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# THE CANNONS OF KAVASTO
## THE QUICK PITCH
Kavasto is a city that does not worry about morals and little compassion. It is more likely to stab you in the back for a copper than it is to give you a hand up for a silver. Still, it is a city of rules and for those who know how the streets are run, who understand how the game is played, and learn to pay proper respects to those who are in charge. For those people Kavasto is a city of opportunity.
It is a place where rags to riches stories of self made people aren’t uncommon…
But more common are cautionary tales of those who ended up dead along the way.
## ADVENTURE SYNOPSIS
One way or another a group of fledgling “adventurers” becomes entangled with THE local Crime Family. This is an **_entry level_** jaunt into the underworld of crime, so whether they are aspiring criminals themselves, or those looking to push back against the moral decay that the Crime Syndicates of Kavasto represent matters little. They are about to become pawns in a much larger game. A game played by people with real power. People who care little for the lives of individuals outside of their circle. People who are willing to do anything necessary for what they see as the greater good, more accurately their greater good.
The group is contacted by a messenger. There is a task that needs doing. A trio of gnomes has invented some new longer range ship cannons (Or cannons period if your game does not yet have them.) They plan on going into business for themselves, but the city’s factions all have their own plans for the cannons. Those plans do not include the gnomes retaining sole proprietary of their invention. The party will be presented with a few different options as to who they end up taking the job from. But ultimately they will end up working for the Damaxic Family.
Most of this adventure is interactive with Humanoid NPCs and therefore easily adaptable to higher levels. It also should present a lot of opportunities to play outside the normal lines of “heroes” and do quite a few “bad” things. They don’t have to play it that way, but a lot of the adventure will lend itself toward intimidation and strongarm tactics. There are few altruistic people in the city of Kevasto and fewer who openly do the right thing, but they are there and even if the players get tangled up in some ugly things there are still ways to end the adventure doing something that feels “good”. Or they could just be the anuses they’ve always wanted to be and call it a day!
> - Target Party and Level: 4 level 1 players
> - Expected Playtime Playtime: 3-4 Hours
> - Tone: Underworld Crime Story
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## PROGRESSION OVERVIEW
The adventure starts on a bit of a railroad, and that is intentional. There is a bit of a trope that otherwise “good” people are often forced into the services of bad people. And that is where the story starts. It ends with a much broader range of action, but it should always end the same. The House Always Wins… or so I’m told. The players are contacted by a Mob Enforcer and given a job. If they don’t take it… that enforcer will find a way to make them take it. Maybe a kidnapped family member or some other blackmail that can be held over their head. Afterward they’re going to need to do some investigatory work to track down the gnomes. There will be some options here. During their investigation they will be presented with even more options. This is done in order to give them an overwhelming sense of being small fish in a big pond… because that is what they are. After heading all over the place, the adventure should end back on rails as the group finds out that no matter who they were being paid by… everyone works for the Damaxic Family.
## PLAYING AN A.O.G. ADVENTURE
If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices.
## CREDITS AND ACKNOWLEDGEMENTS
- Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use!
- Original Story Written by Amplus Ordo Games
- Most Maps and Handouts were done by Amplus Ordo Games using Inkarnate
- Oleg Dolya’s Fantasy City Generator was for one of the maps! Awesome program!
- PDF Formatting done using The Homebrewery
## TABLE OF CONTENTS
### [SETUP INFORMATION](#p3)
### [ACT 0: Pre-Game Work](#p3)
### [ACT 1: Bloody Invitation](#p5)
### [ACT 2: "Pinky"](#p5)
### [ACT 3: Competing Offers](#p6)
### [ACT 4: Black Wash](#p7)
### [ACT 5: The Workshop](#p7)
### [CLOSING: Mr Damaxic](#p8)
### [APPENDICES / MAPS / STAT BLOCKS](#p9)
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## SETUP INFORMATION
### SETTING
Kavasto, (See The Appendices) was once a part of the Kren Empire Kavasto was usurped by Yuan-Ti, Tieflings, and actual Fiends. They have a very dark reputation, which has been well earned. If it has a redeeming quality it is that the city became a safe haven for some of the more rejected races of Krenshad. The current racial attitude could be summarized with “I don’t care what you were born with, I care about what you can do for me.” Culturally, they have an Ancient Mesopotamian feel to them. Where they really diverge from other cultures on the continent is in their racial and religious profile. Racially they are 25% Tieflings, 25% Yuan-Ti, 25% Fiends, 25% Other. Religiously, they are anything goes, with a heavy leaning of Fiend Patronage and Worship This makes for a strange mix of cultural sophistication and diabolical tendencies. It should come as no surprise that the city is run by cults and syndicates. Although there is a constant tension among the ruling powers, they do tend to keep the city from devolving into a bloody gang war. The current reigning syndicate is headed by Tethren Damaxic, a Tiefling whose family has been rumored to have held onto sorcerous powers through the Weave Drought (See Expanded Lore). There are laws, but most of them are highly flexible, if you have the power and means to flex them. The reigning philosophy is “Take what you Need. Seize what you Want. Own what you Seize. Plan for others to think likewise.”
### BACKGROUND STORY
[A Simple Man’s Job](https://homebrewery.naturalcrit.com/share/2buIz-k4hMKz) The story of an Ogre who works as an enforcer for Mr Damaxic and suddenly finds brilliance.
### HOOKS
- **Main (Bystanders caught in the crime web):** The Players defend themselves against thieves. After defeating them a Syndicate Contact who was about to hire the thieves forces the players to do a job.
- **Backup (Criminals doing their thing):** The Players are Recruited by a Syndicate Contact at some location they are used to being. A tavern, a guild hall, etc...
- **Backup Backup (Heroes going undercover):** The players are recruited by a local guard who wants to clean the city up.
### IMPORTANT LOCATIONS
More detailed descriptions and maps, if there are any, can be found in the Appendices.
- **Kavasto:** A large city sitting on a bay off the Sea of Unity and on the edge of the Iron Plains of the north. It is an arid environment with an Ancient Mesopotamian feel to it. The City has a Parliamentary government, but that is really only a political puppet show. The true masters of the city are its criminal Organizations.
- **The Imp’s Tankard:** One of the more popular and famous inns in the city. It is run by a group of Fiends.
