100% found this document useful (1 vote)
439 views12 pages

1906712-Guardians of Island Peace

Uploaded by

Gustavo Galo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
439 views12 pages

1906712-Guardians of Island Peace

Uploaded by

Gustavo Galo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

GUARDIANS OF

ISLAND PEACE
THE MOONSHAE-FEY EXPEDITIONS

CHRISTOPHER MARTIN

A race against time to rescue escaped beasts from ruthless


poachers , bloodthirsty mercenaries and the perils of the
wilderness. Ideal for 3 - 5 third level characters.
TABLE OF CONTENTS CREDITS
Table of Contents..................................................................1 Creator: Christopher Martin
Credits ...................................................................................1 Template: Simple MS Word Template by Laura Hirsbrunner
Introduction .........................................................................2 Cover Illustration: Darkmoon_Art via Pixabay
How The Sandbox Works ...........................................................2
Playtesters: Chelsea M., Matthew W. & Sean H.
Staying on Track ....................................................................2
Levels and Progression.........................................................2
Adventure Hook ...........................................................................2 ON THE COVER
A New Dawn ..................................................................................2
The cover image was created by Darkmoon_Art, used
Bounty Hunt .........................................................................3 with thanks under the Pixabay Licence. You can see more
The Quest Scroll ...........................................................................3 images from PhotoVision here.
Locations ..............................................................................4
Settlements ...................................................................................4
Rogarsheim .............................................................................4
TIP: RUNNING SESSION ZERO
Arndtbergom ..........................................................................4
Ar nnsheim ............................................................................5 While this adventure provides an enticing hook, exciting quest
Gudbranstad ...........................................................................5 and enclosed island for your players to explore - there is still a lot
Follebu ......................................................................................5 to be covered in your session zero. Be sure to set out the ground
Sommersdal ............................................................................5 rules of your table, as well as explain the type of adventure the
party are in for.
Sordal .......................................................................................6
Points of Interest .........................................................................6 You may also wish to decide whether characters know each
The Sunken Academy ...........................................................6 other or not prior to the start of the adventure, and help to build
Lair of the Werewyvern ........................................................6 interesting back stories that may be explored throughout the
campaign. If you choose to use the provided adventure hook,
Tvarstoldt Tar Pits ................................................................6
you may also want to discuss how the characters have fared
The Spired Lighthouse .........................................................6
during the last few di icult years or, if they are outsiders to the
Hjalmaren ................................................................................7
village, what has brought them there.
Characters .............................................................................8
Allies ...............................................................................................8
Ghilina Dinoryn......................................................................8
TIP: NON-LETHAL DAMAGE
Istdin Lo’nan ..........................................................................8 This module requires a number of creatures to be captured alive.
Nilfen Steever .........................................................................8 It may be worth reminding your players during session zero or in
Adversaries ...................................................................................8 your first session about dealing non-lethal damage (i.e. knocking
Xannios ....................................................................................8 a creature out instead of killing them).
Prince Deva .............................................................................8 Rules for knocking a creature out in Dungeons and Dragons 5e
Rutgar Bonebuckle ................................................................8 can be found on p198 of the Player’s Handbook and can be
summarised as follows, “an attacker who reduces a creature to
Travel Encounters................................................................9
zero hit points with a melee attack may choose to knock them out
Encounter Table ..........................................................................9 instead of kill them.”
Island Wildlife ........................................................................9
Rutgar Boneknuckle & Co. ...................................................9
Xannios, Moonshae Champion ..........................................9
Prince Deva’s Carriage .........................................................9
Questionable Fungi ...............................................................9
Nilfen’s Escape .....................................................................10
The Canny Bandits ...............................................................10
A Secret Ritual.......................................................................10
Eternal Lovers .......................................................................10
The Illicit Brewery ...............................................................10
What Lies Beneath ...............................................................10
A Foul Disturbance ..............................................................10
Rodrath the Ancient ............................................................10
The Showdown ....................................................................11
Epilogue ........................................................................................11

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by [your legal name or company name] and
published under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Christopher Martin and published under the Community Content Agreement for Dungeon
Masters Guild.

1
fi
ff
INTRODUCTION ADVENTURE HOOK
The secluded village of Gnarhelm lies in the wild north of
Welcome to the Guardians of Island Peace sandbox Alaron, the largest of the Moonshae Isles. Populated by
adventure. This module might work slightly di erently to orcs, the inhabitants of this small settlement have always
those you are used to. It does not have a traditional linear managed to provide for themselves.
progression structure. Instead, players are dropped onto a In the last ten years, however, a growing number of
sparsely populated island, tasked with removing high- skirmishes between human and elven settlers have
value bounties (alive if possible) and given the freedom to disrupted trade routes, hunting grounds and even the
explore how they see t. village itself. As tensions reach a fever pitch, and with no
This module runs best as a standalone adventure, end in sight, the village elders have decreed the settlers
taking characters from level 3 to 6, or as part of a wider should move. If the next winter is harsh, there won’t be
campaign. It should take 15-25 hours to complete, and is enough crops to feed hungry mouths.
ideally split across 3 or 4 sessions. The elders of Gnarhelm had hoped to hire ships and sail

HOW THE SANDBOX WORKS


to the main island in the archipelago. On Sarifal, they
hope to re-settle around the fallen House of the High
Harvest, a place of peace and protection.
The central thrust of this adventure is the quest to recover But since that plan was hatched almost a year has
wondrous fey creatures that have escaped onto the island passed. It became quickly apparent that the village
of Norland. Sparsely populated and barely touched by su ered from a lack of funds. The only mercantile guild
magic, word of the creatures’ has spread fast. Poachers, open to orcs travelling on their vessels demanded 50gp
trophy hunters and others are closing in. per passenger. With 88 inhabitants, that will cost the
A party can make a handsome reward by saving and village 4,400 gold. Even scraping their savings together,
returning these bounties to their rightful home - but only the villagers are only able to a ord a meagre 200 gold
if they act fast. pieces.
An adventure hook has been provided. You may replace After a number of desperate attempts to make up the
this with your own should you wish. Additionally, it is shortfall, a glimmer of hope arrives in the form of a
recommended that you familiarise yourself with this mysterious Drow. He stays only one night, and tells the
module in full before getting started, villagers of an elf named Ghilina on the island of Norland,
o ering high bounties for rare creatures and utmost
STAYING ON TRACK discretion. The elf tells the villagers that the inhabitants
of Rogarsheim, a village of the western shore of Norland,
may know more about this peculiar rumour.
The island of Norland provides an open sandbox. That With few options remaining, the elders gather the most
means characters can go anywhere and do anything capable ghters the village has to o er and request that
(within reason at any time). You’ll need to rely on your they travel to Rogarsheim, follow the rumour and earn as
Dungeon Master skills to keep the adventure on track. much coin as they can. The village needs a minimum of
Here are a few reminders you can use keep players on 4,200 more.
the right path, should they start to stray for too long: The villagers provide the newly formed party with a
• Other threats are closing in on the bounties, it is simple shing vessel, a modest sum of gold (10gp) for
only a matter of time before they’re found and taken lodgings and the prayers of the village. Three long and
from the island. stormy days later, the party make landfall in a small,
grassy cove on Norland, half a day North of the town of
• Ghilina, the quest giver, will not let a copy of the
Rogarsheim.
bounty scroll leave the island. If she hears that the

