long enough to mere presence warps the destiny of creatures close to
use all three of their villain actions. Mothman uses Twist them. All creatures within 10 miles of Mothman experi-
Fate as soon as they can hit multiple creatures. Mothman ence the following effects:
uses their Penance Gaze bonus action to target creatures • Creatures that sleep are haunted by nightmares of
capable of flight, then prioritizes doomed creatures that impending disaster. Creatures that attempt to sleep
are likely to fail the save. while within 10 miles of Mothman can’t reduce levels
of exhaustion by taking a long rest.
Rewards
• Any time a creature other than Mothman rolls a 19
Defeating Mothman prevents tragedy from striking, but
on a d20, it is instead treated as a 20. Additionally,
flirting with doom can leave a mark on your adventurers
any time a creature other than Mothman rolls a 2 on a
if they so choose.
d20, it is instead treated as a 1.
• If a creature spends 24 consecutive hours within 10
miles of Mothman, they gain a special condition called
doomed. A doomed creature gains 1 doom token for
each additional 24 hours they spend within 10 miles of
Mothman.
Arcadia | Issue 21 | October 2022 8
New Condition: Doomed
When a creature is subjected to the doomed condition, they experience the following effects:
• If the creature doesn’t have any doom tokens when they are subjected to this condition, they receive 1 doom token. As
long as the creature is doomed, they can’t have less than 1 doom token.
• Whenever the creature makes a saving throw (including death saving throws) they reduce the result by the number of
doom tokens they currently have.
• If a doomed creature goes 24 consecutive hours without gaining a new doom token, they are no longer doomed and lose
all their doom tokens.
• The remove curse and greater restoration spells reduce a creature’s total number of doom tokens by one, and the condi-
tion ends if the creature has no doom tokens. Alternatively, the condition can be ended and all doom tokens removed
from the creature with a wish spell.
Mothman
Medium Monstrosity, Neutral Bonus Actions
Armor Class 21 (natural armor) Penance Gaze. Mothman fixates on one creature they can
Hit Points 212 (25d8 + 100) see within 60 feet of them, and the target’s mind fills with
Speed 30 ft., fly 60 ft. intense guilty memories. The target must choose to resist the
effect or to accept the barrage of painful memories. A target
STR DEX CON INT WIS CHA that attempts to resist the effect must succeed on a DC 17
22 (+6) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 16 (+3) Charisma saving throw or take 33 (6d10) psychic damage. A
Saving Throws Con +9, Wis +7 target that accepts the memories falls prone and is incapac-
Skills Insight +7, Perception +7 itated until the end of their next turn. If a target chooses to
Damage Immunities bludgeoning, piercing, and slashing accept the memories, the target is immune to Mothman’s
from nonmagical attacks Penance Gaze for the next year.
Condition Immunities blinded, charmed, frightened
Senses darkvision 120 ft., truesight 60 ft., passive Perception 17 Villain Actions
Languages telepathy 120 ft. Mothman has three villain actions. They can take each action
Challenge 15 (13,000 XP) Proficiency Bonus +5 once during an encounter after an enemy creature’s turn. They
Doom’s Herald (3/Day). If Mothman fails a saving throw, they can take these actions in any order, but can only use one per
can succeed instead by removing one doom token from a round.
creature they can see within 120 feet of them. If removing this 1. Bad Omen. A nexus of ill-tidings forms around Mothman.
doom token would reduce the creature’s total doom tokens to Place a number of doom tokens equal to twice the number
0, the creature is no longer doomed. of characters on the table and declare that any assigned
Future Sight. Mothman possesses supernatural awareness of tokens will be used by the GM. The characters can divvy up
future events and can’t be surprised. the doom tokens between themselves and leave any tokens
unassigned. Any doomed character that accepts tokens
Actions increases their total doom tokens by the amount accepted.
Multiattack. Mothman makes two Unlucky Strike attacks. Any character that isn’t doomed becomes doomed when
They can replace one of these attacks with a use of Twist Fate, they accept one or more tokens.
if available. 2. Creeping Doom. Mothman becomes invisible to each
Unlucky Strike. Melee Weapon Attack: +11 to hit, reach 10 doomed creature until the end of Mothman’s next turn and
ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage, and the magically teleports to an unoccupied space they can see
target must succeed on a DC 17 Charisma saving throw or gain within 60 feet of them.
1 doom token. If the creature is not already doomed, they 3. Induce Disaster. Disaster comes calling. Each doomed
become doomed. creature takes 11 (2d10) damage for each doom token
Twist Fate (Recharge 5–6). Mothman twists the destiny of they have. If there are any unassigned doom tokens in play,
nearby creatures, pushing them toward inevitable disaster. each creature within 300 feet of Mothman takes 11 (2d10)
Each creature within 60 feet of Mothman must succeed on damage for each unassigned doom token. The damage
a DC 17 saving throw, using their lowest ability score (if two type for these effects is unique to each affected creature
or more ability scores are tied, the creature chooses which and is always of a damage type that the creature can’t resist
to use), or gain 1 doom token. If the creature is not already or avoid. For example, a random lightning strike might deal
doomed, they become doomed. lightning damage to one creature while arcane energy
simultaneously rips through reality, dealing force damage to
a different creature.
Arcadia | Issue 21 | October 2022 9
THE FIENDISH
REGULARS
What do they do in the shadows? Stuff no one else wants to do.
by Banana Chan
In the depths of the scariest, most terrifying, most horrific towns live some of
the most fiendish folks. I’m not talking about demon lords or monsters. I’m talking
about the people who might screw you over for a quick buck. Or the people
who won’t shut up about how great the town’s leader is. Ugh, now those are the
residents you should be wary of.
—Jenna F., Worst Travel Sites Magazine Editor
E Why Won’t They Leave Me
ver wonder what regular citizens of spooky
realms are like when they’re not threatened with
the terrors of their world? This article explores Alone?
a few drop-in NPCs for games geared toward
comedy in a horror-filled setting, or that just need a little These NPCs hound the party for a variety of reasons.
lightheartedness to break up the terror. Meet the fanlord They’re all trying to survive in a strange, hostile world,
and their wide collection of antagonist fan fiction; the but here are a few other motivations:
doomsday salesperson, who collects gold in exchange
for survival gear (and since every day is doomsday in a • A fanlord wants to spread the word of how great the
horror realm, their business is doing quite well!); and horror realm’s Ruler is. They also want the Ruler to
the evil antagonists’ personal assistants, who are at the notice them, but that will probably never happen.
antagonists’ beck and call. They are desperate to outshine other fanlords in their
These NPCs pop up throughout evil campaign set- community, whether through sharing facts or showing
tings like groundhogs on the first day of spring. Unlike off signed, exclusive memorabilia.
groundhogs, they aren’t adorable, and they may follow • The doomsday salesperson’s objective is gaining finan-
the characters on their adventure, pestering them. This cial independence through sweet, sweet gold. Their
badgering may be out of the heroes’ control (particularly end goal is probably to retire early, move to a sunnier
in the case of the fanlord and the personal assistant), destination (or literally any location with at least a
but there may also be a benefit to having these NPCs little bit of sun), and sip cocktails for the rest of their
around—using them as distractions, guides, or allies in life.
fights, for example. But what are these NPCs’ goals in • The personal assistant wants recognition for a job
the first place? well done. This could change when they meet the
characters—over time, especially with the characters’
encouragement, they may want to escape their evil
Arcadia | Issue 21 | October 2022 10
home and tread a more entrepreneurial path. Perhaps
they could even become a companion NPC for future
adventures.
These motivations determine how the NPCs end up with
the party and why they stay with them instead of doing
… whatever they were doing. The following questions
contain ideas for introducing one of these NPCs to the
characters:
• Does the NPC need to impress (or badger) a certain
character to be accepted as one of the party?
• Is there a character who has something that the NPC
needs, whether that’s a physical item, gold, or some
other attribute, information, or talent that could help
the NPC achieve their goals?
• Does the NPC have a reason to believe the party could
change the fate of this realm (for better or for worse)?
• Did the Ruler of the realm ask the NPC to join the
party for some reason? If so, why are they doing the
Ruler’s bidding (aside from potentially being jailed for
not following orders)?
The Ruler
These NPCs are influenced by another NPC called the
Ruler. Every evil or forsaken realm has one. Murderous,
brooding, obsessed with something unhealthy—you
know the type. For some places, it might be a vampire.
Others might have a corrupt monarch or a fallen angel.
Each NPC has a unique relationship with the Ruler that Like a cult follower, the fanlord stops at nothing to
impacts the finer details of their personality. spread the gospel of the Ruler. They’re just a bit more
irritating, because they also want to show off all their
cool autographed collectible cards, or the fancy bobble-
The Fanlord heads they purchased from a peddler taking advantage of
their unwavering devotion to the Ruler.
Let’s be real, it’s almost impossible to get the fanlord
Well, actually, you’re wrong about them, because they’re
to leave you alone. Unless you finally accept the lord
obviously the best person and you wouldn’t know,
and savior, [insert name of Ruler here], you’re ill-fated
because you’re a fake fan.
to have this NPC follow you around until the end of
Out of the crevices of a mist-layered town, outstretched time. Or at least until they find another poor soul … or
fingers slowly reach out like spiders finding a stable another fanlord. Better yet, if you find a group of fan-
spot for their legs to land on. Wide eyes glow green, lords, you can drop yours off.
searching for the next passerby to torment with facts
about the Ruler of this cursed nightmarescape. The Plot Hooks
fanlord not only knows everything there is to know Roll on or choose from the Fanlord Plot Hooks table to
about their realm’s autocrat, they are also a very zealous determine how the fanlord is introduced to the party.
follower, with stacks of signed memorabilia at home. It
doesn’t matter if the subject of their worship is a horrible
leader who spreads lies and misfortune across the land,
crushing the impoverished under the heel of their shoe (if
they wear shoes). They can do no wrong in the eyes of
the fanlord.
Arcadia | Issue 21 | October 2022 11
Fanlord
Medium Humanoid, Any Alignment Actions
Armor Class 13 (light armor made of magazines and flyers Multiattack. The fanlord makes one Shove or Stick attack, and
that feature the Ruler) they use Vicious Mockery.
