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The Cut-Purse
local man, though they do revere “Revaniss”
whom their leader tells them is a goddess.
Priest The Patched Boys, a.k.a. The
Warden Society
While maintaining the guise of “champions of
Encounter Difficulty the people,” Pasha’s gang is known for being
“The Cut-Purse Priest” is balanced as a medium incredibly crea ve in finding ways to distract
difficulty encounter for adventurers of 1st level. and rob their marks and control and extort the
It would be an easy difficulty for adventurers of local people. The Warden Society controls most
2nd level or above. of the local poli cs and have paid off the
majority of the city guard. Pickpockets at heart,
Monsters/NPC’s members of the Warden Society target anyone
new to the city or carrying any item of value.
Elrose Felcreth; Delshar Sherkosh; 3 Bandits; While they avoid violence, preferring threats
Commoners. The sta s cs for a Bandit are on p. and coercion, members are not afraid to get
343 of the Monster Manual. The sta s cs for a their hands dirty and murder in the name of
Commoner are on p. 345. “keeping the peace.”
Se ng the Stage S ll, it should be noted that the Warden Society
does establish a kind of security in the city .
The local city has endured a spree of the s and Where poorly trained guards pose li le threat
pe y crime stemming from a group of to fledgling gangs and the occasional monster
cut-purses calling themselves the Warden terrorizing ci zens, the Warden Society is an
Society but referred to by some of the locals as effec ve force for maintaining order and dealing
“the Patched Boys.” These thugs are under the with threats to the city’s ci zens. Many
supervision of a crime boss by the name of members of the group view their the as a form
Pasha Kareth, a man shrouded in of “compulsory dona on” for the purpose of
mystery—none know where the man resides, funding their opera on and thus protec ng the
nor even what he looks like. All of Pasha’s people at large.
instruc ons are carried to the guild leader’s
In this encounter, the adventurers enter into the
lieutenants by trained rats and ravens spread
city square and are approached by a babbling,
throughout the city.
seemingly terrified cleric seeking their help.
However… the priest is a Warden Society
If you’re running the Verdant Queen
brigand in disguise who will a empt to steal the
adventure: Pasha is no man at all. Pasha is a
adventurers’ weapons in order to assist his
pseudonym for a green dragon by the name brethren in overpowering the adventurers. His
of Revaniss who watches the city through a allies quickly follow up his the by demanding
glass orb, reveling in the chaos and suffering tribute from the adventurers.
her control of the bandit group brings to the
city. The bandits have no idea “Pasha” is not a
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clergymen and shopkeeps made by the
Warden Society in the city square.
■ One of the adventurers awakens to find a
Notable Characters prized possession missing and a single
Elrose Felcreth scrap of fabric le in its place: the calling
Chao c Neutral Male Human Bandit. The sta s cs card of the Warden Society. The
for a bandit are on p. 343 of the Monster Manual. adventurers have heard rumors of their
Elrose is a down-on-his-luck charlatan. Descended ac vity in Chivesse and seek out the
from nobility, Elrose was disgraced a er he was organiza on.
denied a posi on in the local church due to a ■ The adventurers receive a strange
dalliance with dark magic. Cast out of his life of missive... one of Pasha’s carrier ravens has
luxury but possessing of many contacts in the gone astray and delivers a message
upper echelon of society, he was sought out by reading “priest, act, extort, Chivesse, city
the Warden Society and quickly rose through the square, high-profile targets.” Intrigued,
ranks, becoming a lieutenant with close es to the adventurers head to the city square at
their leader, Pasha. the appointed me.
If you’re running the Verdant Queen adventure
and Elrose is not killed during this encounter, the
Game Master may decide Elrose is the alias of the Encounter Hook for
villain Xalgazz (see the encounter “The Fate of The Verdant Queen:
Sibil Broadcloak”), poten ally allowing the
adventurers to reclaim stolen items from the man. As they enter the city, heading towards the
city proper, a guard (Dorn if he is alive) asks
Delshar Sherkosh the adventurers their business there and
Neutral Evil Male Human Bandit. The sta s cs for warns them against the gang calling itself the
a bandit are on p. 343 of the Monster Manual. Warden Society, who frequently target those
new to the city. A er pausing a moment the
Delshar is a lieutenant in Pasha’s order of thieves guard asks if the adventurers could bring in
and cu hroats. He is the unques oning follower members of the Society for ques oning
of Pasha and personally receives missives from should they run into any, offering 5 gp each
him regularly. Delshar believes the word of Pasha on top of the reward presented for defea ng
is law and would gladly take his own life if he were or chasing off the bear. (See the encounter
to receive a missive from Pasha instruc ng him to “The Scourge of Chivesse.”)
do so. He truly believes his gang of thieves and
cu hroats makes the city a safer place and keeps
order in the name of their organiza on. Delshar is
well spoken and educated, being highly intelligent Gathering More Informa on
and reading tomes he has stolen from far and
The adventurers can a empt various skill checks
wide.
to learn more about the Warden Society and
the current predicament of the priest.