A NEW DAWN
adventurers are planning on leaving, she will hunt
them down.

LEVELS AND PROGRESSION When the adventurers make landfall on Norland, they
have 10gp, a compass, their starting equipment and a map
of the island in their possession.
This adventure is designed for characters of level 3 and
Provide your players with a copy of the map on Page 7 and
will take them up to a max of level 6 via standard XP
encourage them to mark important locations on it as they
progression. The bounty scroll that this quest revolves
learn more about the island.
around includes creatures with a range of challenge
ratings, so players must be smart about the order in
which they take on each challenge in order to survive. A GENTLE ARRIVAL
Alternatively, should you wish to use a milestone
Your small fishing vessel rocks gently into a natural cove. A
progression system, the below table suggests rewarding
few feet of fine sand quickly give way to gentle, grassy plains.
levels for the number of bounties returned, either alive or
In the distance, to the West, tall mountain peaks loom
dead.
ominously over the landscape.
Level Bounties A well worn path cuts through the long grass, hugging the
edge of the coastline. Far to the South, the plains give way to
4th Two returned bounties total farmland and, just barely visible on the horizon, the hazy
outline of Rogarsheim.
5th Five returned bounties total The salty sea breeze carries a slight chill as the clouds
above part. A few rays of sunlight break through to cast a
6th Seven returned bounties total
magical orange glow over the serene landscape.

2
ff
ff
fi
fi
fi
ff
ff
ff
BOUNTY HUNT the creatures on it and sell them to the highest bidder. In
desperation, she entrusts the scroll to the party.

Upon arrival into Rogarsheim, the quest begins in


earnest. As the adventurers reach the small town, read the
THE QUEST SCROLL
following passage. However the party receive the quest scroll, provide a copy
of the following list to the players. The scroll lists 10 sets
of creatures, in addition to how much each individual
THE TOWN OF ROGARSHEIM
creature is worth and where they were last spotted.
The path before you opens up into narrow, winding streets. A Be sure to draw player attention to the note at the
collection no more than seventy stone buildings makes up the bottom of the scroll. Bounties are to be delivered alive to
humble town of Rogarsheim. Despite it’s small size, the town The Sunken Academy. No reward will be paid if creatures
is bustling with activity. are killed - through combat or during transport.
On the docks, fishermen disembark their rowing vessels,
hauling in the catch of the day. At the centre of the main
street, running parallel to the docks, is a quaint town centre. A FEY BOUNTIES
roughly hewn stone fountain sits in the middle, acting as a
meeting place for friends and chatter. Creature(s) Bounty Last Seen
12 Sprites 25gp each Arndtbergom outskirts
Around the square are a few shops selling various wares.
5 Blink Dogs 50gp each Forest by Gudbranstad
Directly opposite each other are two buildings larger than
most. A sign hanging from the one to the West reads, The Egg 4 Phase Spiders 150gp each Southern caves
and Cockatrice, while carved into the doorway above the one 4 Satyrs 75gp each Near Follbeau
to the East are the words The Pewter Mug. 3 Awakened Trees 150gp each Unknown
3 Basilisks 300gp each Tvarstoldt tar pits
1 Sea Hag 500gp Spired lighthouse
For a detailed description of Rogarsheim, see the 1 Wyvern 1,000gp Hjalmaren peak
locations list on Page 4. This is the largest settlement on 1 Gynosphinx 1.250gp Werewyvern’s lair
the island of Norland, and the adventurers will likely visit 1 Roc 1,250gp Unknown
the town more than once.
The rst time they arrive into town, the adventurers Return creatures alive to The Sunken Academy for payment. No
may overhear rumours of a ‘strange outsider who keeps payment will be issued for any creatures that have been killed.
to themselves but has deep pockets at The Pewter Mug’ by
investigating or seeking information in the town square
for half an hour. A DC 10 persuasion check will also yield If Ghilina is able, she also reiterates the importance of
this information from most townsfolk and shopkeepers. this point. She goes on to explain that she and her
Most locals are friendly and welcoming. There is little partner, Istdin, are guardians of a sanctuary in the
danger except that posed by the nature and the weather of Feywild for creatures that their patron has rescued from
the island, leading them to be more trusting and hardships on his travels across the planes. Their patron is
accommodating than most. a wealthy but mysterious Fey lord who Ghilina knows
However the adventurers arrive, upon entering The little about.
Pewter Mug, it is quickly apparent that one patron stands A few weeks ago, poachers caught wind of the
out more than most. Read the following to players. sanctuary and launched a heist. Their plan was to activate
a crossroad that lay forgotten in The Sunken Academy on
Norland and smuggle the creatures out. While Ghilina and
THE PEWTER MUG
Istdin were able to intercept and apprehend the intruders,
As you enter the dimly lit tavern, the succulent smell of in the confusion that followed - many of their charges
roasting fish wa s over you from the open hearth in the ed through the crossroads.
middle of the room.
Confused and alone on the island, the creatures have
Dotted around the outskirts of the room are raucous tables,
spread out and begun causing issues for the locals.
full of patrons enjoying the company of good friends. But on
Ghilina knows it is only a matter of time before word
one table sits a single, lonesome figure. Wearing a hooded
spreads and more poachers appear. But the creatures are
robe, it has hard to get a clear view of the stranger, who
familiar with the scent of both her and Istdin. They ee as
appears to be rapping knuckles impatiently on the table.
soon as one of the pair approaches. That’s why they have
turned to o ering trustworthy adventurers hefty rewards
If the adventurers approach the stranger, dressed in plain for the creatures’ safe return.
and unassuming clothes, she will introduce herself as Finally, before the adventurers depart, Ghilina suggests
Ghilina Dinoryn, a Guardian of the Fey Sanctuary. Ghilina they acquire a cart or cage capable of hauling unconscious
has the appearance of a Drow, but does not appear to act bounties from the local stables in town, and provides
like one. them with 2 Vials of Revival Dust.
She is cautious of those that approach her and must be
won over that they mean no harm to her or her bounties
VIAL OF REVIVAL DUST
before she will part with the bounty scroll. Characters will
Rare Potion
need to succeed on a DC 10 persuasion check to achieve
this. The powder within this vial shimmers with an iridescent
If the players fail the check, Ghilina will refuse to part glow, creating a magical sight to behold. If applied to a
with the bounty scroll. However, as the party leave, the creature that has been dead for less than 1-minute, and
infamous poacher Rutgar Boneknuckle enters and attacks that creature has spent more than one month in the fey
Ghilina - in an attempt to steal the scroll so he can slay wild during the past year, it will resurrect them with one
hit point.