Hit Points 39 (6d8 + 12) Shove. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft. Medium or smaller creature. Hit: The target is pushed 5 feet
away from the fanlord.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 8 (−1) Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) psychic
Skills History +5, Investigation +3
damage, because there’s no better way to exasperate an
Senses passive Perception 11
opponent than with a stick.
Languages Common plus any languages their Ruler knows
(but not very well) Vicious Mockery (Cantrip). The fanlord unleashes a string
Challenge 2 (450 XP) Proficiency Bonus +2 of insults laced with subtle enchantments at one creature
they can see within 60 feet of them. If the target can hear the
Emotional Labor. Any other creature within 30 feet of the
fanlord, the target must succeed on a DC 12 Wisdom saving
fanlord that can hear and understand the fanlord gains 1 level
throw or take 7 (3d4) psychic damage and have disadvantage
of exhaustion, unless the fanlord is incapacitated or the crea-
on the next attack roll they make before the end of their next
ture already has levels of exhaustion. Moving more than 30
turn.
feet from the fanlord removes any levels of exhaustion caused
by this trait. In addition, a creature who kills the fanlord must Reactions
succeed on a DC 12 Wisdom saving throw or take 7 (2d6)
psychic damage (mostly from the crushing guilt). Projection. When a creature makes a Charisma check to
attempt to influence the fanlord to pursue an obvious course
Groupthink. At the start of the fanlord’s turn, if they can see of action against their Ruler, the check automatically fails and
one or more other fanlords but aren’t already within 5 feet of the creature takes 2 (1d4) psychic damage as the fanlord
one of them, the fanlord must succeed on a DC 10 Wisdom rebukes them with a magical insult.
saving throw or immediately use as much of their movement
as possible to move toward one of these fanlords of their
choice. The fanlord isn’t compelled to move into an obviously
deadly hazard, such as a fire or pit, but they provoke opportu-
nity attacks to move in the designated direction.
Fanlord Plot Hooks
d6 Plot Hook
The great annual Rulercon is happening in town, but the guest of honor (ahem, the Ruler) still hasn’t arrived! Wherever
1 could they be (perhaps hiding from the pressure put on them by their adoring fans)? A fanlord asks the characters for
help finding the Ruler.
There is a feud between this realm and a neighboring one over something that someone said about the other person’s
2 Ruler. Is this just the rumor mill churning, or is there enough evidence to lead to a war between realms? To stop the
conflict, the characters must chase down leads with a fanlord as their guide.
The Ruler wants to go on vacation, but they can’t do that without getting recognized and bombarded for autographs in
3
their own town. They need the characters’ help to sneak out to a scenic location and avoid the nosy fanlords.
A fanlord will do anything to meet the Ruler, including hiring a band of misfits to guide them into the Ruler’s heavily
4
guarded abode. This will be a dangerous task, but how tempting is that payout?
A lost fanlord stumbles across the characters in a huge metropolis and begs for their help. They must find their way home
5
so they can be among others who love their town’s Ruler as much as they do!
The Ruler has died and their immediate circle is in a panic, trying to make sure that word of this doesn’t get out. Worried
6 that the fanlords might revolt, the Ruler’s aids ask the characters to prop the Ruler up and puppeteer the corpse at public
appearances. This won’t work for long, though—what permanent solution will they come up with?
Arcadia | Issue 21 | October 2022 12
Doomsday Salesperson anti-doomsday leggings, most doomsday salespeople
don’t want to hawk their goods forever. What they truly
want is to retire early, save enough to move to another
You never know when the world’s gonna end, so you
town, or finally settle their debts.
might as well start stocking up on supplies now. We’re
The heroes can find these vendors selling at the local
all gonna die eventually—no point in hoarding all that
marketplace or wandering the streets in large trench
gold, right?
coats full of useless gadgets. If you happen to come
Every day in this place is another potential doomsday. across this NPC and they decide that it’s somehow a
The Ruler is constantly wreaking havoc, waging war good idea to follow you on your journey, be prepared
against a nearby village or opening a can of magical evil for very loud rattling from all their wares.
worms or just being a plain old vampire. A common
saying around these parts is “live each day like it’s your
Plot Hooks
last … because the chances of it being your last are
Roll on or choose from the Doomsday Salesperson Plot
very high.” This proverb is especially popular among
Hooks table to determine how the doomsday salesperson
doomsday salespeople, who use it to motivate potential
is introduced to the party.
customers into spending their hard-earned coin on fancy
anti-doomsday bobbleheads. Loot
These sellers are particularly keen when it comes to The doomsday salesperson carries unique supplies
preying on the insecurities of village folk. Why take a that adventurers can purchase or steal. The Doomsday
chance against the oncoming apocalypse? Instead, buy Salesperson Loot table contains items a doomsday
all seventy-four pairs of these survival boots, just in case salesperson might have in stock when they meet the
the first seventy-three are damaged in the cataclysm. characters. You can use these items as inspiration to
However, whether they’re swindling susceptible souls create additional stock.
or they truly believe in the healing properties of the
Doomsday Salesperson
Medium Humanoid, Any Alignment Overloaded Pack. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target
Armor Class 14 (breastplate made of scrap metal)
is a creature, they must succeed on a DC 12 Strength saving
Hit Points 27 (5d8 + 5)
throw or be knocked prone.
Speed 30 ft.
Bobblehead Blast. Ranged Weapon Attack: +4 to hit, range
STR DEX CON INT WIS CHA 15/30 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
14 (+2) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 16 (+3) Where are they hiding all these bobbleheads? Who carries
this many bobbleheads at once? Why do they hurt so much?
Skills Deception +7, Performance +5, Persuasion +7, Stealth
-10 (see The Opposite of Invisible below) Poisoned Creamed Beef. Don’t knock this creamed beef
Condition Immunities charmed, invisible until you’ve tried it. But then you can’t really knock it, because
Senses passive Perception 11 you’d be in pain. The doomsday salesperson splashes the
Languages Common, Giant, Goblin, Halfling, Orc, Sylvan creamed beef on a creature within 5 feet of them. The target
Challenge 1 (200 XP) Proficiency Bonus +2 must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. While poisoned in this way, a creature
The Opposite of Invisible. The doomsday salesperson can be can use an action to induce vomiting, ending the effect on
spotted easily and is very, very loud, either from yelling about themself.
their wares or those wares clanking around. They have a −10
penalty to Dexterity (Stealth) checks. Offer You Can’t Refuse. The doomsday salesperson makes a
sales pitch to a creature within 5 feet of them. If the target can
Tool Proficiency. The doomsday salesperson is proficient with hear and understand the doomsday salesperson, they must
two sets of artisan’s tools of the GM’s choice. The doomsday succeed on a DC 13 Charisma saving throw or be charmed
salesperson can only use these tools to make anti-doomsday by the doomsday salesperson until the end of their next turn.
merchandise. While charmed in this way, the target must use their action on
their turn to give the doomsday salesperson one object of the
Actions target’s choice they wear or carry in exchange for a sack full of
Multiattack. The doomsday salesperson makes two hats and merchandise from the doomsday salesperson.
Overloaded Pack or Bobblehead Blast attacks. One attack can
be replaced by a use of Poisoned Creamed Beef.
Arcadia | Issue 21 | October 2022 13
Doomsday Salesperson Plot Hooks
d6 Plot Hook
A villager begs the party to help them sell an entire box of anti-doomsday leggings that they foolishly procured from
1 a doomsday salesperson. As it turns out, several other people in town are having the same issue. The doomsday sales-
person must be confronted to end this pyramid scheme.
An illusory advertisement spams a village, promoting an anti-doomsday potion. The villagers beg the characters to find
2
the doomsday salesperson responsible and make them stop.
The end of the world is actually happening this time, and it’s all thanks to a bunch of crystals being sold around town.
3 These so-called “protection” crystals summon demons—the scary kind. It’s not great for business if everyone’s possessed
or dead, right? So who is the doomsday salesperson responsible, and what’s their grift?
A new business owner is tired of having their store destroyed every day by mysterious vandals. They need the party’s
4 help identifying the vandals so they don’t need to keep buying anti-doomsday equipment from a shady doomsday
salesperson. The doomsday salesperson might be behind the chaos, or simply content to benefit from it.
A traveling doomsday salesperson sells a new anti-doomsday body cream that turns customers in town into Aberrations.
5 The transformations start slow, but eventually the customers grow eye stalks and tentacles and everything. To make it
right and stop similar catastrophes, the characters must find the doomsday salesperson and their supplier.
There’s a new trend in town—candles with various rings and crystals in them that can protect the wearer. Some are even
worth several pieces of gold! However, the doomsday salesperson behind these candles accidentally placed a ring
6
belonging to an archdevil in one of the candles. They hire the characters to help find the candle before all hell literally
breaks loose.
Doomsday Salesperson Loot
d6 Loot
Self-Help Book by Brad Bon Barorich. This tome is filled with nonsense and cliches, but it does make you look more
1 enlightened than you really are. You have advantage on Charisma checks made to influence Humanoids who haven’t read
this book and can see the cover while you hold it. Cost: 150 gp
Instant Creamed Beef. It’s not real meat, but it is instant. If you consume this meal during a short rest, you regain 2d4 hit
2 points and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour at the end of that short rest.
This stuff is pretty old. Cost: 25 gp
Suction Cup Crossbow. It’s just a light crossbow with ten suction-cup-tipped bolts. A creature hit by one of the bolts
3 takes no damage, but the next attack roll made against the target made before the end of the target’s next turn has
advantage. Cost: 50 gp for the crossbow and ten bolts or 25 gp for just ten bolts
Magical Bobblehead. When a creature with a face holds this bobblehead, the bobblehead’s face becomes the creature’s
4
face. It’s otherwise useless. Cost: 50 gp
Doomsday Insurance Paperwork. This paperwork says something about saving money by spending more for a lower
5 deductible here. The paperwork functions as a spell scroll of mass suggestion (spell save DC 17) that any creature that can
speak and read a language can use. Cost: 10,000 gp
Anti-Doomsday Toaster from Barorich Industries. It’s just a campfire griddle that makes great toast. It comes with a
6
sticker on it that reads “100% Doomsday-Proof.” Bread not included. Cost: 15 gp
Arcadia | Issue 21 | October 2022 14
Personal Assistant The personal assistant tries to hide the years of hard
work and abusive office politics they endured to get here
behind a smile that can easily be broken by just one
They don’t pay me much … well, they don’t pay me at
unkind comment. They are always in communication
all, but I do get a lot of perks. Like exposure! Which I
with the Ruler—as a result, they’ve either adapted to
hear you can die from if you get too much of it.
physical exhaustion or been magically imbued by the
Being the personal assistant of the one and only Ruler Ruler to never feel it.
is a coveted and prestigious position, but the assistant’s The personal assistant might interact with the charac-
exhausted face is a depressing look at “success.” They’re ters frequently because the Ruler asked them to “make
constantly at the Ruler’s beck and call. This is the miser- the guests feel welcome,” meaning their services are
able peak of their career, and they know it. being temporarily loaned out to the party.
