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# Some Things Should Not Walk ## ADVENTURE SYNOPSIS At one point in history the Stoleregard Barony was a hub for merchants, travelers, and wealthy vacationers. The Rivers were clear and teeming with fish. The Graywood offered grand hunting experiences. The Mountains and Dells were filled with hidden caverns and the romanticized promises of hidden “treasures”. The town was a jewel in the crown of luxury. Much of that has changed. The rivers are muddied and dangerous. The wilderness is darker and a traveler is more likely to be hunted than to successfully hunt. And the things lurking in the caverns... should not be sought after.
But there are those who would change that. Those who long to see the Barony returned to its glory days. One of those people is a cartographer by the name of Khurvor Kargamon the Third, who deals not only in traditional maps, but also has a niche side business of collecting and chasing down Treasure Maps that he has come across or heard about. He hopes to re-ignite interest in his Family’s business, and by doing so bring some wealth back into the struggling land. The players are made an offer to seek out what lies at the end of a recently discovered map. Once they set out the players will have to travel through the wilderness and then explore the dungeon. However, there are no clues as to what kind of trouble they will find at the end of the journey and they may be getting in over their heads.
> - Target Party and Level: 4 level 3 players > - Expected Playtime Playtime: 3-4 Hours > - Tone: Treasure Hunt ## PROGRESSION OVERVIEW The adventure begins with the plot hooks. Here is a map! Find out what is on the other end of it. Once they’re off, it should be a brief wilderness exploration followed by a dungeon crawl. The crawl has three phases. First there will be the cavern mystery. The cave is inhabited and hides a secret door. The Second, Undead wandering around the Dungeon proper and will need to be dealt with in a typical crawl fashion. Third, once the mechanisms are started the Skeleton’s Armor will become animated and hunt the players down forcing a last stand type encounter. ## 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 - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery ## TABLE OF CONTENTS
### [SETUP INFORMATION](#p3) ### [ACT 0: Pre-Game](#p3) ### [ACT 1: Kargamon's Maps](#p4) ### [ACT 2: The Graywood](#p4) ### [ACT 3: The Cavern](#p6) ### [ACT 4: The Workshop](#p9) ### [ACT 5: An Assault of Armor](#p9) ### [CLOSING](#p10) ### [APPENDICES](#p11) ##### [- Playing an AOG Adventure](#p11) ##### [- Expanded Lore](#p12) ##### [- Important Locations](#p12) ##### [- Important NPCs](#p13) ##### [- Handouts](#p15) ##### [- Maps](#p16) ##### [- Stat Blocks](#p20)
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## SETUP INFORMATION ### SETTING The story takes place in a town that has long past its golden age. It is surrounded by dark and foreboding forests and although there are other settlements less than a day’s travel away it feels isolated. NPCs should reflect a general feeling of indifference and mild hopelessness. They have capitulated to their meager status and know that they don’t really have any good options for bettering their lives. It should in many ways feel almost as if we were setting up a gothic horror story here, but we are not, so don’t lean too heavily into that. This is more like a town who at one point had a major highway running through it, but they just recently had a bypass built and now everyone just drives on without stopping.
The Woodland area, The Graywood, is an old growth oak forest with a lot of small valleys, tumbled boulders, box canyons, and dells. So while a trip as the crow flies may only be five miles through the woods, the terrain is so up and down that it almost doubles the walking distance. So travel is greatly slowed even if the terrain isn’t “Difficult”. The Oaks here are Gray in color thus the name of the forest. This does have a dimming effect on the light, so it comes off as even darker than a typical thick forest. The forest is also fairly dangerous and grows more so the deeper in one travels. Near the roads it is common to find packs of wolves or other forest predators, deeper in it would not be unusual to find unnatural creatures like Displacer Beasts or Forest Trolls. Those who travel far into the Graywood do so at their own peril.
I have flushed out the Barony quite a bit more in the Expanded Lore section of the Appendices ### BACKGROUND STORY Old Ben pushes his empty tankard toward the Barkeep. An awakened Badger in a black and white striped shirt with a Red Beret sits in the corner of the tavern and plays a Concertina while smoking a long cigarette. “I tell you! I tell you there is treasure out there!” Maybe it is the conviction in his heart… or the six pints of ale in his veins, but the elderly Gnome is getting extremely animated. The Barkeep hesitates to refill his tankard, but Ben still has a pile of silvers on the counter… so… bottoms up. “Handful of years ago I did some reclamation work for a few of the places here in town. You know, old abandoned homes up in Highroad.” Ben’s voice is gravely. Not just deep and gritty, but almost as if he had actual gravel in his throat. He is an elderly gray skinned gnome. His clothes are threadbare as are the patchy growths of hair on his chin and head. He only has a single tooth left in his wrinkled old mouth. So between the grinding sounds of his voice an occasional dying whistle cries out. “Some rich hoity toity wanted to move into the place so he hired some of us to clear out the old stuff he didn’t want, which was all of it.” He was waiving his hands around so wildly that he almost tipped himself over backward off the barstool. “We took all those things over to the Auction House as directed. Well, Gary dropped one of the desks, and it busted. Side camp completely off, which was strange because I didn’t drop it that hard.”