- **Black Wash:** A section of the sewers populated by the poorest and those who wish not to be found.
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### IMPORTANT NPCs
More info and Stat Blocks of the NPCs in the Appendices.
- **Yurgul, The Garbage Man:** Tethren Damaxic’s favorite enforger. Yurgle is an Ogre who happens to have a crown of intellect on, making him brilliant. He is not someone you want to cross.
- **Sharrahs:** The Succubus owner of the Imp’ Tankard. Personal friend of Asmodeous.
- **Ebilius “Pinky” Rhogon”:** He is a Hobgoblin who is missing his pinky finger from his time as a member of Jamis “Three Fingers” crew aboard The Screaming Trident. He does not remember it fondly.
- **Lieutenant Gattis:** One of the “good” guys in town. Grattis is a guard captain that would love to see the city free of the criminals that hold it. He has yet to really end up on their radar as a significant problem.
- **Raazus Khiseras:** A Yuan-Ti messenger for the Heroditas Family. Raazus is a weasley little serpent who is always looking to get ahead for himself.
- **Lon Quatcher:** A rising criminal influence. Lon is the head of the Spinning Coin Thieves Guild. A Guild that has aspirations of running the city.
- **Sister Cistern:** A hag and information broker dwelling in Black Wash. She presents as either a young homeless maiden or a kind old lady. The residents of the sewer city trust and protect her. In return she cares for their needs and returns the favor. So when a child or two go missing each year, no one looks her way… even when they should.
- **Tooth:** A nutty Wererat living in the sewers just outside of Black Wash.
- **The Cotterpins:** A group of Gnomish brothers who have invented a style of cannon that extends the range of the weapon. They are currently in hiding looking to get out of the city before someone forces them to turn their creation over.
- **Vhisphad Heroditas:** Head of the Heroditas crime family. Vhisphad is old and not long for this world. He is becoming desperate to extend his life. Most believe he is afraid of all the debts that are about to come due once he dies. He hates the Damaxics but understands his place in the world. His children not so much. Vhisphad is worried they’re going to do something stupid one of these days.
- **Tethren Damaxic:** The Tiefling head of the Damaxic crime family. Tethren and his actual family run Kavasto from behind the scenes, sort of, everyone knows who is actually in charge, but Tethren likes others to feel as though they have some power. Rumor has it he is a powerful sorcerer who somehow kept his powers during the Weave Drought.
## PRE-GAME WORK
So this adventure may take a little more prep and thought than the typical run. I’m going to write the adventure from the main plot hook, but that doesn’t mean that the players will take that route or want to play as pawns in criminal schemes. So it may serve you well to give some thought to the other avenues they may take.
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This adventure will work best if the players all know one another and you don’t have to pull any “You Start in a Tavern” business. But you can do that and I do love that trope! I recommend them already having found a reason to group together and that they are en-route to investigate an adventure opportunity. Their Characters would already know the city well and should be given access to the Kavast Map from the get go.
### MAP LOCATIONS IN KAVASTO
- The Coin Ward: The Merchant and Banking areas.
- The Coppers: The slums and poor parts of town.
- Wellworth: One of the more affluent areas of Kavasto.
- Gold Streets: The wealthiest neighborhoods of Kavasto.
- The Citadel: Where the Parliament and Ministers of the city conduct business. It also houses much of the Kavasto Military.
- House of Order: The Legal and Judicial Establishment of the city operate out of this complex. It is home to the City Watch.
- The Day Market: A large market area both indoor and outdoor.
- The Walk of Kings: A street and plaza of monuments dedicated to the leaders of the past.
- Shadow Cast: A dark and foreboding tower dedicated to the practices of black magic. It has sat silent for years only to have recently awoken when the Weave returned.
- The Prison of the Damned: There are many Fiends that live and dwell in Kavasto. Those who need punishment find themselves here. Mortals that are sent here are never seen again.
- The Temple of Inversion: The majority of the population worships either themselves or creatures from the Hells in small sects and cults. The largest of these meet at the Temple of Inversion.
- The Fortress of Pain: Kavasto’s maximum security prison. Many who end up here didn’t do anything wrong, but instead they crossed the wrong people.
- The Doorway: Kavasto has no cemeteries or graveyards. Instead they have zigurat mausoleums. The largest of these is the Doorway. It is of course rumored to be haunted.
- The Gray Tower: Half Library half Arcane training center. The Gray Tower conscripts those who have the aptitude for magic from the populace and trains them here.
- The Docks: The Docks of Kavasto both trade ports and a large military shipyard.
- The Imp’s Tankard: One of the more popular and famous inns in the city. It is run by a group of Fiends. The Tankard is a hub for Criminals.
- The Kavasto Lighthouse: Used as its name intends, but also owned by the Damaxic Family and used often for secret rendezvous.
- The Heroditas Vinyards: The home of the second most powerful Crime Family in Kavasto.
- The Damaxic Compound: Home of the ruling Crime Family.
- Black Wash: (Under the Coin Ward) A section of the sewers populated by the poorest and those who wish not to be found. It is a functions sewer city.
- The Night Market: The markets of Black Wash, basically the Black Market in a city run by criminals.
#### MAP: The Free States
#### MAP: Kavasto
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## OPENING CUT-SCENE
"The Purple Tiefling with one gold and one silver eye dances a coin back and forth across his knuckles. He sits in a large leather chair behind a blood wood desk listening impatiently to the two Yuan-Ti making their excuses. His five children stand behind him in varying states of interest. An Ogre in finely cut clothes leans against the wall keeping an eye on the dealings. The Tiefling flicks his hand and the coin bounces on top of the desk. The Yuan-Ti stop talking. The gold piece rolls and wobbles a little and then tips toward tails. As it does, a mighty meaty hand, with immaculately kept nails, reaches out with lightning speed and rips the head off the Yuan-Ti on the left. The Ogre smiles and throws the severed head to the other snake man. “All is forgiven, but next time... don’t be late with your payments." The Ogre motions toward the door, but doesn’t need to. The Yuan-Ti is already fleeing the room.”