Personal Assistant
Medium Humanoid, Any Alignment blocks it. While the target is in range, the personal assistant
Armor Class 15 (studded leather) can continue reading its thoughts, as long as the personal
Hit Points 65 (10d8 + 20) assistant’s concentration isn’t broken (as if concentrating on a
Speed 30 ft. spell). While reading the target’s mind, the personal assistant
has advantage on Wisdom (Insight) and Charisma (Deception,
STR DEX CON INT WIS CHA Intimidation, and Persuasion) checks against the target.
12 (+1) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 15 (+2) Calm Emotions (3/Day; 2nd-Level Spell; Concentration).
The personal assistant attempts to suppress strong emotions in
Skills Insight +5, Perception +5, Stealth +5, Survival +3
each humanoid in a 20-foot-radius sphere centered on a point
Condition Immunities exhaustion
they choose within 60 feet. Each creature in that area must
Senses passive Perception 15
make a DC 12 Charisma saving throw; a creature can choose
Languages Common plus any languages their Ruler knows
to fail this saving throw if they wish. If a creature fails its saving
Challenge 3 (700 XP) Proficiency Bonus +2
throw, the personal assistant chooses one of the following two
Organized to a Tee. The personal assistant has access to a effects.
magical storage space they have paid a monthly fee for. As They can suppress any effect causing a target to be charmed
a bonus action, the personal assistant can create a 10-foot- or frightened for 1 minute. When this effect ends, any sup-
square entrance to the space, which has a volume of 100 cubic pressed effect resumes, provided that its duration has not
feet. They gladly hold onto any of their allies’ supplies. They expired in the meantime.
can figure out where to keep your stuff. It’s no trouble. Alternatively, the target is indifferent about creatures the
Unusual Nature. The personal assistant doesn’t require sleep, personal assistant chooses that they were hostile toward for
but they always look exhausted. They occasionally repeat 1 minute. This indifference ends if the target is attacked or
under their breath, “It’s just a part of the job. It’s just a part of harmed by a spell or if they witness any of their friends being
the job.” harmed. When the effect ends, the creature becomes hostile
again, unless the GM rules otherwise.
Actions Locate Object (3/Day; 2nd-Level Spell; Concentration). The
Multiattack. The personal assistant makes three Dagger personal assistant describes or names an object that is familiar
attacks. to them. They sense the direction to the object’s location, as
long as that object is within 1,000 feet of them. If the object is
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
in motion, they know the direction of its movement.
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
The spell can locate a specific object known to the personal
damage. The personal assistant learned how to wield knives
assistant, as long as they have seen it up close—within 30
from the Ruler, and if they don’t keep up their skills, they
feet—at least once. Alternatively, the spell can locate the
might die during sparring practice!
nearest object of a particular kind, such as a certain kind of
Read Thoughts. The personal assistant magically reads the apparel, jewelry, furniture, tool, or weapon.
surface thoughts of one creature within 60 feet of them. This spell can’t locate an object if any thickness of lead,
The effect can penetrate barriers, but 3 feet of wood or even a thin sheet, blocks a direct path between the personal
dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead assistant and the object.
Arcadia | Issue 21 | October 2022 15
(The characters can expect a bill at the end of the
adventure.) Depending on the Ruler’s leadership style,
they may instead attempt to micromanage everything
the party does through the assistant, who keeps tabs and
barks orders on their boss’s behalf like a disastrous game
of telephone. Either way, the timid personal assistant is
excited to be away from their horrible boss for a time
and eager to help the characters with whatever they
need.
Maybe one day, hopefully, they can escape this job
and go on an adventure of their own. But they’ll need the
help of some kind travelers to realize that. They could
become an artisan or a bard or even a soldier—if they
can ever get over their fear of conflict. Whatever they put
their mind to, they will surely get there.
Plot Hooks
Roll on or choose from the Personal Assistant Plot
Hooks table to determine how the personal assistant is
introduced to the party.
Personal Assistant Plot Hooks
d6 Plot Hook
The Ruler sends their personal assistant to follow the party to make sure the characters don’t find the zombie army hiding
1
in the catacombs. But what is that groaning sound, and why do folks keep disappearing?
The personal assistant desperately needs someone to convince the Ruler that they’re dead so they can escape this realm.
2
They used their 10-minute lunch break just to ask the party for help. How will they fake their death?
The personal assistant needs to organize a birthday party for the Ruler, but they don’t know where to start. Will someone
3
help them with a very special day?
The Ruler wants—nay—needs a very specific dish made from some very rare ingredients from a very dangerous location.
4 A mere personal assistant can’t handle this themselves, and they desperately need kind adventurers’ aid. Who will step
up to the plate?
The neighboring realm’s Ruler has a crown that makes them look glorious … so glorious that the Ruler of this realm has
5 grown quite envious. They want the personal assistant to steal the crown so they can have it for themselves. The personal
assistant hires the characters to help with the heist, and really hopes they have a good plan!
The personal assistant wants to unionize, but they’re terrified of the Ruler. (Rightfully so.) The personal assistant asks for
6 the characters’ help organizing their coworkers, but soon after the Ruler asks the party to report any whispers of unions
to them. Who will the party side with, and if it’s the Ruler, how will this betrayal play out?
Arcadia | Issue 21 | October 2022 16
PUZZLING OUT
THE DEVIL
A diabolical puzzle-based adventure for characters of any level
by Sharang Biswas
Content Note: This adventure contains scenes of body horror and devil possession. Additionally, the
main plot includes a woman who dies in childbirth, and closeted queer identities. Advice for
modifying these two plot points is provided if you so desire. See “Modifying the Adventure”
and “Author’s Note” at the end of the adventure for more details. We suggest using the
MCDM Tabletop Safety Toolkit with this adventure to ensure everyone has a good time!
The Story So Far Just yesterday, Rukhmani and Laxman returned after
nearly a year’s absence. Johann, thrilled to once again
see his secret lover, convinced his father to invite the
Nineteen years ago, Birgitte Skorman lay dying after
young apprentice over for dinner, intending to reveal the
giving birth in her family home. Eirik Skorman, Birgitte’s
relationship for the first time. But when Johann uttered
husband, had long held a fascination for tales of the
the words “I love you” to Laxman before his father,
occult, hauntings, and fiendish covenants, and used his
Nimuchnimurpal was also there as an unseen witness.
faint knowledge of such things to call upon and make
Having long haunted the Skorman house to wait for
a bargain with a devil named Nimuchnimurpal. “My
the moment when he might claim Johann’s soul, the
new child and I cannot live without my wife at my side,”
devil saw their opportunity when they recognized that
the helpless man begged. The devil agreed to help, but
Johann’s emotionally vulnerable state left him open to
demanded the Skormans’ new baby, Johann, when he
possession. The fiend quickly possessed Johann and
“ripened.” Eirik, expecting ample time to find a way out
attacked Laxman, but the apprentice was able to use
of the deal, agreed.
knowledge gained from studying under Rukhmani to
Against Eirik’s expectations, though, Birgitte died, even
temporarily incapacitate the devil. He then rushed out to
as Nimuchnimurpal bound a piece of her confused spirit
fetch the master exorcist.
in her old bedroom—keeping to the letter, though not the
spirit, of the bargain. Every few days, Birgitte becomes
lucid, allowing Eirik to speak to her. The widower sleeps Fiendish Revenge
in the guest bedroom, and no one except Johann and the Rukhmani and Laxman worked all night to dislodge
family’s housekeeper, Leia, know about Birgitte’s spirit. the fiend from Johann. First, they drew a runic prison
circle in the basement of the house, which contained the
possessed Johann inside it. The pair then began to draw
Johann’s Devotion a runic spell diagram connecting to the prison circle,
Two years ago, seventeen-year-old Johann fell in love
whose completion would drive Nimuchnimurpal out of
with a young man named Laxman, an apprentice to
Johann’s body.
famed exorcist Rukhmani the Illuminated. The two
But with weariness overtaking him, Laxman tripped
began a secret relationship, but their time together was
over a ceremonial knife he’d mislaid, careened into
short-lived when Rukhmani set out on a journey of
Rukhmani, and propelled her into the circle with the
unknown duration with her apprentice at her side.
devil. Nimuchnimurpal pounced on the exorcist and
Arcadia | Issue 21 | October 2022 17
snapped her neck. The distraught Laxman pulled the adventure also features a fair amount of social
Rukhmani’s body out of the circle, thankfully without interaction.
disturbing the runes inked onto the floor. He now stands This isn’t designed to be an action-packed adventure,
in shock, his gaze drifting between the corpse of his barring the fight at the end and some ability checks here
mentor and the distended grimace painted by the pos- and there. Expect the players to spend time with the
sessing devil onto the visage of his lover. handouts while they discuss possible solutions with each
The bindings placed on Nimuchnimurpal give out at other. Encourage them to take notes and to ask you to
dawn. repeat information as needed.
Familiarize yourself with the puzzle solutions and the
logic needed to get to them. This isn’t an adventure you
Father-Son Secrets
can easily run on the fly! It also helps if you print out a
Is Eirik Skorman homophobic? Not at all. Does Johann copy of the player handouts for yourself, so you don’t
worry about coming out to his father? Absolutely! need to constantly flip back and forth through the text
It’s not unommon for children of heterosexual parents while running the adventure. These player handouts,
to be worried about judgment from their families re- as well as a “GM Cheat Sheet” for keeping track of the
garding their sexuality, even if loving parents have never puzzles, are provided in the “Handouts” section at the
shown signs of caring about that issue. It’s a complicated end of this article.
tangle of societal expectations involving families, patriar-
chy, the roles men are placed into, internalized homopho- Dramatis Personae
bia, and many other factors.