3
fl
fi
ff
ft
fl
LOCATIONS and joy - should they be looking for something a little
di erent. If the adventurers agree, Orleans whistles, and s
sheep (use the stat block of a giant goat) the size of a
The following locations are all found on Norland and each horse bounds towards them from across the elds.
have a speci c importance. Locations include towns, lairs Orlana will part with the sheep, who responds to Nibler,
of bounties and other points of interest. if the party are able to convince her they will take good
There is no order in which these locations should be care of the animal (DC 15 persuasion check).
visited. Norland is an open sandbox for players to explore
and Dungeon Masters to weave their tales. However, most HORMAN AND SONS BLACKSMITH
locations are blighted by at least one bounty that has This smokey structure sits in the alleyways beyond the
escaped from the Fey sanctuary. The quest scroll and town square. A mild-mannered human hammers away at
rumours of their quarry should serve as the central a bench. His work may not be the nest in all the land, but
motivation for adventurers to explore these areas. it is more than enough for the locals in this typically
peaceful town.

SETTLEMENTS The man, Horman Siltsall sells a selection of basic


weapons and amours. Leathers and bows can also be
purchased and sold here. His sons, Jethro and Kancur
There are a total of 7 settlements scattered across the work on such items in a small annex.
island. With the exception of Rogarsheim, most of these
villages and hamlets are home to a few folk who make a THE GILDED BOOKSTORE
living o the natural resources that surround them. A note pinned to the front of the bookstore reads: Closed
for the tenday. Thank you for your understanding. The note
ROGARSHEIM is dated for twelve days ago.
If the adventurers question the locals, they learn that
the bookstore is owned by Nilfen Steever, a dependable
The largest town on Norland, this was once a shing
male dwarf who also acts of the town’s major. He often
settlement which has grown to a substantial size. The
travels to Gudbranstad but was due to return two days ago.
town contains an inn, a tavern a general store, stables,
Under normal circumstances, the shop sells a wide
blacksmith, bookstore, apothecary, jeweller and shrine.
variety of books, writing supplies and other odds & ends -
THE EGG & COCKATRICE such as musical instruments and playing cards.
An inn at the centre of Norland which hosts occasional
visitors from outlying villages on the island, but mainly POTIONS AND SUCH
A quirky building that looks almost twisted is home to the
traders from other islands. The male orc Kinrun Zueng
revered Cataris Quiken. Descending from a noble family
runs the inn. Once an adventurer himself, age has
on another of the Moonshae Isles, this well-dressed elf
mellowed the old orc who now prefers to listen to the
sells a selection of poultices & potions for a fair price.
stories of those younger than himself.

THE JEWELLERS
The dwarven poacher, Rutgar Boneknuckle, and his
travelling party of six trappers (use the ghter stat block)
A glass fronted store in the town square has built a
stay at the inn whilst seeking information on their next
reputation among locals for being the place to go for all
target. Rutgar does not take kindly to anyone undertaking
things sparkly. A young, energetic human male runs the
Ghilina’s quest, viewing them as competition, and is
shop, known simply as The Jewellers. Panmir Bennett
quick to let his temper are.
enthustically showcases his trinkets, jewellery and
THE PEWTER MUG magical accessories to any who enter. But each item
comes with a heft price tag not to be sni ed at.
This establishment, located in the town square and

SHRINE OF ELDATH
directly opposite The Egg and Cockatrice, is the town’s
main watering hole. Run by a friendly, human male -
The townsfolk of Rogarsheim are not as ardent followers
Orson Orbeye - the hearth is warm, the ale is good and
of Eldath, the goddess of peace as they once were, and
the dimly lit room is nearly always full.
many living further into the wilderness still are. The
When Ghilina Dinoryn enters the town to o er her
shrine has not bene ted from the town’s relative wealth
bounty scroll to strong and worthy adventurers, she
and has fallen into disrepair. Cracks in the roof let light
awaits them at the inn, dressed in plain and assuming
and rain spill through, while ivy starts to claim the stone
clothes, and always alone.
tiles that line the oor.
SESWORTH GENERAL STORE Nevertheless, a devout elven priest, Eldias Tuthket,
maintains the shrine to the best of his ability. He is also
The town’s largest general store is managed by Martiln
able to perform minor healing spells and blessings in
Sesworth. A middle-aged hal ing who enjoys the relative
exchange for a donation to the shrine.
peace and quiet of Norland, she is more than happy to

ARNDTBERGOM
barter for just about anything.
The general store is stocked with survival equipment,
farming equipment, a selection of adventuring gear and a
small supply of other assorted goods. Nestled between two mountain ranges, the inhabitants of
Arndtbergom are mainly farmers, eking out a living by
WENDERMAN STABLES herding animals on the plains to the West.
Located on the outskirts of town, between the edge of the While the rustic, thatched roundhouses may make for a
travelled streets and rolling hills, Orlana Wenderman pretty picture, there is little to be found in Arndtbergom.
sells horses, carts, wagons and accessories. A little over twenty houses make up the village, which is
It doesn’t take much for this kindly human to warm to served by a single roadhouse, that acts as general store &
new faces, and he will early show adventurers his pride tavern. Read the following when the players arrive.