## ACT 01: Bloody Invitation
In this act the players will almost immediately get mugged by some local thugs. The thugs are not really interested in talking and if the party attempts a conversation it is more likely that one of the thugs will take a stab at a party member. A Very Hard verbal skill check can be made though if they truly want to try and talk their way out of a mugging. But typically this is going to end in a fight.
##### **EVENT:** You’re Being Mugged
**MAP:** Kavasto Scenes
“A group of rugged individuals surrounds you as you pass down the street. They are armed and have a dangerous and desperate look in their eyes.”
**ENCOUNTER:** 4 Bandits
**REWARDS:** 6d4+10 Silver, Poor Equipment, a letter from “The Garbage Man”
**HANDOUT 1:** Yurgul’s Letter
“To the members of the Spinning Coin, You have been interested in proving your worth to Mr Damaxic. I have a task that can accomplish that goal. Meet me just east of the Day Market outside of the Rat’s Nest Tavern precisely at noon. Do not be late. There will not be another opportunity. - The Garbage Man
##### **EVENT:** The Garbage Man
As they read the letter (or if they didn’t look for it) they will be approached by a finely dressed Ogre. He will introduce himself as Mr Damaxic’s Garbage Man. Meaning that he deals with the trash. He will take note of what has happened and ask if the players are interested in a job. If they agree, there will be no problems. If they refuse then Yurgul will politely threaten them. They killed those Mr Damaxic intended to hire, and so now they must fulfill the job, find someone to do it for them, or suffer a similar loss in their personal life.
*DM Note: In my setting the world has just regained access to magic and if the players used any then that will surely have caught Yurgul’s attention and he will be even more interested in recruiting them into the Damaxic Family.*
However this conversation plays itself out, Yurgul will send them to make contact with “Pinky” a Hobgoblin over at the Imp’s Tankard in The Coppers. He is to be their contact for the rest of the job. Pinky can either set them on the trail for the job or put them in contact with someone they can recruit to do the job for them… which will be expensive and almost certainly push them back toward doing the job for themselves. Thus, I have decided not to flush out that avenue in the adventure.
## ACT 02: “Pinky”
There is a bit going on here in Act 2, so let’s get to it! The Players will be headed across town into the Coppers, the poorest neighborhoods in the city. This is likely a place they are pretty familiar with. There is a fairly well renowned establishment there, The Imp’s Tankard.
##### LOCATION: The Imp’s Tankard
“The three story building ahead stands out from smaller buildings nearby. It looms over the neighborhood like the eldest schoolboy in the yard. It stands out in other regards as well. The architecture is a bit different, but it is less square and has a tiered design, almost like a narrow ziggurat or stout tower. It fits in over all aesthetically, but the decor and color of the building hints at a bit darker tone. It also isn’t run down or falling apart as the surrounding neighborhood is. Most odd though is the sound, or lack thereof, strangely it feels quieter the closer you draw near. The noise of the street fades away as you approach the front doors that are carved to represent dozens of Imps drinking out of the same enormous tankard.”
“But once you enter all that changes. What from the outside was an ominous structure is inside nothing but a lively place of entertainment. People sit everywhere eating, drinking, laughing, gambling, carousing, and well... more carousing. A large winged fiend stands near the door and looks you over as you enter but does not stop you. In fact it motions you toward a lightly dressed Yuan-Ti man who asks if you would like to be seated or if you have other business in the Tankard today.”
The Tankard covers a lot of bases for services, and those range from drinking to whatever debauchery your table is comfortable with. It is run by several of the fiends that live in the city and is owned by a Succubus that goes by the name Sharrahs. “Pinky” the Hobgoblin operates a fencing gig out of one of her private rooms in the basement. Sharras will not be overly interested in helping the players find “Pinky” nor will she warn them that he hates that nickname. But there are multiple ways to grease those wheels. Being a good paying customer, offering a bribe, dropping the Garbage Man’s name. Those types of things will get her attention.
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##### EVENT: Pinky.
When they find Ebilius “Pinky” Rhogon, he will be wrapping up a deal with a Bugbear for a large pile of items including some expensive looking jewelry. He will be working from behind a barred window, the Bugbear feels like he is being cheated and the following scene will unfold…
“You enter a 10x10 stone room. Unlike most of what you’ve seen of the Tankard so far there are no decorations at all and the walls are not painted, although there are sever large and dark stains on the floor. On the far side of the room an orange skinned Hobgoblin works a trade through a barred window. He is engaged in a heated discussion with a Bugbear. There is a large pile of coin and a large pile of jewelry on the counter under the window. The Bugbear reaches a boiling point and lunges through the bars at the hobgoblin… whose response is simply to stand there as a blade comes hurtling down from above the bars and removes the bugbear’s arms. As it topples to the floor bleeding out and wailing for help you hear the clicking of gears as the blade retracts into the ceiling. The Hobgoblin has swept all the loot, and the arms, out of sight though his counter is still covered in blood. He begins wiping it up with a towel and looks in your direction. “Next.”
The players need Pinky to tell them about the job. Which he will, It has come to the attention of Mr Damaxic that a trio of Gnomes, brothers to be precise, have just invented a cannon that can add considerable distance to the shot. Mr Damaxic wants to acquire these cannons for himself and keep them out of the hands of others. The players are to track down the Gnomes, deal with them. Afterward they are to let Pinky know where they are so that they can be retrieved.
Pinky was only paid to be a contact for them to start and close up their dealings, but he also has people out looking for the location of these gnomes, and will tell the players once his people report back, but… seeing as how he doesn’t know the players, and maybe he heard that they just killed some friends of his, they’re going to have to do a job for him first.
*DM Note: The players may try to do this for themselves, but that will prove much more difficult. Thus, I have not written up that avenue of the adventure. However if they were to do that I would have them head to the same locations listed in the next few acts, only with different motives and results.*
Before Pinky tells them anything else he wants them to head down to Black Wash (The Sewers) and find a certain Wererat, goes by the name Tooth, that owes him a large sum of money. They are to collect this money and return. They may also collect Tooth’s Teeth, if he doesn’t have the cash. Pinky would prefer that they leave him alive if possible, but won’t be heartbroken if Tooth ends up dead. They can access the sewer canals from the Tankard but they’ll have to get Sharrahs’ permission to do so, or they can go find another entrance in the city. Sharrahs will ask them to head down the street and remind the Brewhouse there that they should not be late again with their deliveries, in return for that quick favor she will unlock the entrance to the sewers for them. Whatever they do to find an entrance it should not be hard… unless you want it to be.