In this story, Johann wants to keep his secrets, and has The following NPCs play important roles in the adven-
waited until it feels right for him to come out to his father. ture. See the “Clues and Information” section for details
See “Author’s Note” at the end of the adventure for more on what information each NPC can share to help the
discussion and guidance on roleplaying this theme. characters solve the puzzles in the adventure.
Eirik Skorman
Adventure Summary (EYE-rick, he/him, chaotic good half-orc)
“There’s always a way. It might not be what you expect,
With the use of one of the setups in the “Story Hooks”
but it’s there!”
section below, the characters arrive in the basement of
the Skorman home. To save Johann, they must complete A fit, middle-aged textile merchant whose work keeps
the hexagonal spell diagram tied to the runic prison him busy, Eirik is torn between the love he holds for
circle and finish the exorcism ritual. They are aided in his son and the shame he holds for having made a deal
this task by Rukhmani’s notes, Laxman’s help, clues with a devil. He visits his dead wife’s ghost for comfort,
about Johann’s life and personality found in the house, though he can’t ignore the horror he feels for what she
and interviews with others. After the characters perform has become.
the ritual, Nimuchnimurpal’s corporeal form manifests Signature Look. Eirik has multiple piercings in each
before them, ready for battle. ear, through which he twines braids of his hair.
Personality. Eirik is gruff and practical. He’s very
intelligent, and speaks in short, sharp sentences.
Setting
Game Statistics. Eirik uses the noble stat block.
This adventure takes place at the Skorman family home,
a two-story, ivy-covered brick house with a basement
that might be found in any reasonably prosperous town. Johann Skorman
Because the adventure isn’t a room-by-room exploration, (YO-haan, he/him, lawful good half-orc)
the specific layout is unimportant. The only important “Hey there! Tell me what’s been exciting you lately!”
details you should maintain are the clues found in spe-
A handsome young half-orc, Johann has his life figured
cific locations (see “Clues and Information” later in the
out. He wants to study to be a healer or chirurgeon, and
adventure).
travel with his exorcist-in-training boyfriend Laxman.
Only two insecurities stand in his way: he’s worried that
Guidance his father won’t accept his queerness, and he constantly
This adventure appeals to players who enjoy reading, wonders what his late mother was like before she became
deductive reasoning, and logical thinking. The puzzles a shade.
require a strong grasp of written English. However,
Arcadia | Issue 21 | October 2022 18
Signature Look. The two small tusks emerging from Signature Look. Birgitte takes the form of a bloodred
Johann’s lower lip are tattooed in vivid blue. translucent image of a strong, stout human woman.
Personality. Johann is normally confident, creative, Personality. Birgitte’s spirit gets distracted easily and
and enthusiastic about life. In the immediate aftermath jumps from topic to topic. She might answer questions
of being possessed, he’s groggy and confused. … sometimes.
Game Statistics. Johann uses the commoner stat block. Game Statistics. Birgitte uses the specter stat block.
Laxman Nimuchnimurpal
(LUKSH-mun, he/him, lawful good tiefling) (nim-UK-nim-UR-paal, they/them [unknown gender],
“It’s all my fault! I’m so sorry! Mistress, forgive me!” lawful evil fiend)
Laxman is the diligent apprentice to famed exorcist “Drown your sorrows in me.”
Rukhmani the Illuminated, and thinks the world of his Also known as the Lord of the Tainted Seas,
mentor. He’s deeply in love with Johann Skorman, but Nimuchnimurpal is a devil attuned to stinking and
has kept their relationship secret for Johann’s sake. He’s poisonous waters. Their powers are far-reaching, and the
capable, but unused to working on his own. fiend loves to make deals that end with promising young
Signature Look. Laxman’s horns are webbed with souls trapped in a waterlogged layer of Hell.
silver chains and other dangling jewelry. Signature Look. Nimuchnimurpal takes the form of a
Personality. Normally studious and excited about his skinny humanoid covered in fish scales, with long hair
studies, Laxman has been thrown into shock by Johann’s made of seaweed. Dirty water constantly drips off their
possession, and doubts his own capabilities. body.
Game Statistics. Laxman uses the acolyte stat block. Personality. Nimuchnimurpal is as inscrutable to
mortals as most other fiends. When speaking, they shift
Leia from vicious to incoherent to sweetly seductive without
(LAY-ah, she/her, lawful neutral dwarf) warning.
Game Statistics. This adventure is meant for all levels
“The Skormans are a good family! They’ve done nothing
of play, and the combat encounter at the end is not
wrong!”
meant to be the main focus. As such, you can pick any
Leia has been the Skorman family’s fiercely loyal house- devil stat block with a challenge rating appropriate for
keeper for decades. Her usual discretion has been put to Nimuchnimurpal. Then make the following changes to
the test by the events surrounding Johann’s possession. the stat block as you wish:
Signature Look. Leia is fascinated with non-gemstone
• The devil is immune to the charmed, frightened, and
rocks and wears a lot of rock jewelry.
paralyzed conditions.
Personality. Leia is normally shy and reserved,
• The devil’s attacks deal cold or poison damage instead
speaking softly without looking at people directly. When
of their normal damage type.
it comes to defending the Skormans, however, she grows
• The devil can breathe air and water and has a swim-
fierce and confrontational.
ming speed equal to their walking speed.
Game Statistics. Leia uses the commoner stat block.
Rukhmani the Illuminated
Birgitte Skorman (ROOKH-mun-ee, she/her, half-elf)
(ber-GEET-uh, she/her, unaligned human spirit)
A tall, striking half-elf, Rukhmani was a famed exorcist
“How lovely to have guests. Leia, bring the baby! The
who traveled far and wide to help those in need, and to
guests want to see him!”
further her research into demons and devils. Laxman’s
This spirit is neither a true ghost nor a true remnant of former mentor is now deceased, but her notes and influ-
Birgitte. She possesses some of Birgitte’s intellect and ence play an important part in the adventure.
memories, but can’t hold full conversations or have Signature Look. Rukhmani wore robes that
original thoughts. She was created by Nimuchnimurpal resemble the multicolored marginalia of an illuminated
with the express purpose of causing emotional pain. manuscript.
Arcadia | Issue 21 | October 2022 19
Story Hooks • Laxman was able to temporarily incapacitate the devil,
then fetch Rukhmani.
• The two exorcists worked all night to help Johann.
You can use the following hooks to draw the characters
Rukhmani was in charge of the exorcism, and drew
into the adventure, or as inspiration for hooks of your
all the runes that are part of the prison circle. Laxman
own:
was simply doing as he was told.
• With Rukhmani and Laxman still working to save his • An accident occurred while Rukhmani was drawing a
son and dawn fast approaching, Eirik sends Leia out spell diagram connected to the runic prison circle, and
to fetch additional help. The old dwarf can contact the the devil killed her.
characters directly, or might have an NPC acquain- • Harming Johann won’t hurt the devil. Killing Johann
tance who knows the characters and reaches out on will allow the fiend to enter the Material Plane in the
the family’s behalf. flesh.
• A priest, wizard, or other spellcaster senses the man-
Laxman doesn’t know about Eirik’s devil pact or
ifestation of a potent fiend in the Skorman home and
Birgitte’s spirit. Additionally, he is loath to reveal the
asks the characters to investigate.
nature of his romantic relationship with Johann, because
• Passing by the Skorman house, the characters smell
Johann asked him to keep it a secret until he was ready
incense and sulfur, and can hear screams, wild laughter,
to tell his father.
choking noises, and the sound of someone chanting
coming from within. The voice is that of Rukhmani
attempting to exorcise the devil just before her death. Talking with Laxman
Laxman feels that Rukhmani’s death was his fault, and
this guilt has convinced him that he can’t contribute to
Starting the Adventure saving Johann without making things worse. He can
provide distracted suggestions or hints about the puzzles
However they arrive at the Skorman house, the adven- as you see fit, but won’t volunteer whole answers or take
ture begins with the characters entering the basement, other action for fear of “making another mistake and
where they see Laxman standing over Rukhmani’s getting someone killed.”
recently murdered body and staring in shock at the Laxman warns the characters if they’re about to
possessed Johann. The apprentice exorcist doesn’t notice do something obviously foolish, such as entering or
the characters until they speak to him or otherwise grab disturbing the runic prison circle, attacking Johann, or
his attention. If they offer help or ask what happened, speaking to the dead Rukhmani (see the “Necromancy?”
Laxman fearfully introduces himself and reveals the sidebar). And as the characters engage in appropriate
following information: roleplaying with the apprentice, he has more to
• The Skormans were friends of Laxman and his mentor, share. See “What Laxman Knows” in the “Clues and
Mistress Rukhmani the Illuminated. Last night, Information” section later in the adventure.
Laxman came to pay the family a visit, and Johann
became possessed by a devil.
Necromancy?
Rukhmani the Illuminated has many enemies, any number of which would have no qualms or difficulty with trapping her soul
or reanimating her body. To prevent such occurrences, the master exorcist has undergone many magical procedures and
rituals to protect her. Unfortunately, that protective magic can’t distinguish between helpful or harmful attempts to revive or
contact her soul.
If the characters talk about raising Rukhmani or contacting her spirit, Laxman tells them she is protected against such magic,
and that attempting such tasks might have lethal consequences. A character who succeeds on a DC 17 Intelligence (Arcana)
check or uses the detect magic spell while inspecting Rukhmani’s body learns the following:
• Excluding the wish spell, any magic used to communicate with Rukhmani’s soul or raise her body from the dead automati-
cally fails.
• A creature that makes use of the raise dead spell, the speak with dead spell, or similar magic to target Rukhmani’s body or
soul takes 55 (10d10) psychic damage, gains three levels of exhaustion, and must make a DC 20 Charisma saving throw.
On a failed save, the caster’s soul is ripped out of their body and trapped in a secret location known only to Rukhmani
(and Laxman, at your discretion).