4
ff
ff
fi
fl
fi
fl
fl
fi
ff
fi
ff
fi
fi
during the night, can also be learnt by speaking to a
THE TOWN BETWEEN THE MOUNTAINS villager at work, or shared by their host if staying a night.
In the valley between two mountain ranges, a set of large If a character waits in the livestock pens at night, they
thatched roundhouses dot the landscape. Grassy plains will encounter 6 Blink Dogs.
narrow, the winding path leading straight into the village. If the adventurers ask the villagers about Nilfen, they
There are few signs of activity, and it is clear that life here is express concern - stating he was due to visit a few days
hard.- exposed the elements and pinned between steep, ago but never arrived.
rocky inclines. At the centre of the village is a hut that seems
di erent to the rest. As you approach, you can see the word
Roadhouse carved into a plank of wood nailed above the
FOLLEBU
doorway.

PAN PIPE PANDEMONIUM


Villagers are excited by the prospect of adventurers in
As the ascent into the South Jotunhammer Mountains starts
Arndtbergom, and all to eager to tell them about the
to move out of the foothills and into barren rocky territory -
recent troubles. They tell the party that every traveller one last bastion of civilisation appears.
who has set out on the path to Gudbranstad and Surrounded by wooden posts stood upright to form a
Ar nnsheim has heard ghostly whispers as they travel. makeshi town-wall, Follebu is a welcome sight. Houses are
Though the whispers seem harmless, the villagers have arranged in concentric circles, all facing inwards towards the a
nonetheless begun to worry. carved stone statue that depicts a victorious miner holding a
If the party set out on the path to Gudbranstad, then lump of coal.
after 1d4 hours of travel, they too begin to hear whispers As you approach, the sound of pan-pipes, barely audible and
and giggles. A mischievous, invisible swarm of 12 Sprites carried on the whispers of the wind reaches your ears.
are the culprits. They do not attack unless threatened. If
attacked, the sprites attempt to knock the adventurers
unconscious with their poisoned arrows and ee. As the party arrive in town, the whole vicinity appears
deserted. In the circular town square, the door to the inn
ARFINNSHEIM hangs ajar. Intermittent bursts of laughter and raucous
noise can be heard from inside.
Inside, the adventurers nd a band of 4 Satyrs hastily
guzzling ale - surrounded by approximately twenty
THE FRIGHTENED FISHERMEN
townsfolk, asleep on the oor. A DC 10 Wisdom
A rough trail turns to wooden planks as it enters the village of (Perception) check reveals they are under the e ect of a
Arfinnsheim. Wooden houses sit on short stilts, jutting out magical slumber, and a DC 15 Wisdom (Survival) check
precariously above the rough seas. Raised pathways, slightly reveals this to be the e ect of the satyr’s panpipes.
askew, connect the buildings together - all exposed to the
The townsfolk take 1d8 hours from discovery to
salty spray of the sea.
naturally rouse from their slumber. Once awake, the town
Beside most houses, rickety rowboats and small fishing
functions as normal again - providing adventurers with
vessels are tied tight to metal posts, bobbing with the ebb
access to an inn, general store, blacksmith and a small
and flow of the tide. A few lights are on, but the town feels
unattended shrine to the mountain god. Roars from the
near empty.
wyvern that has made a home atop Hjalmaren can be
heard every 1d4 hours throughout the daytime.
Ar nnsheim has modest accommodations. A single inn
and a general store serve the villagers. Most inhabitants SOMMERSDAL
are reluctant to leave their homes and hunger is starting
to set in. Made up primarily of shermen, little food has
reached the village since a Roc made its nest in the
A TRICKY RUSE
decaying timbers of a galleon’s wreck that can be seen
about two miles o shore. On the South East side of theJotunhammer Mountains lies the
forlorn village of Sommersdal. Cut o from the rest of the
GUDBRANSTAD island, and with harsh winds that howl across the open ocean
- the terrain and village are both a bleak sight to behold.
As you approach, a distraught woman rushes to meet you.
Falling at your feet, she sobs, “Please save my daughter.”
WORKING THE LAND
As you approach the village of Gudbranstad, the smell of
The woman is Hyldia Verbergorn. If questioned ,she tells
fertile soil and fresh manure hits your nostrils. Less a village
the characters that her daughter Cercei went foraging for
and more a collection of farmhouses, sprawled out before you
mushrooms in a nearby cave and hasn’t returned in over a
is a landscape of working fields, broken up only by a handful
day. She begs the party to nd her, and points them to a
of large, stone dwellings. A few workers can be seen toiling in
the fields, pulling crops and tending to the livestock. cave opening that can be spotted in the mountainside -
about 1/2 a day’s trek away. Other villagers encourage the
adventurers to do the same and refuse to let them stay at
The village has no store and no accommodations, the inn until Cercei has been saved.
however the folk here are friendly. They will gladly share In the party visit the cave mouth, they discover it is barely
their hearth with the party. 20ft long and covered in a surprising amount of human
Should a character look around the livestock pens, have bones. The rst character to enter the cave must succeed a
them roll a DC15 Intelligence (Investigation) check. On a DC 15 Wisdom (Perception) save or be the subject of a
success, they discover wolf-shaped footprints leading surprise attack from the 4 Phase Spiders that are hidden
into the pens but not away from them. This information, amongst the stalactites above. The spiders drop to attack
and the fact that livestock have recently gone missing instantly.