*DM Note: Pinky has access to some “adventuring gear” Most importantly he has Healing Potions and Silvering Oil which will help against the Wererat. If it comes to a fight. It will cost the players 10gp a vial though. Pinky will run a line of credit with high interest if necessary. Take too long and they will share his nickname.*
*DM Note: this isn’t the only offer the players are about to get. So if they decide not to work with Pinky it is ok. One of the other factions are about to make offers, and they may have what the players need.*
## ACT 03: Competing Offers
They are now off to Black Wash (See The Appendices). But before they arrive they will be intercepted by one or more of the following NPCs and given a counter offer to working for the Damaxic Family. The DM should pick the faction that is going to be most tempting to the players. Don’t make it overly obvious, but the story ends with a bit of a fun twist if they take a counter offer. Using more than one, or all, of these additional hooks will be fun and give the city an “everyone is always watching” feel if done right. But it could be very time consuming as the players attempt to devise a way to complete the mission in multiple ways.
##### POSSIBLE EVENT: The Upstart
Lon Quatcher is upstairs in the Tankard and has been waiting for the players to return from their meeting with Pinky. Two of his goons will “invite” them over to his table for a chat. As the up and coming Thieves Guild Lon wants to make a name for himself and is offering a lot of money to see that the gnomes end up in his possession. The players can do what they want with the Cannons as an additional reward.
##### POSSIBLE EVENT: The Rival
Whichever entrance to the sewers they find they will encounter Raazus Khiseras just inside the canals. Someone in the Heroditas family wants the Gnomes and the cannons for themselves and to keep them out of the hands of the Damaxics. He is authorized to reward them appropriately, with half up front, and doesn’t ask if they agree. This is a “You will do this or else” deal. He should be an intimidating force and will clearly will threaten them if they offer any resistance to his offer.
##### POSSIBLE EVENT: The Honorable Man
Lieutenant Gattis will be waiting just down the street from the Tankard. He is that - Last Honorable Man in the City of Evil - trope, which actually in this setting makes him really interesting and fun. Gattis will attempt to appeal to the better nature of the players. He would like them to convince the gnomes to come work for the city guards under his command. Gattis can offer gear based rewards and weapon enhancements If this avenue is taken. As well as further jobs. Once the Gnomes are convinced Gattis’ team will set up a “Raid” and take the Gnomes into protective custody.
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## ACT 04: Black Wash
They are now in the sewer tunnels and off to Black Wash. Lead them up the tunnels to the Night Market.
“The air down here is damp and thick with the smell of rot and excrement. The passage has an almost unnoticeable slope to it, heading ever deeper into the ground as it travels away from the city. Rats scurry about the area. The sounds of people talking and music come from somewhere in the direction of the upward path.”
“The tunnels open up into a large junction room some 200’ in diameter. Built onto the walkways and out over the canals and up onto the walls is a shanty town with a busy marketplace in the center. People bustle about everywhere like bees in a hive.”
Black Wash and the Night Market provide several options for the players, most of them simply grimey and vile versions of the things they could do up on the surface. But if they are into the dark and wicked side of things that is highly present here. Kavasto even though it is full of actual Fiends, still presents as a fairly normal city. Black Wash and the Night Market have no such issues.
Their main goal here will be to ask around and find out where Tooth is. The options to do so are really up to their imagination and the DMs. I wouldn’t make it overly difficult to locate Tooth, but in Black Wash there is a cost for everything, especially for City Folk. I recommend a kindly old lady that will tell them what they need to know in exchange for a few locks of their hair or a precious memento or two. When I say kindly old lady, you should read Hag… certainly a Hag. Sister Cistern, as she is commonly know, in Black Wash is the primary dealer in information and would love nothing more than to “help”.
However, they gather the information they’re off deeper into the tunnels. I do recommend a few “Random Events” to happen while down here. I’ve put in some suggestions. And a hunk of the map is dedicated to the Black Wash Canals.
##### POSSIBLE RANDOM EVENTS
- **MAP:** Kavasto Scenes (If Needed)
- As they traverse the canals they watch the rats begin to frantically climb the walls. The cisterns have been emptied and a wash is coming. They players will have to get up on the walls or risk being washed away.
- A mysterious beggar is found sitting in a nook. He will offer them his gift of “foresight”. This can be real or made up. I like to have them roll a d20. A good roll gets them a good fortune and a bad roll… well bad… what that is? That’s up to you, but I suggest later giving advantage or disadvantage to a player in an important situation. I’ve also marked a player for “death” with encounters like these. You don’t have to kill them, but you could!
- Something dark and ominous. They are in a city full of cults and crime. So a body left as a message or used in a dark ritual will really help set the tone.
- And of course there is always the potential attack from sewer creatures. Now this is written toward Level 1 characters so an Otyugh is probably out of the questions… but a baby Otyugh with a mamma nearby that they have to flee, well that probably isn’t questionable at all!
Eventually they’ll get to Tooth’s Hideout. Tooth is a nutjob Wererat who isn’t really interested in a fight but also won’t give up the cash easily. He will ask them for food and tools. If they come up with enough they don’t have to fight him. After dealing with Tooth, the player can search his lair for enough loot to bring back Pinky who will then give them the information they need to find the Gnomes.
##### EVENT: Tooth's Lair
**MAP:** Kavasto Scenes
**LOCATION:** The Lair
There are a few routes and deadends ont he trip to the Lair Room. I highly recommend putting some easy to spot low damage traps in those tunnels simply put them on guard for the Lair Room.
**ENCOUNTER:** Tooth
Tooth’s lair is filled with traps that he will use against the players in a fight. He will bonus action disengage and run to cover behind a trap. He also has two Giant Rat pets to help him out. He will not intentionally put the rats in danger.
**REWARDS:** The players will need to get Tooth’s Teeth for Pinky
Tooth caries
- A serrated Shortsword. Striking at five over a targets AC will cause an additional point of damage
- Studded Leather
- Tooth's Thieves Tools +1
The Trash piles d20 Roll, the higher the roll the better the treasure. Searching through the random trash piles will reward them with some random treasure
- 3d6gp worth of Coins most of them lower quality
- 1d4 10gp gems or jewelry pieces
- 2 random trinkets from the trinket table.