Arcadia | Issue 21 | October 2022 20
Interacting with expelled from their body. The selection of these runes
depends entirely on the personality, hopes, and dreams
Nimuchnimurpal
of the victim, and Rukhmani was undertaking research
If the characters attempt to engage Nimuchnimurpal in
into Johann to select the correct runes before her
Johann’s body, the fiend laughs, hisses, and bares their
demise.
teeth as they strain the young man’s body into horrid
• A ring of potency runes has been placed, but needs to
contortions. These poses don’t harm Johann, but are
be elementally balanced in order to work effectively.
disturbing. Nimuchnimurpal might choose to speak at
These runes bolster the power of the magic in the spell
different points during the characters’ attempts to exor-
diagram to overcome the fiend.
cise them, as noted in “Clues and Information.”
Nimuchnimurpal can’t leave the runic prison circle. The characters can work on different parts of the spell
While bound within the circle, the fiend uses the ber- diagram puzzle in any order, simultaneously or sequen-
serker stat block to represent their control of Johann’s tially. Once the spell diagram is complete, they need to
body. Though unarmed, Johann is fiendishly empow- perform an exorcism ritual. If the ritual is successful,
ered, giving him an unarmed strike attack that has a +5 Nimuchnimurpal appears in their true fiendish form and
bonus to hit and deals 9 (1d12 + 3) bludgeoning damage. must be fought.
Introducing Getting the Documents
After setting out the scope of the puzzles, Laxman passes
the Puzzles the characters four documents, saying, “These are some
of mine and Rukhmani’s notes … but I don’t think I
Following the initial conversation with Laxman, the can finish the runes on my own …” The documents are
young apprentice directs the characters to the hexagonal included at the end of this adventure as handouts that
spell diagram painted on the floor, attached to the runic should be distributed to the players:
prison circle with inked lines. Laxman explains that the • Laxman’s notes on ejection, used in “Puzzle 1: Ejection
prison circle binds Nimuchnimurpal. Rukhmani had Runes”
started to draw the runes for the spell diagram, which • A page from a treatise on stabilization runes, used in
would power a ritual to drive Nimuchnimurpal from “Puzzle 2: Stabilization Runes”
Johann’s body and prevent the fiend from possessing • A portion of Rukhmani’s journal, used in “Puzzle 3:
anyone else for a time. During that time, Rukhmani Anchor Runes”
planned to battle and destroy the devil. • A page of Laxman’s annotated homework, used in
Laxman shakily explains that the spell diagram con- “Puzzle 4: Potency Runes”
tains four elements that must be completed to calibrate
it for the exorcism. He says that the exorcism will expel Each of the puzzle sections provides full details on the
the devil, which must then be fought no matter what, notes given to the characters.
but that each section of the circle completed correctly The diagram from the “Incomplete Runic Spell
will reduce the devil’s power. Laxman knows the four Diagram” handout should also be given to the players,
elements, but doesn’t know how to complete them: though it is not a document the characters receive.
Rather, the image represents the state of the incomplete
• A triangle of ejection runes has one rune missing and spell diagram as it appears when the characters arrive
must be completed in order to expel the devil from in the basement. The players should write their puzzle
Johann’s body. The runes are selected based on funda- solutions on this document.
mental magical principles. (The diagrams in the “GM Cheat Sheet” section aren’t
• A circle of stabilization runes has four key runes for the players. It’s a handy puzzle cheat sheet and a
missing. These runes channel and direct the magic place for you to take notes!)
that uncouples the devil from their host. The choice of If the players are overwhelmed and don’t know where
runes is determined based on situational and environ- to start, Laxman suggests to the characters that they
mental factors. begin with the ejection runes, since that section is almost
• A formation of anchor runes has yet to be started. This complete and requires only his notes to figure out.
helps hold the victim’s mind in place when the fiend is
Arcadia | Issue 21 | October 2022 21
Documents in the Fiction Secret Hint
The initials “JS” appear at the bottom right of the docu-
When distributing the handouts, tell the players that their ment. This is Laxman’s idle doodling while daydreaming
characters are actually handed a larger collection of pa- about his boyfriend, and serves as a clue regarding the
pers, but that a little bit of study reveals the most relevant nature of the young men’s relationship.
materials, which the handouts represent.
Additionally, the characters can be confident that Penalty for Failure
the documents and the spell diagram are as correct as If the characters fail to place the correct ejection rune in
Laxman and Rukhmani could make them. None of the the proper location when Nimuchnimurpal is expelled
documents feature intentional errors except for the omis- from Johann’s body (see “Battling the Devil” later in the
sions that the characters and players must fill in. Laxman adventure), the fiend’s power is bound imperfectly:
reaffirms that Rukhmani is—was—a celebrated exorcist
• If the rune was placed in the wrong location, the
not known for making mistakes.
“Bidirectional Energetic Clash” event occurs (part of
“Puzzle-Specific Events”).
Puzzle 1: • If the incorrect rune is used, Nimuchnimurpal gains
Ejection Runes the Burrowing Words action (detailed at “Puzzle-
Specific Features”).
To complete the ejection runes, the characters must add Puzzle 2:
a single rune to the bottom-right corner of the triangle in
the spell diagram. Laxman’s notes can guide the charac- Stabilization Runes
ters toward the solution. Review the “Laxman’s Notes”
handout along with the information in this section. The treatise on stabilization runes given to the characters
Though these are Laxman’s own notes, he is in a state was written by members of the Cabal of the Fragrant
of shock and is terrified about making another mistake. Truth, an order of exorcists. The characters must use
He might offer partial insights, but he can’t solve the the information in the treatise to place four missing
problem for the characters. stabilization runes in the spell diagram in their correct
order, forming a complete circle of six runes. Review the
Puzzle 1 Solution “Treatise on Stabilization Runes” handout along with
The bhansari rune must be drawn on the bottom-right the information in this section.
corner of the triangle. Puzzle 2 Solution
Hints to this puzzle can be found in the basement and The following runes should be placed outside the inner
study, and through conversations with Laxman (see circle, starting at the top right and going clockwise:
“Clues and Information”).
• The stars are in liminal conjunction with the sun:
thrimsan is the top right rune.
• The planes are in Roshni alignment: kauravi is the
Puzzle 1 solution bottom right rune.
• The energetic birds are dominant over reptiles:
Reasoning thilmtha is the bottom left rune.
Using the information in Laxman’s notes, the characters • Johann has a stigmoid constitution: vavupatna is the
can use the following reasoning to determine the solution top left rune.
to the puzzle:
• The runes must always go on the vertices of the
shapes. Two of the corners of the triangle already have
a rune, meaning the new rune must go on the only
available corner.
• The strigma rune is visible on one corner, so
Nimuchnimurpal must be a “Type 4–5 Entity.”
• The riktin rune is visible, meaning the devil’s hold on
Johann is entirely psychic in nature, with no physical
transformation present.
As such, the bhansari rune, for mid-type entities and
psychic-only infections, is the solution. Puzzle 2 regular solution
Arcadia | Issue 21 | October 2022 22
Reasoning Alternative Solution
The treatise calls for four runes, and the only place four If the characters don’t succeed on one or more ability
runes can be drawn are along the circumference of the checks, they can guess which rune to use, or can use the
circle. The runes must be written in clockwise order from table of simpler runes in the treatise. If the characters
I to IV and evenly spaced along the circumference of the don’t realize this on their own, point it out to a character
circle, as described in the treatise. of your choice with a suitable academic or magical
The characters can determine the proper runes by background. Using the simpler glyphs is less risky than
making a series of ability checks, corresponding to each getting the rune wrong, but less potent than getting the
of the four missing runes. When a character succeeds on rune correct.
a check, give them the associated narrative information Use the following guidelines if the characters make use
and let them work out the rune from there. For example, of the simpler runes:
tell the players that studying the heavens shows them • In clockwise order, the solution using only the simpler
that the stars are in liminal conjunction with the sun, but glyphs is I: atyavasam, II: bhilma, III: riptu, and IV:
don’t directly specify that the correct rune is thrimsan. svangetharumna.
• The characters can mix and match the regular and
Rune I
simpler runes.
A character who succeeds on a DC 15 Intelligence
• For each simpler rune used, Nimuchnimurpal gains
(Nature) or Wisdom (Survival) check knows that the
one use of the Novice Errors bonus action (see
stars are in liminal conjunction (an archaic astronomical
“Puzzle-Specific Features” in “Battling the Devil”).
pattern) with the sun.
Rune II
A character who succeeds on a DC 15 Intelligence
(Arcana) or Wisdom (Religion) check recalls lore about
the Upper Planes and confirms that the planes’ present
alignment corresponds to what the treatise refers to as
the Roshni alignment.
Rune III
A character who succeeds on a DC 15 Intelligence
(Nature) or Wisdom (Animal Handling) check knows
enough about the flora in the local area to determine that
energetic birds are more prevalent than reptiles.
Puzzle 2 alternative solution
Rune IV
A character who succeeds on a DC 15 Intelligence
(Medicine) or DC 18 Wisdom (Survival) check knows
Penalty for Failure
Making any mistakes in the placement of the stabili-
that stigmoid is an old way of classifying the particular
zation runes means the energy of the final ritual flares
body shape and complexion that Johann possesses.
out of control at the end of the exorcism, granting
Nimuchnimurpal an edge in the “Battling the Devil”
Abilities and Skills section:
In a few places, the adventure makes use of less common • If an incorrect stabilization rune is placed, the
combinations of abilities and skills, such as calling for “Unstable Magic” event occurs (part of “Puzzle-
Intelligence (Medicine) checks rather than the usual Wis- Specific Events”).
dom (Medicine) check. This represents the unusual nature • If any rune is drawn in the wrong order or in the
of the information tied up in different puzzles, and the wrong place, Nimuchnimurpal gains the Explosive
different modes of thinking and observation characters Arcana trait (detailed at “Puzzle-Specific Features”).
might engage in to help them solve those puzzles.
Arcadia | Issue 21 | October 2022 23
Reconfiguring Puzzle 2
Reasoning
From what they learn in the “Clues and Information”
The information the characters gain from the ability section and by using the “Rukhmani’s Journal” handout,
checks in puzzle 2 is arbitrary, and you can swap the runes the players and characters can make the following
as you see fit. For instance, if your campaign takes place deductions:
in a swampy environment where reptiles are dominant,
• According to Rukhmani’s journal, the anchor runes
you can decide that the correct placement for rune III is
must be placed in the small circles along the edges of
actually the shamrani rune.
the triangle. They can be placed in any order.