5
ff
fi
fi
ft
fi
ff
ff
fi
fl
fi
fi
ff
fl
ff
Even after the battle is over, there is no sign of Cercei or Once a leading place of research on the Feywilds, the
her remains. It appears likely that the remains on the cave Academy fell into disrepair centuries ago. Over time,
oor are those of other hapless visitors - it appears the nature has reclaimed it - and now most of the structure
quest may have been a ruse. lies beneath the lake.
If the party return to Sommersdal and confront Hyldia or Istdin Lo’nan waits for adventurers sent by Ghilina
the other villagers, the atmosphere is cold. Their thanks here (see character descriptions on Page 8 for more
for killing the spiders is soured by the distrust. No villager information). He is generally friendly, but expresses his
will admit to lying about Cercei, however they are likely to anger readily at any suggestion of lethal violence against
make excuses and comment that they were simply ‘doing his fey charges.
what they must’. The rst time the adventurers meet him, he will
provide them with 3 vials of revival dust. Each time the
SORDAL party deliver a bounty listed the scroll alive, he pays them
the speci c gold. If they deliver any dead, Istdin will not
pay.
THE DESOLATE REST
Little more than five poorly kept huts sandwiched between
LAIR OF THE WEREWYVERN
the mountains and the sea, Sordal is a miserable place. A
battered jetty sticks out into the waves from behind the huts, Located in the uninhabited North East of Norland, the lair
to which a single merchant vessel is moored. The orange light of the werewyvern is a small underground cavern, carved
of a lantern radiates from the middle hut. into the rolling plains many years ago. The werewyvern
that once lived in this place perished long ago. Now, a
Gynosphinx has made its home in the lair.
Four of the huts are empty. In the central one, three
Finding the lair is not easy. Characters will need to
gures are huddled around a rickety table - engrossed in
search the area for it. Every two hours, they must roll a
a round of Three Dragon Ante. The Dragonborn, Estam,
group DC 25 Intelligence (Nature) check. On a fail, they
Trepock and Duristath are happy to welcome new faces
nd nothing. On a pass, the adventurers discover the
and invite the characters to join them for a round of cards.
entrance.
They explain that Sordal isn’t really a town at all - just
Inside, a passage 30ft in length leads to a single, open
a rest stop where merchant’s like them can wait for
circular area approximately 60ft in diameter and 40ft tall.
calmer seas before the perilous journey across the
The Gynosphinx rests in the centre.
Trackless Strait.

TVARSTOLDT TAR PITS


If the characters stay for more than two hours,
Duristath comments that the three lonely trees on the
mountainside seem out of place. An hour later, Trepock
drunkenly notes that they appear much closer. Through The tar pits are sticky, oppressive pools of black liquid
intoxicated, he is correct. The trees are in fact 3 Awakened that stretch as far as the eye can see. Moving through
Trees slowly moving towards Sordal. If confronted, the them requires great e ort. The tar is slightly warm to the
trees release a Swarm of Rats and a Swarm of Ravens to touch and prevents any plant life from growing.
assist them in battle. The pools are considered rough terrain. Any creature
Estam, Trepock and Duristath are eager to assist the which weighs more than 100lbs must roll an a DC 15
party in battle - but ght with only the capabilities of 3 Strength (Athletics) or DC 15 Dexterity (Acrobatics) check
Commoners. every hour during traversal. On a fail, the creature begins
to sink and must succeed on a DC 20 Strength save.
POINTS OF INTEREST Sinking creatures are considered restrained. After a
maximum of three saves, the creature is fully submerged
In addition to the settlements on Norland, there are also and begins to drown.
ve points of interest. While these are all uninhabited, Additionally, during combat, if a creature weighing
made up of mostly ruins and natural features, they have over 100lbs does not move during its turn, it must roll a
served as draws for the Fey escapees that now roam the Strength (Athletics) or DC 15 Dexterity (Acrobatics) check
island. or begin to sink.
For every hour the characters spend in the tar pits, they

THE SUNKEN ACADEMY have a 25% (1d4) chance of encountering the 3 Basilisks
that stalk the pools.

In order to complete the bounty hunt, it is likely the THE SPIRED LIGHTHOUSE
characters will need to visit the Sunken Academy multiple
times. The rst time they approach the location, read the
following. The spired lighthouse is the name of a rock formation o
the northern coast of the island. A tall, twisting spire of
rock juts out of the sea, tapering to a 30ft peak and
A STRANGE PRESENCE vaguely resembling the outline of a lighthouse.
A Sea Hag hides on the rocky shores at the base of the
Before you, a calm, mirror-like lake stretches for almost three
miles in length and a mile in width. On the Eastern shoreline, structure, but the humanoid gure can be spotted from
the cracked and crumbling remains of stone archways and the mainland by passing a DC 10 Wisdom (Perception)
walls sink into the water’s surface. check.
As you approach, a hooded figure emerges from the lake. You To reach the base of the rock formation requires
can faintly make out the sharp, ashen features of a Drow. As he passing 60ft of open water. The channel is 25ft deep and
steps onto land, he says so ly, “Show me you scroll, please.” prowled by 2 Hunter Sharks. The sharks do not attack
unless provoked or they sense blood in the water.

6
fi
fl
fi
fi
fi
fi
fi
fi
ff
ft
fi
ff
HJALMAREN
The roars of the Wyvern that has claimed the tallest peak
of Norland for its own can be heard for miles around. But
the climb to the mountaintop is challenging, and the
journey back down even more treacherous.
A single path winds its way back and forth to the peak
from Follebu, taking about half a day to traverse in each
direction. The path is just wide enough for a cart to pass
but presents a sheer drop to the western side. If a creature
falls from the path, it falls 40ft to the section of path that
snakes below. Additionally, two main dangers present
themselves on both the ascent and descent.
The rst is the risk of rockslides. A rockslide has a
12.5% (1d8) chance of occurring naturally on the journey
up, and the same on the journey down. A rockslide will
also occur if any loud noise is made on the path. After a
rockslide has happened, another will not occur until the
next dawn.
A rockslide takes approximately 10 seconds to reach the
adventurers. It covers an area 150ft wide. If a character is
unable to take cover or avoid the rocks, they take 3d8
bludgeoning damage and must succeed a DC 15 Strength
saving throw or be knocked o the sheer drop at the edge
of the path.
The second danger is a stretch of path 60 feet long -
about halfway up the that has been made slick and has
been partially eroded by a recent rainstorm. If they
receive no other assistance, each creature to cross must
succeed a DC 15 Dexterity (Acrobatics) check else lose
balance and tumble from the path’s edge.
Upon arrival at the summit, the wyvern lies in wait.The
cap of the mountain is rocky; a 100ft diameter arena with
terrain suitable for half cover. If arriving whilst the sun is
in the sky, the wyvern is devouring its latest prey - a wild
mountain goat. It is alert but does not immediately notice
the characters’ presence. If arriving at night, the wyvern
is asleep and does not wake until provoked.

7
fi
ff
CHARACTERS ADVERSARIES
These characters will most likely impede the progress of
Throughout their journey, the adventurers are likely to the adventurers. Most are powerful and do not travel
encounter a number of important or recurring NPCs. The alone. Dealing with each adversary will be a challenge in
following section provides more information on how to itself.
role-play each NPC.

XANNIOS
ALLIES
Xannios is a Dragonborn Champion who arrived on the
There are three important allies that the adventurers will
island by order of the High Queen. His glistening body,
most likely meet. These are characters that are invested in
covered in scarlet scales, towers at eight feet tall. Xannios
the completion of the main quest, or in the safety of the
is self-righteous and extremely loyal. He will carry out his
island. But allies can become foes should the adventurers
mission at any cost, and damn any who get in his way.
choose to make enemies of them.