- One Potion of Poison
- Scroll of Cure Wounds
- One Chair that doesn’t smell like pee
## ACT 05: The Workshop
When they return to Pinky the deal should conclude simply. They return with whatever they need to appease him, smart (non good aligned) players will have killed Tooth and found the cash. They’ll give Pinky Tooth’s teeth and keep the money. But that’s on them not you. Either way, Pinky will keep up his end of the bargain and give them the address of the home in which the Gnomes are working out of. Surprisingly it is over in the Wellworth neighborhood. One of the more wealthy areas. He isn’t sure how they pulled that off, but that doesn’t really matter to him. He just throws that fact out there. It is kind of a clue that there is someone powerful pulling the strings here.
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A quick trip across town and they should be at the house. It appears unoccupied and for sale. Asking anyone in the neighborhood will give them a little insider information. That house has always been up for sale. No one looks at it though. But that doesn’t mean it is unoccupied. There are different people that come and go from there. Most recently a Gnome.
**MAP:** Kavasto Scenes
The Gnomes are working out of the cellar of the house. The upper floors will appear vacant. They are guarded by four “repurposed” Modrons who will look like large metal shapes at first. The Modrons will activate and attack as soon as the players are surrounded by them. After dealing with the Modrons the players will encounter the Gnomes, who will obviously be unhappy about being discovered and will threaten violence when the players enter the shop. They will be behind their cannons and will follow through with their threats if the players fail to convince them to stand down. As far as any deals go the Gnomes will only willingly work with the City Guards. Most every other option will boil down to violence. But players are creative so you never know what they may do. Maybe offer them a “witness protection program” type escape? Who the heck knows.
**ENCOUNTER:** Modron Guardians
The Modrons will activate and attack as soon as the players are surrounded by them. This fighting will alert the gnomes who will bar the doors to the workshop and scramble to their cannons. (Use Modrons appropriate to the character’s level.)
**ENCOUNTER:** The Cotterpins
This encounter could go a number of ways… but likely this ends in a fight. The only people the Gnomes are even slightly interested in working with are the Guards. They are really self invested and don’t want others getting ahold of their work. So convincing them to work with any of the criminals will ultimately result in a fight. (Remember: a successful persuasion check only moves the NPC one tick closer to what the PC is trying to convince them of, not a flat out switch-er-roo of morals and opinions). However, they can be persuaded to work with the guards if the PCs succeed with a Hard Check. In a fight each of the gnomes will run to a cannon and use it against the players. The cannons are on swivels and extremely quick to fire. Thankfully they are only using test shot. Use Three Gnomes even though I listed one stat block.
## CLOSING: Mr Damaxic Would Like to See You
Once the Gnomes have been subdued one way or another, and now the players need to wrap up their business. This likely means they will be headed back to Pinky, or waiting for their other contacts to show up. Both scenarios resolve themselves in a very similar fashion.
##### Scenario 1: Head back to Pinky
This scenario assumes that the players did not attempt to double cross Tethren Damaxic… a very wise choice. They will head back to Pinky who will give them a message and half their payment. If they want the other half they are to head to the Docks and take a boat to the lighthouse for a meeting. If they are nervous Pinky will assure them that this is normal. (And it is).
##### Scenario 2: Working For The Competition
Whichever faction they have chosen to work with this scenario works out the same. Their employer’s people show up and collect the Gnomes and Cannons. They will be given instructions to head to the Docks and take a boat to the lighthouse for a meeting to collect their payment. If they are nervous one of the people collecting the cannons will assure them that this is normal. (And it is).
##### EVENT: The Lighthouse
“Your boat docks at the Lighthouse and you enter as you were directed to. As you pass the doorway two individuals slip up behind you blocking your exit. They silently point up the stairs. At the same moment you hear an awful shrieking sound. Like an animal being tortured. A familiar large and well dressed Ogre strolls down the steps grinning from ear to ear revealing a row of adamantine teeth. “Mr Damaxic would like to meet with you.””
Yurgul will escort them to the the top of the lighthouse where an Aaracockra is being… plucked… Tethren Damaxic will be sitting at a finely set table eating a steak on a balcony nearby. Yurgul will sit down and Tethren will motion for the Players to join him. There are places set for them and drinks of their liking already poured. No matter what they decided to do with the cannons, Tethren will tuen back to his meal and eat silently. As he does a cargo ship will dock and workers will be unloading the cannons and the Gnomes into the lighthouse.
Ultimately whatever they chose to do, Tethren was always behind it to get the upper hand. He already has his people deep in the Spinning Coin Thieves Guild. He has almost all of the City Watch in his pocket so it wasn’t hard at all to pay them off to deliver the cannons to him and not Gattis. And the Heroditas house is weak and its people disloyal making them vulnerable to being bought, so he did.
Once they have chosen to sit or not. Tethren and Yurgul will finish their meals. Mr Damaxic will then look at them intently, and say...
“Now my new friends… let us talk about how our business will conclude today…”
That is a great place to end the adventure. However, your players may want a touch more. So you can embellish on this part however you see fit. Particularly if you are planning a followup campaign or adventure.
## - The End -
## Thanks for playing an AOG Adventure.
I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon.
[AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)
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# APPENDICES
## PLAYING AN A.O.G. ADVENTURE
If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendicies.
#### Homebrewed World
First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern CUltre from the same time period thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord for Patreon Members.
#### The Lay Out
I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex.
#### Skill Check DCs
I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? So for reference the DC scale in 5E looks like this.... Very Easy DC5, Easy DC10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality so if they get close they still accomplish their goal but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way.
#### Search Checks
I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff!
#### Opening Cutscene
I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
```
```
#### Setting, Background Info, and Hooks
These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go.
#### Skill Challenges
I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here.
> - DM says “Your Boat is taking on water. What would you like to do?”
> - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water.
> - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success.
> - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll.