Encounter Hooks Before Entering The Square:
■ The adventurers are tasked by uncorrupt
officials to respond to threats against DC 10 Intelligence (Inves ga on) check: You
know that there is a local group calling themselves
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“The Warden Society,” though some refer to them small scrap of paper reading "Be careful and
as “The Patched Boys.” These thugs claim to keep play your role well. A clergyman is difficult
order but are in essence a mob plaguing the to imitate, but the reward is great."
current populace and paying off local authori es. ● Should the adventurers wish, they can
DC 15 Intelligence (Inves ga on) check: The change the missive from Pasha to
Warden Society is led by someone named Pasha read something different. Pasha’s
Kareth, a mysterious figure few know anything followers obey unques oningly.
about. The guild leader relays all orders to his
group through trained rats and ravens spread If the adventurers take an ac on to look around
throughout the city carrying missives. the square, allow each adventurer to make a
Wisdom (Percep on) check to see if that
adventurer no ces the rat. You may or may not
Some Ways to Resolve the also wish to allow the adventurers to browse
Encounter the square and poten ally buy supplies.
■ Scare off Delshar and his group.
■ Talk their way out of the situa on.
■ Defeat Delshar and his group.
■ Take Warden Society members in for
ques oning.
The City Square
You press through the crowded streets of
Chivesse, approaching the city square. A
massive fountain lies at the center of the
square: a statue of a proud warrior pours
water from a vase into the pool of water
below. The sun reflects glaringly off the
rippling water of this deep pool. Merchants
sell their wares at stalls spread throughout
the square, vending everything from healing
poul ces to sharpened instruments of death.
Barrels, crates, and sacks filled with produce
and items for sale li er the square.
Upon Entering The Square:
Search. DC 15 Wisdom (Percep on) check: You
spy a small rat running along the cobblestones of
the city square. A strange-looking case is strapped When you decide it’s me, read the following
to the rat. aloud:
■ If successful on the above check, an
adventurer may try to catch the rat. Through the crowd you can see an elderly
DC 20 Dexterity (Acroba cs) check: You man clad in the raiment of a cleric. He is
catch the rat scrambling through the throng rushing through the square, pushing people
of people. A case is strapped to the aside and babbling. He comes to a halt in
wriggling rodent, and within the case is a
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front of you, grasping you by your vestments about his face seems off, like he’s
and pleading, his eyes wide with terror. “You wearing stage makeup.
have to help me, oh please, please!” the man
says, scrambling from one adventurer to the ● DC 20 Wisdom (Percep on) check, at
next. disadvantage: The man is a emp ng
to steal from members of the group.
Call city folk to their aid. DC 20 Charisma
The and Combat (Persuasion) check: The city folk a empt to aid
the adventurers by blocking the false cleric
The en re me the fake cleric (Elrose Felcreth), from leaving the square (but will not confront
is pleading with the adventurers the man is the obviously armed members of the Warden
a emp ng to steal their weapons as he moves Society).
along. Nego ate with Delshar. Some adventurers
may be able to convince Delshar to work with
His goal is simple: he steals the weapons off of them; to allow them to pass in order to obtain
poten al marks and then other members of the a more favorable target; that they are far too
Warden Society move in to confront the important or powerful for him to threaten; etc.
unarmed vic ms and take their “compulsory [recommended DC 15 Charisma (Persuasion)
dona on.” If he is discovered, he flees the check or DC 20 Charisma (Decep on) check;
square with whatever he has been able to steal. this could vary based on adventurer
While the man is a emp ng to steal from the interac on].
adventurers the Warden Society lieutenant Scare off Delshar and his group. DC 25
called Delshar Sherkosh enters the square, Charisma (In mida on) check: Delshar and his
readying to approach the adventurers once group are not easily scared off, though as some
Elrose has stolen their items, or rush to his aid if of them fall the group may become easier to
Elrose is discovered. in midate.
■ Take Delshar or one of his group
On approaching the adventurers, Delshar cap ve. If the adventurers succeed at
a empts to convince them to surrender and the check to scare Delshar off and then
hand over their goods. If the adventurers prevent him or one of his people from
refuse, he and his men a ack. leaving, that gang member will
surrender. An enemy may also be taken
cap ve if the adventurers used subdual
If combat breaks out the local shopkeeps and damage to defeat him.
onlookers flee from the square taking whatever Overturn market stalls to serve as cover. DC
they can carry with them. 15 Strength check.
Splash an enemy with water from the
Poten al Ac ons/Skill fountain. DC 15 Dexterity (Acroba cs) check:
Checks On a success, the target creature is blinded for
1d4 rounds. The target must be within 10 feet
Examine the priest. of the fountain for this to work.