• Johann’s relationship with Laxman is important to
Puzzle 3: him, and he keeps it secret from his father. Learning
this from Laxman should lead characters to the rune
Anchor Runes representing warmth of companionship.
• Johann misses and wants to know more about his
The characters must use Rukhmani’s journal to fill in all
mother. Searching Johann’s bedroom or speaking with
three missing anchor runes in the spell diagram. Those
Eirik or Leia should lead the characters to the rune
anchor runes prevent psychic harm to Johann when
representing reconnecting with one’s family or history.
Nimuchnimurpal is expelled from his body. Review
• Johann has a passion for medicine and wishes to
“Rukhmani’s Journal” handout along with the informa-
become a healer or chirurgeon. Searching Johann’s
tion in this section.
bedroom or speaking with Leia should lead the char-
In addition to the journal, the characters need to deter-
acters to the rune representing the easing of others’
mine three of Johann’s main hopes, dreams, or desires in
suffering.
life to complete this puzzle. They can do so by searching
• Johann is bad with money and there’s no sense that
Johann’s room or talking to his family (see the “Clues
wealth is important to him, pointing away from the
and Information” section).
rune representing the power of wealth. The characters
can learn this by speaking with Eirik.
Puzzle 3 Solution • The characters find no indication that Johann seeks
The solution to puzzle 3 is the “warmth of companion- solitude, and can learn by speaking with Leia that
ship” rune, the “reconnect with one’s family or history” he has known much loneliness in his life. This points
rune, and the “ease the suffering of others” rune. These away from the rune representing solitude.
three runes can be placed in the empty circles along the • The characters’ investigations reveal no indication
sides of the inner triangle in any order. that pain (either receiving or inflicting it) is a part of
Hints to this puzzle can be found in the basement, Johann’s goals, pointing away from the rune repre-
Johann’s bedroom, and the master bedroom, and senting the sting of pain.
through conversations with Leia, Laxman, and Eirik. See
the “Clues and Information” section for details on those
Penalty for Failure
areas and NPCs.
Failing to place the three correct runes in any order gives
Nimuchnimurpal an edge in the “Battling the Devil”
section. The devil gains one use of the Echoes of Johann
bonus action (see “Puzzle-Specific Features” later in the
adventure), and increases the potency of that action for
each incorrect or missing rune.
Puzzle 3 solution
Arcadia | Issue 21 | October 2022 24
Puzzle 4: reading the pamphlet in the study, or conversing with
Birgitte’s spirit in the master bedroom, the characters
Potency Runes can deduce that the fiend is attuned to water.
• Because Nimuchnimurpal is elementally attuned to
The characters must use Laxman’s annotated homework water, the diagram must have a dominant fire charge.
to add three diacritic (accent) glyphs to the existing As such, instead of opposing the existing fire diacritic
runes in the hexagon of the spell diagram. The diacritics on the left side of the hexagon with a water diacritic,
elementally balance the potency runes, which are used to the right side of the diagram must take a second fire
bolster the spell diagram’s magic. Review the “Laxman’s diacritic.
Annotated Homework” handout along with the infor-
mation in this section.
You can have Laxman offer the characters vague
clues in this section, but he’s too distressed to lend real
assistance.
To maintain an overall fire charge, use a fire diacritic
Puzzle 4 Solution instead of water.
The characters need to add specific diacritics below
runes that have none by referencing Laxman’s annotated
homework. The solution is depicted below, with the left Penalty for Failure
side showing just the diacritics (including the ones that Any incorrect or missing diacritic leaves the potency
already exist on the diagram), while the right shows the runes unbalanced. During the “Battling the Devil”
complete solution. section, the “Fury of the Tainted Seas” event occurs (part
Hints to this puzzle can be found by exploring the of “Puzzle-Specific Events”).
basement, the study, and the master bedroom (see “Clues
and Information”). Clues and Information
The characters can obtain clues to help them solve the
puzzles from the NPCs in the house, and by investigating
certain rooms. If the characters want to explore rooms
not described here, make it clear that a thorough search
of other areas reveals nothing useful.
Basement
Puzzle 4 solution; diacritics only on the left, full solution on the The normal clutter of this dingy basement has been
right pushed to the walls to leave the floor clear. The runic
prison circle and the runic spell diagram have been
drawn at the center of the floor, with Nimuchnimurpal
Reasoning trapped within the circle.
From what they learn in the “Clues and Information” Water in the Circle. The runic prison circle contains
section and in the “Laxman’s Annotated Homework” a puddle of liquid that laps against the edges of the
handout, the players and characters can gain the fol- circle but can’t escape. With a successful DC 10 Wisdom
lowing information: (Nature) check, a character knows this is water tainted
• The potency runes correspond to the outer hexagon of with poison (see puzzle 4).
the spell diagram. Johann’s Contortions. A character who succeeds on a
• Each rune must have a diacritic—an accent mark that DC 10 Intelligence (Medicine) check or a DC 12 Wisdom
helps balance the rune. Normally, diacritics opposite (Perception) check while watching Johann’s body
each other must have opposite elemental values. writhing and twisting under the devil’s control confirms
Laxman’s solution shows that earth opposes air, fire that even as his muscles, ligaments, and tendons are
opposes water, and void opposes itself. strained to their limits, there are no signs that he’s been
• An exception arises when the entity being exor- physically transformed by fiendish magic (see puzzle 1).
cised is elementally attuned. By speaking with Fiendish Challenge. A character who succeeds
Nimuchnimurpal in the basement, noting the presence on a DC 15 Intelligence (Arcana) check or a DC 18
of poison-tainted water in the runic prison circle, Intelligence (Investigation) check can tell that the devil is
Arcadia | Issue 21 | October 2022 25
elementally attuned in some way, and that any mistakes character knows that Nimuchnimurpal is likely an entity
in the spell diagram might give the fiend access to potent of middling power according to Rukhmani’s classifica-
elemental magic after it is exorcised (see puzzle 4). tion scheme (see puzzle 1).
Once the characters start adding any runes to the spell If the check is 18 or higher, the character can modify
diagram, Nimuchnimurpal threatens the characters and the exorcism ritual to limit Nimuchnimurpal’s power in
the Skorman family, with all those threats tied to the the “Battling the Devil” section later in the adventure,
theme of water (see puzzle 4). You can use the following removing one use of a random benefit the devil gains
threats or create your own: from the “Puzzle-Specific Power” section as a result of a
• “I will drown you in the infernal rivers!” mistake in one of the puzzles.
• “The boy will sink to the depths and forever be mine!”
• “Like the tides and the currents, I am inexorable!” Johann’s Bedroom
• “You think you can dampen my power?” Johann’s messy bedroom features a plain bed and writing
• “I will drain every last drop of your sweet mortal desk, and has books, clothes, and other objects strewn
blood, then swim in it!” everywhere.
Art Appreciation. A framed sketch of a mountain
Once Nimuchnimurpal starts speaking, if asked anything
landscape hangs on one wall. Anyone inspecting the
about Johann or their own motivations, the devil talks of
sketch sees that the back of the frame features another
the young man’s vulnerable emotional state (see puzzle
piece of art—a detailed woodcut of a nude male
3). “The boy is so ripe, so delicious! Already I can feed
humanoid. (This is a hint about Johann’s queerness, for
on his emotions. His secret longings, his yearning to
puzzle 3.)
connect with his poor dead mother … scrumptious!”
On another wall is a small, framed portrait of a
If any character talks about the Skorman family after
smiling young woman—Birgitte, Johann’s mother. The
Nimuchnimurpal starts speaking, the devil cackles and
glass protecting the portrait is covered in fingerprints, as
says, “Why don’t you ask the mother upstairs?”
though handled often (see puzzle 3).
Missing Mother. A character who searches Johann’s
Study clothes discovers a child’s drawing of two adults and a
The study is a neat room containing a large bookshelf, a child. One of the adults, a woman with a lily drawn over
desk, and a wall hanging made of numerous patches of her head, is drawn apart from the other two figures. The
different textile materials sewn together (a sampling of child wears a sad expression. Through guesswork or a
some of Eirik’s wares). successful DC 10 Wisdom (Insight) check, a character
Notable Works. Characters who search the bookshelf discerns that the drawing is an expression of the artist’s
find a small collection of scrolls collecting ghost stories sadness about a mother figure (see puzzle 3).
and hauntings, including an eyewitness account by a Reading Material. Searching through the books scat-
man who lost his wife and was soon haunted by her. tered across the room turns up a volume on medicine
The Devil’s Work. Also on the bookshelf is an old titled White’s Anatomy, into which is tucked a hand-
handwritten pamphlet titled The Calling of a Greate written list of local herbs and their healing properties
Duke of Helle. This is the text Eirik first used nearly two (see puzzle 3).
decades ago to make his pact with Nimuchnimurpal.
(The work is normally hidden away, but Eirik has been
going through it in a futile attempt to find information
Master Bedroom
The master bedroom door is locked, and can be opened
that might help save his son.)
only with the key held by Eirik or a successful DC 10
While the writing is in an archaic style, the pamphlet’s
Dexterity check using thieves’ tools. On a failed check,
purpose is clear. It contains general but highly inaccurate
the lock opens but its mechanism irreparably breaks with
information about devils, along with a very functional
a clank loud enough to draw Leia from elsewhere in the
ritual to summon Nimuchnimurpal (though the devil is
house.
certainly no duke of Hell). The ritual makes frequent
As soon as any character enters the room, Birgitte’s
references to “Tainted Waters,” offering a useful clue in
spirit manifests as a bloodred ghostly apparition and
solving puzzle 4.
introduces herself as the lady of the house. Most of what
A character who studies the pamphlet can attempt
the spirit has to offer are fragmented memories that
a DC 12 Intelligence (Arcana or Religion) check. On
make no sense, and she ignores most questions as the
a success, by using the information in the pamphlet
characters interact with her.
and that found in the “Laxman’s Notes” handout, the
Arcadia | Issue 21 | October 2022 26
The Spirit Speaks. Asking Birgitte about Nimuchnim- • If asked about Laxman and Johann, Leia admits to an
urpal prompts the following response: “I can’t speak of inkling that the young men’s relationship might have
the Lord of the Tainted Seas, for their grip on me is as “a deeper dimension than what most people might
strong as the deepest currents!” (See puzzle 4.) think” (see puzzle 3).