>
> *Stuff like this*
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## EXPANDED LORE
**The Weave Drought**
Forty years ago the rivers of magic went dry. No one knows why it happened, although there is great speculation that the Weave withdrew itself to prevent further abuses of its power. The disappearance of Magic caused havoc worldwide as many nations had built the foundations of their societies upon it. Some retained slivers of power, but rarely past rudimentary magics and cantrips. Even then the effort and skill required to cast such spell was great and extremely taxing to the caster. Practitioners of the magical arts whether they were Natural, Divine, or Arcane desperately sought a way to restore their powers. They captured and killed “magical” creatures conducting strange experiments designed to draw power from them. This was rarely successful, and instead drove many of these creatures into “extinction”. They also attempted to recycle the power in Magical items hoping to capture the essence within them. This was a more successful avenue, but even then the results were limited and temporary. What turned out to be most successful was the accepting of dark gifts from shadowy patrons. Hags and other fell beings seemed unaffected by the drought, and while at first they were hunted, they later were sought out so that they might bestow power on supplicants. And of course they did, but always at a high cost to those who came begging. The absence of magic gave rise to what is known as the Age of Red Steel. A time where Warlords brutally ruled the lands but the strength of their sword-arms.
But now, very recently, the power of the Weave has returned. Like a flood it washed over the lands, magical items, places, and creatures, long thought mundane, were now empowered, often in dangerous ways. The governments of the world have taken notice and have initiated a Magica Arms race of sorts. In many lands, those who can touch the Weave are taken captive and forced into the service of the ruling Warlord. In other places, they are assassinated by a nation’s rival in order to strip their enemies of the power they bring. Many casters go into hiding or gather around them an organization that values their skills and can offer them protection. Unfortunately a good many people who find they have power use it for selfish gains and end up causing much suffering for the common folk. And so those who can focus the Weave’s power are often treated with greater suspicion and often violent reactions.
## IMPORTANT LOCATIONS
##### KAVASTO
**Summary:** Once a part of the Kren Empire Kavasto was usurped by Yuan-Ti, Tieflings, and actual Fiends. They have a very dark reputation, which has been well earned. If it has a redeeming quality it is that the city became a safe haven for some of the more rejected races of Krenshad. The current racial attitude could be summarized with “I don’t care what you were born with, I care about what you can give me now.” Culturally, they have an Ancient Mesopotamian feel to them. Where they really diverge from other cultures on the continent is in their racial and religious profile. Racially they are 25% Tieflings, 25% Yuan-Ti, 25% Fiends, 25% Other.
Religiously, they are anything goes, with a heavy leaning of Fiend Patronage and Worship This makes for a strange mix of cultural sophistication and diabolical tendencies. It should come as no surprise that the city is run by cults and syndicates. Although there is a constant tension among the ruling powers, they do tend to keep the city from devolving into a bloody gang war. The current reigning syndicate is headed by Tethren Damaxic, a Tiefling whose family has been rumored to have held onto sorcerous powers. There are laws, but most of them are highly flexible, if you have the power and means to bend them. The reigning philosophy is “Take what you Need. Seize what you Want. Own what you Seize. Plan for others to think likewise.”
**History:** Kavasto is one of the more feared Civilizations on Taalist. Not because of their military might, which is substantial, but because of their lack of moral principles. Kavastians are as notorious for their brutality and viciousness as they are for their unashamed dealing with otherworldly beings, particularly of the fiendish sort. The city was quietly given over to the rulership of the Yuan-Ti and the Fiends of Hell who subtly over many years turned the course of the Kren Empire toward civil war. They played heavily on the Kren’s racist culture, turning Humans and Dwarves against one another and the other races scattered across the wilderness. Once the War of the Firstborn had completely fractured the people and the Nation, the hidden rulers of Kevasto became secrets no more.
The city grew in strength and power, and as the Elinosian Empire weakened from the Plague they struck. Militarily the move was brilliant, hit your enemy fast and hard when they are already weak. At the time the World was not yet aware of just how quickly and silently the disease spread, and so unknowingly the Kavastians foiled their own plans. The Elinosians had already gotten through the worst of the epidemic, and as the parasites ate their way into the Kavasto Army Elinos launched their counter attack pushing the invaders back across the Vigilant Channel. An uneasy peace settled in afterward with the nations and city states engaging in what seemed like endless skirmishes amounting to nothing. Eventually the idea for a central place of combat that satisfied their needs for blood and blame was constructed at the far edge of the Iron Plains. The Machi Meh Erini, or Peace By Blood Arena, has served to soften the fury of the nations in the area to live in relative peace from one another. But none of Kavasto’s neighbors trust them. Nor should they…
**Currently:** Kavasto is always secretly planning one nefarious plot or another. Most of their neighbors blame any death of an important figure on a Kavastian assassination, and more often than not, they are right. They were “secretly” building an army and were certainly going to use it on one of the nearby civilizations. But then the Weave Drought hit and Kavasto society, which was nearly completely built upon the foundation of occult magic and dark pacts collapsed into absolute chaos. It was only by the iron will and savvy grace of the Damaxic Crime Syndicate that the City State survived. Plying their trade and wills against the other factions the Tieflings rolled the dice and came out on top. They now hold the city with a soft hand on the shoulder and a pointed dagger in the back. They had learned to survive and thrive without the need of The Weave, but they also planned for its return. Completely prepared for change, they are quickly headed from Crime Overlords to Sorcerer Kings and Queens.
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##### BLACK WASH
Kavasto is located in a rather arid region so traditional waterway sewers aren’t really a thing. What they have are deep sloped tunnels that are washed clean by the tide cycles and a series of tidally filled cisterns. Waste is flushed down to “Night Ponds” where it is recycled into compost and fertilizer. The canals therefore are subjected to a predictable pattern of daily flash floods in order to keep them “clean”. This creates an odd and strange patter of behavior in the creatures and people that live there. “Watch the Rats” is a common expression with a similar meaning to “Take care.” It comes from the locals paying attention to the behavior of the rat population. When water is approaching either through the tides, a flushing of the cisterns, or the more rare rainstorm the rats scurry for high ground… and so should anyone traversing the tunnels.