“I thought you said Gary dropped the desk?” The Badger questioned as Old Ben drained his new Ale.
“Don’t interrupt!” Ben shoots back. His eyes half closed now. He wavers on his barstool. The drink was really taking him. “Sho we schrambled over to thish deshk, and found dhat shhhhtuffed into a hidden panel were all shorts of mapsh. Looked like treashure mapsh if you ashk me. We wush about to shnatch them up and take… and take… ummm… a better look, but the Ahuchtion Mashter came right over and put an end to our peeking! But I shaw enough… and with the way that Ahuchtion Man acted I’d bet the farm that thoshe mapsh were gonna fetsch a fine prische. Tried to go lookin... for the one... The one I got the besht peep at bhhhhut... “
SLAM - Old Ben’s head whomps solidly on the countertop. Snoring begins pouring from his throat. Remarkably, it sounds more soothing than his gravelly voice. The Barkeep shakes his head. That old gnome only finishes that story maybe once a month. Which is fine, his version ends with him going about a half mile into the woods and encountering an Owl Bear. The real story was far more entertaining and had something to do with a chicken, a coyote, and a runaway donkey. But Ben always got angry when someone brought that version up. Oh well, his daughter would be by soon enough to collect him and take him back to his shack.
### HOOKS - **Main:** The Group is sought out by a messenger. Khurvor Kargamon, of Kargamon’s Maps, would like to hire them for an exploration and retrieval operation. - **Backup:** They hear a rumor that a group of folks went missing while following after one of Kargamons Maps. - **Backup Backup:** They meet Old Ben who can point them toward the treasure if they get him drunk. ### IMPORTANT LOCATIONS More detailed descriptions and maps, if there are any, can be found in the Appendices.
**Stolregard:** A heavily forested country that lay West of the Stolregard Moutnains. The Barony was once the envy of all nations. Rich in natural resources. Well positioned for trade. Strong in defenses and allies. But the global calamities of the past century have left the land poor and isolated. Travel there is difficult and dangerous, and so Stolregard has few outlets for their goods and fewer allies willing to aid them. Thankfully this also means it isn’t worth an enemy’s efforts to invade them.
**Deleran’s Crossing:** The Capital city of Stolregard. The city is mostly built upon a multi-tiered island plateau in a wide area of the Cold Rock River. The once flourishing and idyllic town has fallen into disrepair and neglect. ### IMPORTANT NPCs More info and Stat Blocks of the NPCs in the Appendices.
**Old Ben**: An old hobo Rock Gnome. He got a look at the map before it was taken to auction. He may be willing to offer up some information for a price… that price is ale, and not really even a lot of it. Get him drunk and he’ll give up the info.
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**Khurvor Kargamon:** A Map Merchant who deals not only in traditional maps, but also has a niche side business of collecting and chasing down Treasure Maps that he has come across. He resells old Treasure Maps frequently, along with any information he has on who has recently gone looking for it and how long ago. His theory is, something will always come to live in an unclaimed cave or dungeon. A theory that almost always proves true.
**The Artificer's Ghost:** This spirit can no longer remember her name or who she was, only the task she was attempting to accomplish.
## OPENING CUT-SCENE
"The Artificer closes up the letter and dribbles wax upon the seams. Stamping it with her signet ring she sits back and smiles. She passes the letter to her apprentice and waves the boy off. Soon, soon she will accomplish what the others said was impossible."
## ACT 01: Kargamon’s Maps The players end up in Kargamon’s Maps, a small shop in Highroad. The owner, Kargamon the 3rd, is the Grandson of the original shop owner. He is seeking to restore his family’s wealth by resurrecting the business his Grandad founded. The business of getting people to pay him so they could be sent on treasure hunts that were far more likely to be wild goose chases, than actually pay out. He isn't necessarily shify about the whole thing, but he also knows that people he sends out may not return, and that only increases his profits, as they become part of the myth and lure and treasure to be found for his future customers.
***Upon Entering the Shop:*** A bell rings as you open the door to this quaint little shop. The musty smell of old paper and parchment immediately fills your nostrils. The walls are lined with framed maps. Most of them are geographical, and many are of places that you have heard of or recognize. However there are quite a few that are vague, and could represent almost anywhere. Below them are scroll shelves. Mostly empty. In the back of the shop is a large drafting table and a cashier’s counter. On the table is an unrolled map. It looks newer than a lot of the ones around the room. Behind the counter is a Dwarf… he does not look newer. His graying hair and cracking skin peg him to be in the sunset years of his life. He does however become quite excited at your entrance. “Welcome to Kargamon’s! Are you perhaps the Treasure Hunter’s I sent for? And if not… would you like to be?”