Asking Birgitte anything about her son causes her to • If the gravity of Johann’s condition and possible fate is
say, “Johann has grown into such a self-assured young impressed upon her, Leia lets slip that Laxman must be
man! So much like his father … but he is no merchant. devastated, as any lover would be (see puzzle 3).
He has different ambitions … ” (See puzzle 3.) • If the characters make it clear that any information
Corrupted Entity. Observing Birgitte’s spirit allows about the Skormans might be useful in helping Johann,
any character to make a DC 10 Intelligence (Arcana) Leia mentions that visiting the master bedroom might
check. On a success, a character gleans that the appari- reveal secrets about the devil, but she begs the charac-
tion is a strange, corrupt entity holding only a piece of ters not to tell Eirik she gave them this information.
Birgitte’s soul.
If the characters know of Eirik’s deal with Nimuchni- What Laxman Knows
murpal, a successful DC 15 Wisdom (Religion) check Though Laxman remains overwhelmed by fear and
suggests that banishing Birgitte’s spirit by defeating that uncertainty throughout the adventure, any character
spirit in combat would weaken Nimuchnimurpal. If who helps him focus with appropriate roleplaying or a
the spirit (which uses the specter stat block) is defeated, successful DC 14 Charisma (Intimidation or Persuasion)
Nimuchnimurpal loses one-quarter of their hit points check can learn the following:
upon being exorcised (see “Battling the Devil” later in
• If asked about Johann, Laxman rhapsodizes at length
the adventure).
about how wonderful he was, before catching himself
and mumbling something about being best friends. He
Guest Bedroom says he admired Johann, who seemed to really “know
The guest bedroom is clean and sparse, but any quick himself.” He is adamant that Johann would “never
inspection reveals that someone sleeps here regularly. hurt a fly,” and talks of how disturbing it is to see him
The sheets are well used, and a cuddly stuffed toy in possessed in this violent way (see puzzle 3).
the shape of an orc warrior is hidden under the pillow. • Laxman doesn’t want to reveal the secret nature of
Beneath the bed, a few scattered folders hold documents his relationship with Johann. Only if pressed about
relating to textile trading. Through guesswork or a it in the context of Johann’s life being in danger does
successful DC 10 Intelligence (Insight) check, a character the young exorcist confess that the two are romantic
knows that Eirik has been sleeping here. partners. He speaks of how the relationship has been
weighing on Johann’s mind recently, not because he
Leia’s Secrets was unsure of himself, but because he was worried
The housekeeper Leia is a loyal servant, but some- about what his father would think. The two had
what superstitious. In the aftermath of Johann being recently spoken of their plans to travel together after
possessed, she is terrified for the young man, who she Laxman’s apprenticeship ended (see puzzle 3).
knows has a secret relationship with Laxman. When • If asked about Nimuchnimurpal, Laxman says he
first speaking with the characters, she tries to remain doesn’t know a lot. He’s never worked on an exorcism
tight-lipped, but reveals the following information with where the possessor’s hold on the victim has been
appropriate roleplaying or a successful DC 13 Charisma entirely psychic (see puzzle 1).
(Intimidation or Persuasion) check: • If asked about Rukhmani’s research, Laxman admits
• If asked about Johann, Leia says that he was always a that it’s well beyond his understanding, but that
sweet, friendly child who wanted to learn about and people often overlooked the important footnotes in
help everyone. At eight years old, he once brought Rukhmani’s writing (see puzzle 3).
home an injured bird and tried to repair its wing! (See
puzzle 3.) Eirik’s Insights
• If asked about Birgitte, the housekeeper speaks of Eirik Skorman is focused entirely on saving his son, but
how Johann has often been lonely due to the amount the shame he feels for what happened to Birgitte weighs
of time Eirik devotes to his work. She believes the heavy on him. He shares any the following information
young man would have benefitted from having another if questioned by the characters:
parent (see puzzle 3). • Eirik says nothing about his wife and grows visibly
upset if asked about her, saying, “I don’t want to talk
Arcadia | Issue 21 | October 2022 27
about the pain of the past.” He admits that not having
a second parent has been hard on Johann because of Ritual Actions
how busy Eirik is with his work and other responsibil- Class Ritual Question
ities. Any character who succeeds on a DC 12 Wisdom
(Insight) check can tell that Eirik is hiding something What visual image representing the devil
Barbarian
more than just pain when he speaks of Birgitte. leaving Johann’s body do you concentrate on?
• If confronted about the spirit in the master bedroom, What haunting rhythm or melody do you
Bard
Eirik breaks down crying. He confesses everything produce?
about the deal with Nimuchnimurpal (detailed in “The
Beastheart What animalistic sound do you make?
Story So Far” section at the beginning of the adven-
ture), and speaks of the old pamphlet in his study that Cleric What is the invocation you send to the gods?
he used to first summon the devil.
• If asked how he feels about Birgitte’s spirit, Eirik admits Druid What animalistic gesture do you enact?
that he doesn’t like being around the specter, but that
Johann often visited the master bedroom in fruitless Fighter What defensive motions do you perform?
attempts to learn about his mother (see puzzle 3).
Illrigger What visions of horror do you focus on?
• If asked about his son, Eirik mentions fondly that
Johann has “no head for money,” and won’t follow him Monk What images of stability do you imagine?
in the family textile business. Instead, he studies with
What gesture of strength do you make with
the local healers, learning their trade (see puzzle 3). Paladin
your weapons?
• Eirik knows about Johann and Laxman’s relationship,
but hasn’t wanted to pressure his son into revealing What offering of nature do you place into the
Ranger
that relationship before he’s ready. If the characters spell diagram?
either reveal that they know about it, or if they stress What gesture of dismissal or disdain do you
Rogue
that they need to know Johann’s secrets, Eirik tells perform?
them that he knows Laxman was very important to
Sorcerer How do your eyes change momentarily?
Johann, especially since he had few friends his age and
no mother (see puzzle 3). What feeling that’s difficult to put into one
Talent
word do you infuse into the ritual?
Enacting the Exorcism Warlock What words are forced out of your mouth?
Ritual Wizard What does the glowing pattern you trace in
the air look like?
When the characters decide that the spell diagram is
complete, Laxman regains some of his confidence and
offers to help in performing the exorcism ritual. He When the ritual is concluded, Johann releases a mighty
burns incense, makes arcane gestures, and pronounces a scream. Fetid water streams out of his eyes, ears,
long incantation for his part in the ritual, even as each nose, and mouth, coalescing into the form of the devil
character attempts a specific action meant to lend some Nimuchnimurpal. The young man then collapses,
part of themself to the magic being enacted. unconscious.
The action a character undertakes could involve a
gesture, a sound or benediction, the use of some com-
ponent, or even a mental visualization of an image. Go
Battling the Devil
around the group and ask each player a question that When Nimuchnimurpal appears in the flesh, the fiend
corresponds to their character’s class, as shown on the screams curses at the characters and attacks. Laxman
Ritual Actions table. For multiclass characters, you rushes to Johann’s unconscious body, dragging him
decide which question to ask. Award inspiration for each upstairs and to safety as the fight rages. Having had their
answer. plans destroyed by the characters, the devil no longer
focuses on either of the young men.
Based on how well the characters did at solving the
puzzles, the battle could kick off with any of a number
of puzzle-specific events, even as Nimuchnimurpal gains
puzzle-specific features.
Arcadia | Issue 21 | October 2022 28
Puzzle-Specific Events Puzzle-Specific Features
As a result of mistakes made while solving the puzzles, As a result of mistakes made while solving the puzzles,
the following events might occur at the start of the Nimuchnimurpal might gain the following features at the
battle. start of the battle.
Bidirectional Energetic Clash Burrowing Words
Placing a rune in the wrong location in puzzle 1 triggers The devil gains the following action option if an incor-
this event, which causes an explosion of arcane energy rect rune is placed during puzzle 1:
to burst out of Nimuchnimurpal as the devil exits Burrowing Words. Nimuchnimurpal chooses one
Johann’s body. Each creature in the basement except Humanoid they can see within 120 feet of them, which
Nimuchnimurpal and Johann must make a DC 15 must succeed on a DC 15 Charisma saving throw or be
Strength saving throw. On a failed save, the creature is charmed by Nimuchnimurpal for 24 hours. While charmed
knocked prone and can do only one of the following on in this way, the target regards Nimuchnimurpal as a trusted
their next turn: move, take an action, or take a bonus friend to be heeded and protected, and they follow
action. Nimuchnimurpal’s orders to the best of their ability even if
doing so puts them in harm’s way.
Fury of the Tainted Seas
Each time a charmed target takes damage, they can
Making any mistake in puzzle 4 triggers this event,
repeat the saving throw, ending the condition on themself
causing the tainted water within the runic prison circle
on a success. The effect also ends if Nimuchnimurpal is
to splash out. Four 5-foot-square puddles form on the
destroyed, on a different plane of existence than the target,
ground in the basement in locations of your choice. Each
or uses a bonus action to end it.
puddle is difficult terrain, and a creature that enters a
Nimuchnimurpal can have only one target charmed in this
puddle for the first time on a turn or starts its turn there
way at a time.
must succeed on a DC 15 Constitution saving throw or
be poisoned until the end of its next turn.
Explosive Arcana
Unstable Magic Nimuchnimurpal gains the following trait if the charac-
Placing an incorrect stabilization rune in puzzle 2 trig- ters place any rune in the wrong order or in the wrong
gers this event, causing the spell diagram to warp magic place while solving puzzle 2:
in the basement. At the start of each round during the Explosive Arcana. Whenever Nimuchnimurpal succeeds
fight, randomly choose a spell from the Unstable Magic on a saving throw against a spell or whenever a spell
table (or randomly select any cantrip or 1st-level spell attack misses them, the fiend unravels the spell’s magic and
from the wizard’s spell list). That spell is cast as if orig- forcefully sends it back against the caster. The creature
inating from Nimuchnimurpal, though no components that cast the spell must succeed on a DC 15 Dexterity
are needed, no actions are spent, and the devil can still saving throw or be pushed back 15 feet in a direction of
cast other spells on their turn. Nimuchnimurpal’s choice. If the creature collides with a wall
Spells with an area of effect are automatically placed or a heavy object, they immediately end their movement
to maximize the number of characters affected by them, and take 1d4 bludgeoning damage. Additionally, a creature
while single-target spells affect one character at random. that fails the save can do only one of the following on their
Spells have a spell attack bonus of +5 and a spell save next turn: move, take an action, or take a bonus action.