Black Wash is a massive “shanty town” settlement that has formed under the city in the sewers. In many ways it is a completely separate city with its own rules and culture. It is home to what has become known as the Night Market, which for all intents and purposes is home to the Black Market for a city that does not have restrictions on what merchants can sell. A vast amount of stolen merchandise and things that should never be merchandise, or even exist, can be found there. Kavasto’s poorest live down here picking through the garbage and lost items that find their way down into the canals. There are also a lot of reprobates and insane who find refuge in the Black Wash and the surrounding tunnels. Those who venture here would be wise to always be on their guard.
## IMPORTANT NPCs
##### Yurgul, The Garbage Man
Tethren Damaxic’s favorite enforcer. He was once just a typical Ogre. Big, Dumb, and a Walking Zone of Destruction. He was a weapons Tethren pointed at those he was displeased with and simply let loose to do his thing. Tethren often referred to these moments as Taking Out The Trash, and so Yurgul earned the nickname The Garbage Man. Then one day, while on a Trash Task, Yurgle found a Headband of Intellect, and put it on which made him brilliant. He now continues his old job, but as the head of the Damaxic Family’s Enforcers, and is one of Tethren’s most trusted associates. In many ways Yurgul is still an Ogre, but one with a a genius intellect, that it just as likely The Garbage Man will outwit you as it is he will literally rip your limbs off.
##### Sharrahs
The Succubus owner of the Imp’ Tankard. Like most Fiends Sharrahs’ past is shrouded in mystery. She arrived in Kavasto shortly after the War of the Firstborn. Using her wiles as a Succubus she began building a network of those enthralled of those smart enough to get on her good side willingly. Shortly afterward, with the help of Asmodeous himself, she took over The Imp’s Tankard, a large tavern and house of vices that was well known throughout the city. Sharrahs has set up the Imp as a neutral ground and a meeting place for the many conflicting factions in the city. However that neutrality only extends so far, the house reserves the right to bring violence down on anyone who causes trouble. And those few that are foolish enough to do so soon find themselves on the wrong side of a powerful figure who has the literal backing of the Ruler of the Nine Hells.
##### Pinky
Ebilius “Pinky” Rhogon, is a fence working out of The Imp’s Tavern and one of the more connected figures in kavasto. Years ago Ebilius was part of Jamis “Three Finger Jim” Hemallis’ crew on the pirate ship The Screaming Trident. Each of The Trident’s crew chops off their pinky when they become full members. Ebilius always resented this tradition and left after a few good scores. Settling in Kavasto he set out to make a name for himself and used his small fortune to open a pawn shop. After making some headway into the Underworld and proving that he had a good head for Back Room Business, both the Heroditas and Damaxic Families backed his operation and funnel a healthy portion of their businesses through him. As far as criminals go he is rather honest and doesn’t break deals, talk about his customers, or reveal his sources. Oh… and he absolutely hates being called “Pinky”
##### Lieutenant Gattis
Watch Captain Taryrin Gattis comes from a family, most of the adults have taken up the call of the City Guard. In many ways his family history mirrors the evil that the Criminal Organizations of Kavasto represent. The biggest difference… most of the Gattis family is dead... killed in one way or another by the criminals that thrive in the city. Taryrin grew up hearing stories from his Grandfather about the way things were before the Fiends. When Kavasto had a soul. He is one of the “good” guys in town. But that term should be used loosely. Taryrin has a code of honor about the philosophy of law and order, he also has the grit to sacrifice his own conscience for the greater good. He has done some terrible things in the name of making the city better. So far he has avoided ending up on the While Grattiis would love to see the city free of the criminals that hold it, and has made some strides toward that goal. He has yet to significantly frustrate any of the crime families’ ambitions and has not yet ended up on their radar as a significant problem. The Families also have a respect for his lineage, a worthy foe sort of admiration. However he is being watched and the last of the grace being extended to him will likely soon change.
##### Raazus Khiseras
Born in the depths of The Split in the rubble choked ruins of Haszthis, Raazus risked crossing the Elinosian Empire to make something of himself in Kavasto. As a Malison, the snake headed breed of his people, he knew it would be a “kill on sight” sentence for him were he to be spotted, but he risked it anyway. After a harrowing three weeks he arrived safe within Kavasto’s borders. It didn’t take him long upon arriving to find a spot in the Heroditas Family as a low level muscle. He has worked his way up the chain for a few years now, but feels as though he should be further along than he is. He currently acts as a messenger, when the message requires muscle. Raazus, isn’t really loyal which is what has hampered his advancement in the family, and is always looking to get ahead for himself even at the expense of his allies.
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##### Lon Quatcher
A Half-Elf born in the Golden Wood. Life was good, but boring, and his human side longed to be free of restrictions. He began to wander and eventually landed in Kavasto. He fell in love with the city and its exotic freedoms. It wasn’t long before he began taking advantage of those freedoms to turn a profit. He soon joined a like minded group, and shortly afterward The Spinning Coin Thieves Guild was born. Focusing on Con Jobs and Street Hustles early on, the Coins did well but quickly became dissatisfied with small time profits. They turned their attention to running jobs for more established groups and being on hire for jobs others wouldn’t want to get caught up in. The Guild soon attracted a large number of members. Lon is now the head of the growing organization and has aspirations of one day running the city.
##### Sister Cistern
Cistern is a Night Hag who has taken up residence under the streets of Kavasto in the sewer city of Black Wash. She typically uses her magic to present herself as either Yenna, young homeless maiden, or Mairi, a kind old lady who is a main source of gossip. While in those guises she will tell those that she deals with “I work for Sister Cistern” and not quickly reveal herself as such. The residents of Black Wash know who she is, but they trust and protect her as a patron. In return she cares for many of their needs and returns the favor of protection. So when a child or two go missing each year, no one looks her way… even when they should.
##### The Cotterpins
Bix, Bax, and Box Cotterpin, are a trio of Gnomish brothers who have come to Kavasto in order to take advantage of the loose restrictions on research and development here. They are well aware of the criminal influence of the city and have done their best to keep to themselves. However, no one goes unnoticed for long here. They have recently invented a style of cannon that extends the range of the weapon. A feature which will prove invaluable to anyone looking to win a war or become a dominant naval presence. Both of which Kavasto has pursued for almost a century. They are currently in hiding, but having completed their work, are now looking to get out of the city before someone forces them to turn their creation over.