GHILINA DINORYN PRINCE DEVA


The elven price (Noble) travels in a nely decorated
Ghilina, a female Drow, hides her features under layers of
chariot, accompanied at all times by a royal guard. After
robes and cloaks. But nonetheless, it's possible to make
learning of the rare creatures that have been appearing on
out the purple tinge of her skin and brilliant white hair.
the island, he travelled from Faerun in the hopes of
She speaks in a plain and unassuming manner, but is
adding them to his personal collection.
fairly cold and abrasive.
The prince believes he can pay away his problems, but
If questioned about herself, or her motivations, she
will stop his pursuit if more than eight of his guards are
provides little information. She would rather focus on the
defeated in battle.
task at hand - returning the charges that have escaped
her to the Feywild.
Ghilina is somewhat a mystery, and providing little
RUTGAR BONEBUCKLE
information about her to the characters may help to
retain her enigmatic presence. If she ghts, she uses the Rutgar leads a group of six poachers who arrived on
stat block of a Spy. Norland after hearing rumours that rare creatures had
been sighted. He is arrogant, but has a habit of sharing
ISTDIN LO’NAN too much information.
The dwarf is vulgar, crass and self-absorbed. He is
interested in little more than money, and will do anything
Istdin is a male Drow, rst encountered when visiting The
for it. He takes an instant dislike to most others.
Sunken Academy. He is mild-mannered, softly spoken
and vastly knowledgeable. Istdin is generally a able, and
much easier to converse with than Ghilina - with whom
he works closely. Istdin provides coin for any bounties RUTGAR BONEKNUCKLE
delivered alive to him but does not hesitate to express his Medium humanoid (dwarf), neutral evil
disapproval and disdain if any are killed.
Armor Class 16
Istdin readily o ers information about The Sunken
Academy. If asked, he will tell that it was once a leading Hit Points 91 (11d8+42)
centre of research on the Feywild - even containing a
Speed 30 .
portal to the other side. He tells that for some unknown
reason, it recently became active. Unfortunately for he STR DEX CON INT WIS CHA
and Ghilina, the keystone to which it connects is in the 16 (+3) 8 (-1) 12 (+1) 10 (+0) 12 (+1) 6 (-2)
centre of their sanctuary for magical beasts.
Saving Throws enter here
He will continue to say that before they could react,
many of the creatures in their care escaped. And worse, Skills enter here
now poachers have heard rumours of the magical beasts
Senses darkvision 60 ., passive Perception 12
and have come from across the Moonshae Isles to hunt
them. He appears to hold much disdain for poachers. Languages enter here
On their rst meeting, Istdin provides the characters
Challenge 3 (800 XP)
with 4 Vials of Revival Dust. If he ghts, he uses the stat
block of an Assassin. Hunter’s Eye. Rutgar has advantage on attack rolls against an
emery that has attacked him since his last turn. Attacks made
NILFEN STEEVER using advantage deal an extra 1d4 damage.

ACTIONS
Nilfen (Commoner) is the friendly but aloof Mayor of
Rogarsheim and proprietor of The Gilded Bookstore. He is Bowie Knife. Melee Weapon Attack: +6 to hit, reach 5 ., one
upbeat and optimistic, possibly to a fault - but easily lists target. Hit: 13 (2d8 + 4) piercing damage.
the mood of any room. He travels between Rogarsheim Massive Crossbow. Ranged Weapon Attack: +5 to hit, range
and Gudbranstad once a month to visit his ageing 50/100 ., one target. Hit: 10 (2d6 + 4) piercing damage.
parents, but did not return after his most recent visit.

8
ft
fi
ft
ff
ft
fi
fi
fi
fi
ft
ff
TRAVEL ENCOUNTERS RUTGAR BONEKNUCKLE & CO.
The rst time this encounter is rolled, the characters spot
The following section provides random encounters that
ve well-equipped dwarves travelling towards them.
can occur whilst the characters are travelling across the
Unless they move aside, their paths will inevitably cross.
island. In general, it is recommended to roll once on the
Rutgar Boneknuckle (Bandit Captain) and his band of
table for each day of travel. However, this can be adjusted
poachers (5 bandits) have heard rumours of rare
to suit your preferred pace.
creatures appearing throughout the island - and have
You may wish to supplement these encounters with
come to claim them.
those of your own - however it is worth noting that the
They are grizzled, mean and well-intend to ship any
following section provides opportunities to meet other
creatures they come across o to the highest bidder.
important NPCs roaming the island.
Rutgar is stand-o sh and threatens to kill anyone who

ENCOUNTER TABLE
gets in his way. However, he is also boastful and has a
habit of letting slip their next destination.
A number of encounters can occur more than once. Some The poachers will ght, but ee quickly once their
even provide an opportunity to develop friendships or health reaches 50%. Future meetings might involve the
rivalries with NPCs. Unique encounters are marked with dwarves attempting to ambush the characters, steal their
an asterisk (*). Once these have been seen, they cannot quarry or a simple crossing of paths. For more information,
appear again and nothing happens on a repeat roll. see Characters on Page 8.

XANNIOS, MOONSHAE CHAMPION


Roll Encounter

1-5 Island Wildlife (Consult Wildlife Table)

6-7 Rutgar Boneknuckle & Co. Xannios is a Dragonborn Champion, sent by the High
Queen of the Moonshae Isles to investigate rumours of
8-9 Xannios, Moonshae Champion troublesome beasts on Norland and slay any he nds.
The champion travels with 2 Gladiators and is famous
10-11 Prince Deva’s Carriage throughout the islands. To make an enemy of Xannios is a
sure re way to make an enemy of the people.
12 Questionable Fungi
Xannios is steadfast in his resolution to quash any
13(*) Nilfen’s Escape danger to the people and cannot be swayed to stray from
his mission. He is, however, rather simple, and easy to
14* The Canny Bandits fool. For more information, see Characters on Page 8.