● DC 15 Wisdom (Percep on) check, at
Jump into the fountain at the center of the
disadvantage: You note the priest is
square. DC 10 Strength (Athle cs) check: A
pu ng on a good show but is not truly
creature gains advantage on stealth checks
distressed, and is leering at you with a
hungry eye. In addi on something
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while submerged, due to the rippling of the the group of adventurers a pair of gloves of
fountain and the glare of sunlight off the water. swimming and climbing his brother le behind
as a reward for looking into the disappearance
Search for valuables. See the loot table. of his brother. (See the encounter “Spiders and
Sages.”)
A ermath At some point a er the conversa on with
Belthos, a clarion bell tolls in the city, and a
■ If the adventurers captured one or more town crier can be heard shou ng, “Execu on
members of the Warden Society: They today! Come and witness the execu on of
may turn the cap ves over to a guard or enemies of our fair city!” (See the encounter
city official, who will promise that the “The Fate of Sibil Broadcloak.”)
prisoners “will be treated just as such
individuals deserve.”
■ If the adventurers had been asked by a
guard to capture a member of the Loot
Warden Society for ques oning: The
Within the Fountain: DC 5 Intelligence
guard gives the adventurers 5 gp per
(Inves ga on) check: Roughly 20 cp
cap ve.
Warden Society Members.
No check required:
Ring of Rats and Ravens
If you’re running the Verdant
Queen adventure: On a successful DC 15 Intelligence
(Inves ga on) check: 30 gp of bloodied coins,
A er the ba le, a man clad in fine silks
stashed in various hidden pockets
approaches the adventurers:
Ring of Rats and Ravens
“You look like you can handle yourselves on
Ring, uncommon
the road!” he exclaims, approaching you and
holding out his hand in a gesture of
The ring depicts a rat and a raven on
friendship.
opposite sides of a mirrored metal ball, each
with its mouth on the ball. While wearing
The man’s name is Belthos Morkoth, and he’s this ring, you can choose to have advantage
worried because he hasn’t heard from his on one Wisdom (Animal Handling) check
brother Dorian lately. He is concerned Dorian involving a rat or raven. The ring can’t be
might have go en hurt by (or mixed up with) an used this way again un l the next dawn.
en ty known as “the Southern Terror,” a
mysterious force that supposedly manipulates
creatures of darkness from here all the way to
False Cleric (Elrose). DC 15 Intelligence
Fellwatch.
(Inves ga on) check:
Scrap of paper which appears to be a schedule
Dorian had been staying at a place a couple
of some kind. It marks the shi s and names of
days to the south known as Recluse’s Rest Inn.
all the guardsmen in the city.
His last le er had men oned a mysterious,
powerful “she,” whom Belthos believes might
If you’re running the Verdant Queen
be behind this “Southern Terror.” Belthos offers
adventure: Elrose’s body has a journal with an
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entry talking about an ini a on oath, which ■ If Elrose escapes with any of their
includes swearing on the name of Revaniss. A weapons, the adventurers can seek him
successful DC 10 Intelligence (Inves ga on) out, tracking down their missing items.
check reveals this to be the name of a goddess
worshiped by some members of the Warden ■ The adventurers can a empt to track down
Society. It is said she appears as a woman clad more informa on about this mysterious
in green and that she is a minor deity of Warden Society, either to disassemble it or
decep on. join it.
■ The adventurers can infiltrate the Warden
Society, ac ng as double agents to relay
Increasing the Challenge informa on about the gang’s ac vi es to
the local authori es.
If the encounter would be too easy for the
adventurers consider increasing the difficulty in
the following ways:
■ As combat begins several of Pasha’s elite The Verdant Queen Tie-In:
thugs step out from hiding, presen ng a
more difficult challenge for the At some point a er the conversa on with
adventurers. Use the sta s cs for a bandit Belthos (described in the A ermath sec on),
captain for each of these elite thugs. a clarion bell tolls in the city, and a town crier
can be heard shou ng, “Execu on today!
■ The false cleric panics partway through Come and witness the execu on of enemies
the charade, ac va ng a scroll of of our fair city!
darkness to shroud himself and a large
area of the square. In this variant grant If Elrose escapes: The adventurers can
the Warden Society members blindsight, a empt to chase him down, leading them to
making them much more deadly the gallows.
opponents in this environment.
■ The Warden Society members in midate
1d10 city folk and shopkeeps in the
square, forcing them to take up arms
against the adventurers in the name of
Leveling Milestone
“keeping the peace.” Treat each NPC If you’re running the Verdant Queen
in midated this way as another NPC with adventure, you may wish to have the
bandit stats. adventurers advance to second level upon
comple on of this encounter.
Encounter Tie-Ins
A er the adventurers have resolved the
encounter, consider using one or more of the
following e-ins to build off this encounter:
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