##### Vhisphad Heroditas
The Yuan-Ti Pureblood head of the Heroditas crime family. Vhisphad is old and not long for this world. There was a time, when he was much younger, that the city was ripe for the taking, and in truth he almost took it. He made some extraordinary deals with the powerful Fiends that dwell in the shadows of Kavasto, and in doing so nearly succeeded in wrestling control of the city away from the Damaxic Family, which at the time was struggling to maintain their control. But his path to the top came to an abrupt halt when Tethren Damaxic, the youngest of the Family decided to take over his family's struggling criminal empire. Tethren outwitted Vhisphad at every turn, and in doing so changed the fortunes of many inthe city. In his old age Vhisphad is becoming desperate to find any way to extend his life. He is terrified of all the Fiendish Debts that are about to come due once he dies. He hates the Damaxics but has resigned himself to his place in the world. However, his children... not so much. Vhisphad is worried they’re going to do something stupid one of these days, and follow him into eternal bondage.
##### Tethren Damaxic
The Damaxic Family has been a ruling influence and Noble house in Kavasto for centuries. However, much of that time they had hidden the truth of their heritage away from the rest of the world. The Tiefling family came to power in a world that hated their kind. That built into the family a lifestyle of secrecy, deception, and manipulation that is unrivaled. The Damaxic Family was always known for their political savvy and cut-throat business practices. There had been long standing rumors of shady dealings and criminal activity, but no one dared bring charges. The War of the Firstborn allowed the family the opportunity to walk free from the secrets of their heritage and embrace the world as they truly were… criminals. The Damaxic family took center stage as the Underworld Organization they had been for hundreds of years. And it almost destroyed them. They now lived in a city free of the restrictive and racist ways of the Kren Empire. But socially the city was still very much Kren and the Damaxics faced a major backlash as other organizations and noble houses sought to destroy them. It was during this time that the youngest son of the family, Tethren a sorcerer who managed to keep his powers during the Weave Drought, took control of the organizations and used that power to intelligently and methodically eliminate or subdue those seeking to bring them down. It was in those years that he firmly established himself as not only the head of the Damaxic crime family, but as the true leader of Kavasto itself. The Damaxics now control every level of the government, from street workers to the highest offices in parliament. They have the City Watch firmly in their pocket, and there are few people of influence that are not on the Family payroll. All while he runs Kavasto from behind the scenes, sort of, everyone knows who is actually in charge. Tethren likes it that way. He enjoys making others to feel as though they have some say, but the only say they truly have is the one Tethren Damaxic gives them.
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# MAP: The Free States of Krenshad
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# MAP: Kavasto
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# MAP: Scenes From Kavasto
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## STAT BLOCKS
___
___
>## Bandit
>*Medium humanoid (any race), any non-lawful alignment*
>___
>- **Armor Class** 12 (leather armor)
>- **Hit Points** 11 (2d8 + 2)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)|
>___
>- **Senses** passive Perception 10
>- **Languages** any one language (usually Common)
>- **Challenge** 1/8 (25 XP)
>___
>### Actions
>***Scimitar.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
>
>***Light Crossbow.*** *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
___
___
>## Tooth the Wererat
>*Medium humanoid (human, shapechanger), lawful evil*
>___
>- **Armor Class** 12
>- **Hit Points** 33 (6d8 + 6)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|15 (+2)|12 (+1)|11 (+0)|10 (+0)|8 (-1)|
>___
>- **Skills** Perception +2, Stealth +4
>- **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
>- **Senses** darkvision 60 ft. (rat form only), passive Perception 12
>- **Languages** Common (can't speak in rat form)
>- **Challenge** 2 (450 XP)
>___
>***Shapechanger.*** The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
>
>***Keen Smell.*** The wererat has advantage on Wisdom (Perception) checks that rely on smell.
>
>### Actions
>***Multiattack (Humanoid or Hybrid Form Only).*** The wererat makes two attacks, only one of which can be a bite.
>
>***Bite (Rat or Hybrid Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
>
>***Shortsword (Humanoid or Hybrid Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
>
>***Hand Crossbow (Humanoid or Hybrid Form Only).*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
___
___
>## Giant Rat
>*Small beast, unaligned*
>___
>- **Armor Class** 12
>- **Hit Points** 7 (2d6)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|7 (-2)|15 (+2)|11 (+0)|2 (-4)|10 (+0)|4 (-3)|
>___
>- **Senses** darkvision 60 ft., passive Perception 10
>- **Languages** —
>- **Challenge** 1/8 (25 XP)
>___
>***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell.
>
>***Pack Tactics.*** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
>### Actions
>***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
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___
___
>## Monodrone
>*Medium construct, lawful neutral*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 5 (1d8 + 1)
>- **Speed** 30 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|13 (+1)|12 (+1)|4 (-3)|10 (+0)|5 (-3)|
>___
>- **Senses** truesight 120 ft., passive Perception 10
>- **Languages** Modron
>- **Challenge** 1/8 (25 XP)
>___
>***Axiomatic Mind.*** The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.
>
>***Disintegration.*** If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
>
>### Actions
>***Dagger.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
>
>***Javelin.*** *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 3 (1d6) piercing damage.
___
___
>## Bix, Bax, and Box
>*Small humanoid (gnome), neutral good*
>___
>- **Armor Class** 15 (chain shirt)
>- **Hit Points** 16 (3d6 + 6)
>- **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|14 (+2)|12 (+1)|10 (+0)|9 (-1)|
>___
>- **Skills** Investigation +3, Perception +2, Stealth +4
>- **Senses** darkvision 120 ft., passive Perception 12
>- **Languages** Gnomish, Terran, Undercommon
>- **Challenge** 1/2 (100 XP)
>___
>***Gnome Cunning.*** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
>
>***Innate Spellcasting.*** The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
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>At will: *nondetection* (self only)
>1/day each: *blindness/deafness*, *blur*, *disguise self*
>
>
>***Stone Camouflage.*** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
>
>### Actions
>***Dagger*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.
>
>***Test Cannon Blast.*** *Ranged Weapon Attack:* +4 to hit, range 500/1500 ft., 10' Blast area. *Hit:* The target must succeed on a DC 12 Dexterity saving throw or take 2d4 Damage. (One Use Each)