DC of 15. If a spell would normally require concentra-
tion, it instead lasts until the start of the next round. Novice Errors
For each simpler rune used in puzzle 2, the devil gains
Unstable Magic one use of the following bonus action:
d6 Spell Novice Errors. Nimuchnimurpal exploits their foes’
1 Acid splash mistakes, gaining advantage on the next attack roll they
2 Burning hands make before the end of their next turn.
3 Fog cloud
4 Grease Echoes of Johann
5 Magic missile With any incorrect or missing rune in puzzle 3, the
6 Poison spray devil gains the following bonus action, whose potency
increases for each incorrect or missing rune:
Arcadia | Issue 21 | October 2022 29
Echoes of Johann. Nimuchnimurpal summons two lemures Laxman and Johann decide to travel together to one
for each incorrect or missing rune in puzzle 3, which appear of the great cities, with plans for Johann to become a
in unoccupied spaces within 60 feet of the devil. Each healer or chirurgeon while Laxman continues his studies
lemure looks exactly like Johann, except for one mutation as an exorcist. Perhaps the pair will cross paths with the
from the Echo Mutations table. The lemures take their turns heroes again someday?
immediately after Nimuchnimurpal each round, pleading
for their lives in a mockery of Johann’s voice while attacking
Nimuchnimurpal’s foes.
Modifying the Adventure
As the GM, you can adjust elements of this adventure to
Echo Mutations best suit your group.
d8 Echo Mutations
Difficulty Level
1 One eye is replaced by a miniature, fully formed If you’d like to add more combat or to lengthen this
human hand. adventure, you can make one or more of the following
2 A second face resembling Laxman grows on the changes:
echo’s stomach.
• Birgitte uses the ghost or wraith stat block.
3 The echo’s teeth are replaced by fingernails. • The characters must defeat Birgitte before they can
glean any information from her, with the broken spirit
4 The echo has a skeletal lower jaw.
continuing to manifest long enough to speak to the
5 The echo’s knees and elbows bend backward. characters.
• When the characters first enter the basement, Laxman’s
6 The echo constantly drools and weeps fetid water. attempts to help Johann fail dramatically, allowing
Nimuchnimurpal to summon other devils appropriate
7 The echo shows off a long, barbed tongue. for an initial hard encounter.
8 Both of the echo’s eyes are replaced by hissing If you want to make the puzzle elements easier or
cockroaches. faster, consider the following changes:
• Leia and Eirik are more talkative, and more likely to
give hints and information.
Aftermath • Laxman recovers somewhat from his state of shock,
and can provide the characters with hints to the
puzzles as needed.
Saving Johann’s life earns the characters the Skormans’
• If the players are stumped, a character can place a
undying gratitude. Eirik rewards the party with a spell
correct rune in a puzzle with a successful DC 15
scroll of enhance ability. For a relatively high-level party,
Intelligence check. Be careful about allowing this more
he also offers a cloak of displacement he was planning to
than once or twice!
sell. Leia offers the characters a peculiar magic rock she
collected a long time ago, which can be shattered as an
action to produce the same effect as drinking a potion of Sensitive Content
invulnerability. If your table would rather not discuss issues of child-
If Birgitte’s spirit hasn’t already been banished, birth-related death, alter the fiction so that Birgitte died
defeating Nimuchnimurpal results in the spirit vanishing months after Johann was born, killed by a wasting
forever. Eirik accepts that laying his late wife’s spirit to disease caused by Nimuchnimurpal’s magic. In this
rest is for the best, and eventually moves back into the scenario, Eirik might feel his wife’s loss even more keenly
master bedroom. having watched her waste away over long months—a
After the harrowing ordeal, Laxman and Johann cruelty that would no doubt bring the devil pleasure.
reveal the nature of their relationship to Eirik, who is If you’d rather not include themes of heteronorma-
perfectly supportive. Johann’s father welcomes Laxman tivity and family secrets at the table, you can use one of
into the family and offers him a permanent place in the these ideas instead:
Skorman house. He even offers to have a family portrait • Eirik is a strict parent who believes that Johann is
of himself and the two young men painted, but is quickly still too young to have any sort of romantic rela-
discouraged by his embarrassed son. tionship—perhaps because he has inklings of what
Nimuchnimurpal’s deal might mean for Johann.
Arcadia | Issue 21 | October 2022 30
• Rukhmani has forbidden Laxman from having any at the gaming table to have more nuance, for characters
distracting relationship, and it’s Laxman who wants to to be more well rounded. Additionally, I’m a gay artist.
keep everything secret. Guilt over Rukhmani’s death I want my artwork to reflect issues I find important, and
prevents Laxman from easily sharing the truth with the to ask my audiences to confront the fact that these issues
characters. exist.
Discuss with your players that such themes exist in this
adventure. Don’t be afraid of “getting it wrong.” As I
Author’s Note wrote for Camdon Wright’s thoughtful RPG One Child’s
Heart, everyone makes mistakes when playing charac-
Bias and Oppression in ters from communities outside their own, and “what’s
Fantasy Worlds important is to remember that identities are important,
People engage in fantasies and games for many different to be aware of your own biases, to recognize one’s own
reasons. Sometimes, we simply need an escape from our mistakes and ignorances, and basically, to treat people as
current reality. We don’t want to be reminded of real- people.”
world oppressive forces in our games. When playing in It might be helpful to use various calibration tools
this way, the key thing to remember is that not including (sometimes called “safety tools”) when running this
certain topics is also a political choice. It’s good practice adventure. In addtion to the MCDM Tabletop Safety
to try to be aware of what you are and aren’t including Toolkit, Kienna Shaw and Lauren Bryant-Monk have
in your game! produced an excellent compilation of popular tools
Other times, we want to feel powerful in the face of called the Tabletop Safety Toolkit. If your table is
real-world oppression. For some players, confronting uncomfortable discussing or including such issues in your
real-world inequalities can be meaningful and validating. game, that’s fine! I’ve included ways you can modify the
(I’ve written about that for Nerve.) Still other players adventure, and you’re absolutely free to make any other
seek out games as a means to explore questions of changes you see fit.
identity and society. Sometimes, we want to seek out
parallels to the real world in order to better understand Extra Resources
our relationships to real-world issues. If you’d like to read more about the thoughts in this
“Puzzling Out The Devil” includes themes of queer author’s note, I recommend these resources:
people hiding the truth about their sexuality. Queerness • On the Importance of Queer Romances—Role-play
is not the central theme of this adventure, but it is an as Exploration and Performance of Sexuality by Tanja
important one. It motivates NPCs, giving shape to their Sihvonen and Jaakko Stenros
desires, to their backstories, to their personalities. I delib- • Wyrding the Self by Jonaya Kemper
erately included such themes to allow the stories created • Playing with Eros by Maury Brown
—Sharang Biswas
Arcadia | Issue 21 | October 2022 31
Handouts
Laxman’s notes
Arcadia | Issue 21 | October 2022 32
Treatise on Stabilization Runes
Arcadia | Issue 21 | October 2022 33
Treatise on Stabilization Runes (Continued)
Arcadia | Issue 21 | October 2022 34
Rukhmani’s Journal
Arcadia | Issue 21 | October 2022 35
Laxman’s Annotated Homework
Arcadia | Issue 21 | October 2022 36
Incomplete Runic Spell Diagram
Arcadia | Issue 21 | October 2022 37
GM cheat sheet
Arcadia | Issue 21 | October 2022 38
GM cheat sheet (continued)
Arcadia | Issue 21 | October 2022 39
GM cheat sheet (continued)
Arcadia | Issue 21 | October 2022 40
GM cheat sheet (continued)
Arcadia | Issue 21 | October 2022 41
RESOURCES
PUZZLING OUT THE DEVIL
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MCDM TABLETOP SAFETY TOOLKIT
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You can find all issues of ARCADIA on Patreon and in the MCDM shop.
Arcadia | Issue 21 | October 2022
Celeste Conowitch is a game designer based out of Seattle. She
is the producer, GM, and editor of the 5th Edition actual play podcast
Venture Maidens. When not plotting behind the screen, she works as a
senior game designer at Kobold Press and has freelanced with companies
like Wizards of the Coast, 2CGaming, and MCDM Productions. To
keep up with Celeste, follow her on Twitter @cconowitch.
Banana Chan is a Cantonese Canadian ENnie Award-winning
game designer, writer and publisher living in the US. They are the owner
of a small board game and RPG publishing company called Game and
a Curry. Her latest work has been on Deimos Academy, Suburban
Consumption of the Monstrous, Exquisite Crime, Questlings: RPG,
Jiangshi: Blood in the Banquet Hall (featured in Forbes, Huffington
Post, and Critter Hug), Van Richten’s Guide to Ravenloft and Betrayal
at House on the Hill: 3rd Edition. They hate Mondays and love lasagna.
Sharang Biswas has won IndieCade and IGDN awards for
roleplaying games, and has showcased interactive works at institutions
such as The Institute of Contemporary Art in Philadelphia, Pioneer
Works in Brooklyn, and The Museum of the Moving Image in Queens.
He has written for games such as Avatar: Legends, Spire: The City Must
Fall, Jiangshi: Blood on the Banquet Hall, Into the Motherlands, and
Dungeons & Dragons Live. Find him on Twitter at @SharangBiswas.
Arcadia | Issue 21 | October 2022
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6. Notice of License Copyright: You must update the ARCADIA Issue 21, Copyright 2022, MCDM Productions, LLC.
COPYRIGHT NOTICE portion of this License to include the Authors: Celeste Conowitch, Banana Chan, Sharang Biswas,
exact text of the COPYRIGHT NOTICE of any Open Game Hannah Rose, and James Introcaso
Arcadia | Issue 21 | October 2022