15* A Secret Ritual


PRINCE DEVA’S CARRIAGE
16* Eternal Lovers
Prince Deva hails from a great family of elven rulers on
17* The Illicit Brewery the Sword Coast. He has travelled to Norland upon
18* What Lies Beneath learning the rumours that mysterious creatures have
appeared. He hopes to return home with new trophies for
19* A Foul Disturbance his palace wall.
The Prince (Noble) rides in a great golden chariot,
20* Rodrath The Ancient drawn by white horses. He is accompanied by a guard
comprised of: 6 guards, 2 knights, 2 mages. He has little

ISLAND WILDLIFE interest in speaking with commoners, preferring to let his


knights converse for him.
If encountered without a bounty in tow, the carriage is
Only a small fraction of Norland is populated by towns unlikely to even stop as it passes the characters. However,
and villages. Much of the island on this frontier-land is if they are transporting a bounty - his guards will stop to
still wild. Roll a d8 to determine what wildlife your negotiate, o ering up to 5x the bounty value. If they
characters have encountered. Note: not all creatures are cannot strike a deal, they will become threatening, and
hostile - you may determine their behaviour. eventually attack. Once three members of the guard fall in
battle, the rest will move to protect the Prince and ee.
Roll Encounter
For more information, see Characters on Page 8.
1 A swarm of 8 stirges
QUESTIONABLE FUNGI
2 A pack of 4 wolves

3 1 giant wasp Three large at-cap mushrooms can be spotted growing


through a crack in the ground. They each glow faintly and
4 A swarm of poisonous snakes are di erent colours (red, green and blue). Eating each
mushrooms whole and raw produces the e ect described
5 A herd of 12 deer
below. Nothing happens if the mushrooms are cooked or
6 1 brown bear only partially eaten.
The red mushroom grants a point of inspiration. The
7 A passel of 4 boar green mushroom grants 300 XP. The red mushroom
grants three points of exhaustion. Once plucked, no
8 1 brown bear mushrooms will grow in the same spot again.

9
fi
fi
fi
ff
ff
fl
ffi
fi
fl
ff
ff
fi
fl
NILFEN’S ESCAPE Six hal ings are stumble through the smoke, clearly
concussed by the explosion, but eager to defend their
remaining barrel. Largo Montaron speaks for this band of
This encounter can occur multiple times, until a character moonshiners, a mad leader who seeks only to perfect
escorts Nilfen back to Rogarsheim. Each time Nilfen is their brew.
found, he is slightly dazed and confused, having recently The moonshiners attack if any character attempts to
escaped his captors - Rutgar, Xannios or Prince Deva. He take or drink from the intact barrel. Use the stat blocks of
is just as likely to be captured by the same roaming party 5 Thugs and a Druid for the hal ings should a ght break
the next time as a di erent one. out. The hal ings ee after two of their members fall.
Nilfen is friendly, happy-go-lucky and generally enjoys Treasure: One barrel of Druthka - a blend of moonshine
his role as Mayor of Rogarsheim (and owner of The Gilded gone awry that now possesses the qualities of acid.
Bookstore). However, it's this position and attitude that
make him a target. The untoward parties operating on the
island nd Nilfen an easy hostage to take, and great guide
WHAT LIES BENEATH
to local points of interest.
Nilfen will happily chat to the characters, and has an Trickles of water leaking from poor irrigation channels
encyclopaedic knowledge of the land. Every time he is have ooded the path ahead, turning it into treacherous
encountered, he will provide a hint or information about a bog. The 50ft ooded stretch is considered di cult
di erent location, person or travelling encounter. If terrain and 2 water weirds sleep just beneath the surface,
escorted back to Rogarsheim, he will o er the party which are disturbed as soon as a creature enters.
250gp as a reward and re-open The Gilded Bookstore.
A FOUL DISTURBANCE
THE CANNY BANDITS
An Ettin roams the island, its two heads belligerently
Three farmers pass the party with a ock of twenty sheep. arguing (in Giant) over whether to hunt the local wildlife
If any character pays close attention, and passes a DC10 or terrorise a nearby town. Unfortunately for characters
Wisdom (Perception) check, they will notice that the unlucky enough to encounter it, the two heads are able to
farmers are heavily armed. If spoken to, the farmers are put their di erences aside long enough to agree they
evasive and try to move on faster. If provoked, the must be killed.
farmers reveal their true nature as bandits and attack. Use
2 Bandit and a Bandit Captain stat blocks. RODRATH THE ANCIENT
Should the bandits pass, then after 10 minutes two
more farmers will approach, one of whom has a black eye A gnome clad in clothes of moss approaches the party
and is carrying a pitchfork. They ask the characters if they directly. His footsteps are silent but he makes his
have seen the bandits who stole their livestock. Should presence known. As he arrives, he says simply, “Lay out
they say yes, the farmers ask the party for aid, though your hands in front of Rodrath the Ancient if you wish the
they have nothing to o er in return. wilderness to judge you.”

A SECRET RITUAL
The gnome does not elaborate any further. If no players
o er their hands, he leaves. If fought, Rodrath uses the
stat block of an Archmage - though he only renders
Blocking the way ahead are 2 owlbears engaged in a characters unconscious, he will not kill.
display of courtship. While not immediately hostile, the If a character presents their hand, he judges their
creatures will attack if disturbed. peaceful or hostile intent based on all previous actions on
Characters can wait for the owlbears to move on, the island. If Rodrath judges a character to have peaceful
attempt to go around the creatures (with a berth of more intent, he presents them with a necklace of woven wood
than 100ft) or sneak past by passing a DC 15 Dexterity that can cast the Find Familiar spell once per day. The
(Stealth) check. On a fail, the owlbears attack. necklace requires attunement but does not require the
character to be a spell caster.
ETERNAL LOVERS Should Rodrath judge a character to have hostile intent
towards Norland, he scowls and says coarsely, “The spirit
of Ran’Gathoul is not pleased by your presence.” He leaves
Two sets of fresh graves lie to the side of the road. A before evaluating any other characters. If a character is
single tombstone is shared across both, which reads, “In judged to have hostile intent, then they will be hunted by
loving memory of Elian and Robert.” a pack of 4 Sabre-Toothed Tigers which will nd them in
As the characters approach, 2 ghosts can be spotted exactly 1d4+1 days.
attempting in vain to dig through the dirt to the graves
below. If the ghosts become aware of the characters, they TIP: ADDING OR REMOVING ENCOUNTERS
turn and dash towards them - eager to nd new bodies to
The island of Norland is intended to be a sandbox for your
possess.
players to explore. Depending on how your players approach the

THE ILLICIT BREWERY


quest before them, they may spend a significant amount of time
travelling. The encounters provided here are a good starting
point to bring the island to life, and recurring encounters help to
A loud boom reverberates through the sky, followed by a build relationships with various NPCs.
plume of smoke - far o the beaten path. If the characters However, you may find that you need additional encounters.
decide to follow the trail of smoke, they soon discover the This can be done easily by replacing unique encounters with a
charred remains of a rickety wooden structure. The new event each time one is rolled. Alternatively, you may wish to
remains of six barrels are scattered across a 30ft area, spread encounters out over a longer period, and only have one
whilst one near the centre remains intact. occur every 1d4 days.

10
ff
ff
fl
fi
fl
ff
fl
fl
fl
ff
ff
ff
fl
fl
ff
fi
ffi
fi
fi
THE SHOWDOWN EPILOGUE
The following events occur when a set number of One the battle has come to an end, Istdin expresses his
bounties have been delivered to Istdin. As DM, you can deepest gratitude to the adventurers. If he has fallen in
decide the number that should be ful lled to trigger the battle, then after about three hours pass - Ghilina arrives,
showdown, however generally 6-7 is plenty. out of breath. Though saddened by Istdin’s passing, she
By this point in the module, the characters should have too sincerely thanks the adventurers for their e orts.
encountered every NPC listed on Page 8 at least once, and Either Istdin or Ghilina, whichever is present, then
ideally will have started to form various rivalries, continues to tell the characters the following secret, “I
alliances or other relationships with each group. suppose after all you have done for us, it’s only right to tell
As the adventurers make the familiar approach to The you the truth about this place. It’s not quite right to simply
Sunken Academy upon reaching the set number of call what lies beneath the water here a place for passing to
bounties, read the following aloud. the Feywilds. It is just of a network of keystones throughout
the Moonshae Isles. At least one lies on each island.
I suppose now that rumours have begun to spread about
AN UNHOLY ALLIANCE the keystone here, it must be destroyed… But before I do, let
The familiar sight of The Sunken Academy looms before you, me o er you a small token of my appreciation.”
still and silent. But the presence of watchful eyes makes the Istdin or Ghilina will at this point step a few steps into
hairs on the back of your neck stand on end. Something feels the waters of The Sunken Academy and bend down to
o - a strange calm before the storm. chisel a small fragment of rock from the keystone. They
continue, “Here, please take this. It is a fragment of the
keystone that connects us to the wilds. If you bring it into
Emerging from the crumbling rock facades, an unholy contact with a keystone on any other island, it will allow you
alliance steps forward. Whichever members of Rutgar’s, to pass freely.
Xannios’ and Prince Deva’s are still roaming the island - You’ll nd one at the Ruins of Castle Morose on Alaron,
even if they have forged a temporary alliance with the another in the Roost of the Silver Peryton on Sarifal, one in
adventurers - are present. Therefore, the characters may Dennin’s Delve on Moray, and one in the Cairn of Thelgarr
be ambushed here by a maximum of: Rutgar (Bandit Ironhand on Oman.
Captain), 5 Bandits, Xannios (Champion), 2 Gladiators, On the other side, you’ll nd a circle of keystones
Prince Deva (Noble), 6 Guards, 2 Knights and 2 Mages. connecting to each other island, allowing you to travel
If he is alive and present, Rutgar Boneknuckle steps e ortlessly. You’ll also nd the paths into the depths of the
forward to say, “Aye, you thought you could keep this a Feywilds and even our sanctuary.
secret from us, eh? Well, unlucky for you. We ain’t the fools One I destroy the keystone here, the power contained
you take us for. Get rid of you and this here portal’s all ours. within that fragment will begin to wane. I imagine it will
We’ll take as many o’those pretty beasts these hands can allow you to activate the others for perhaps another tenday
carry.” before it becomes too weak.
If Rutgar is not alive or present, Xannios steps forward Finally, Istdin or Ghilina provide the party with a nal
instead to say, “You may not have wished for us to discover 2,000gp for their aid, take charge of any bounties that the
it, but this portal truly is the scourge of all evils across this adventurers have bought with them and depart.
land. I, the Champion of the Moonshae Isles, will vanquish all With both gold and a method of quick transport across
that lie beyond it with the aid of my new companions.” the isles, the adventurers have much more than they had
If neither Rutgar or Xannios are alive or present, Prince hoped to nd. The characters may wish to continue to
Deva instead declares, “Barbaric adventurers, how dare you round up the nal bounties, say goodbye to any friends on
keep me from my trophies. Now you shall see what happens the island, or take the opportunity to travel back to Alaron
to those who have the gall to oppose my will.” and their village or Gnarhelm. When the adventurers do
If none of the faction leaders are present, a brave foot return, victorious in their quest, read the following.
soldier calls out, “Your hands have taken from all of us here.
We have su ered enough. Now it is time to pay, we will take
your lives as revenge for what you have done.” BEYOND THEIR WILDEST DREAMS
Whoever speaks, they end with the shout of “Charge!” As you trudge back to the village of Gnarhelm, friends, family
to rally the combatants and propel the battle into action. and others rush to greet you. Their eyes glow expectantly,
If not many from Rutgar’s, Xannios’ and Prince Deva’s hoping to hear of your success and a potential end to their
parties remain - you may wish to throw additional foes misfortune.
into the fray to make the battle more challenging. These Whilst you recant the tales of the adventure, there are tears of
may be members or allies of the parties that did not joy and whoops of celebration. That night, the atmosphere is one
always travel with them. of jubilation as the whole village celebrates your deeds. The
Any of those present may not just attack the characters, following moment, not a moment is wasted. The elders arrange a
but also any bounties that they have in tow. If a bounty is convoy to set out immediately to Castle Morose.
released, it ghts on neither side - attacking whichever Upon your arrival, as promised, the keystone activates and
creatures are closest to it. enables safe passage to Sarifal. On the other side, it is a three day
When more than half of the player characters are trek to the House of the High Harvest and your new home.
knocked unconscious, or when only three foes remain -
Istdin (Assassin) rises from the lake and joins the ght
alongside the player characters. He is enraged by the In the years that follow, statues are erected in honour of
actions of the opposing forces and prioritises any foes the heroes that made this newly prosperous life possible.
that he has witnessed, or has been made aware of, To end the module, have your players describe how their
harming one of his charges. characters will be immortalised in stone.

11
ff
ff
ff
fi
fi
ff
fi
fi
fi
fi
fi
ff
fi
fi

You might also like