### Event: Job Offer - He is willing to give them a copy of a map he recently came into possession of. - It leads to a cavern he suspects is about 15 miles to the Northwest. About two days travel through the Graywood. - He isn’t sure what is there, but the map came with a letter from an Artificer to her sister. - It mentions a great discovery and breakthrough in harnessing magical power. But then nothing was ever heard from her again. - The Messenger never made it to his destination and no one was able (or bothered enough) to determine who the letter was intended for. - Therefore his hope is whatever the Artificer discovered and her abode are still hidden at the end of this map. - The Offer is a 60/40 split of treasures found. - There will be a magical contract that they need to sign before he gives them any information at all. This contract has a forfeiture clause if any of the involved parties attempts to swindle the other. The contract will actively keep them for trying to cheat him later by casting a powerful Zone of Truth when the contract is "completed". He will not volunteer the information that it is magical. #### Handout 1: Treasure Map #### Handout 2: Letter
“My Beloved Sister, I truly hope all is well for you and your husband. Perhaps after these years you have children as well? I can imagine how that would fill your heart with joy. To have a family was your one true dream. I know you will treat them better than we were. I write to you now to inform you that I too have fulfilled my dreams. Father said I was wasting my life pursuing magic. That those days were behind us. That we should look to the future. To Technology. The words come like poison to write it but he was right, although not in the way he thought… It is through technology that I have accomplished my goals. I have discovered the secret of imbuing a vessel, either common or living, with the power of the Weave. Tomorrow I will finish my work and invite your family for a visit to see my accomplishments. This map should guide you to my workshop. I've marked locations you would recognize. I do wish to keep my location a secret so please be discrete. Thank you for believing in me.”
## ACT 02: The Graywood Once the Characters set out they will have to navigate by landmarks. The trip should take two days. However there is the chance that they could become lost. The DM should have the players make survival checks to stay on course. There is also an ever increasing chance to run into a random encounter. I suggest one Survival Check to get to each of the locations. One roll for Random Encounters on Day One on Table One and Two rolls on Day Two on Table Two. Obviously if they get lost there will be even more of a chance for Random Encounters as they attempt to get back on track.
> **Landmarks on the Map** - Boxed Ear Canyon - Three Prong Falls - The Slivered Moon Hill \page
##### Random Encounter / Table 1 | d100 | Encounter | |:----:|:-------------| | 1-50 | No Encounter | | 51-60 | A ring of Fairy Mushrooms, no Fairies | | 61-70 | An overgrown lumber camp | | 71-80 | The very rotted corpse of a Giant Elk | | 81-90 | Wolf pack, will encircle and attack the party | | 91-92 | Bears looking for their next meal come after the party. They won’t attack immediately, and will leave if the party throws them their food | | 93-94 | Goblins will attempt an ambush. There will be pit traps in the area. | | 95-96 | Giant Wasps defending their hive will attack | | 97-98 | Giant Owls swoop in and attack. They are nesting Nearby | | 99-100 | Owl Bear gonna owlbear |
``` ```
##### Random Encounter / Table 2 | d100 | Encounter | |:----:|:-------------| | 1-30 | No Encounter | | 31-40 | A good sized clearing almost completely stripped of plantlife. | 41-50 | A tree that has been split by lightning, a pulsing seed is in the split. If planted the Seed sprouts a full tree overnight | | 51-70 | An ancient stone sundial. It reads the time wrong | | 71-90 | A colony of Stirges. They are asleep, but will they stay that way? | | 91-92 | Giant Toads will attempt to eat a party member and then flee | | 93-94 | Two Specters - A couple fleeing in the woods. The boy is hit by an arrow. The girl tries to drag him away screaming. They then fade away and the scene restarts | | 95-96 | A hunting Green Drake begins stalking the Party | | 97-98 | Displacer Beasts begin hunting the Party | | 99-100 | A Feral Dryad restrained by vines and plant growth. If freed it will attack. |
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## ACT 03: The Cavern ##### MAP: The Golem Lab _**Notes:**_ About forty five years ago a young Artificer who had lost her powers when the Weave Drought hit locked herself away in an underground lab in hopes of combining technology with mystical practices in order to bring magic back. She had some minor successes, but then reached too far too quickly. There was an accident. It killed everyone in the lab and animated a number of objects therein, including their bodies. Now these animated objects wander the halls and attack intruders.
The mouth of a large cavern lies ahead. It is partially covered by forest plants and fallen trees. However, the entrance is clear. Something large has been traveling in and out of the cavern. There are multiple deep claw marks on the trees and rocks nearby.
### 1) The Entrance
The cavern is about 15’ tall and has a damp earthy smell to it. The walls are mix of hard packed clay and dirt holding the stone together with twisted roots. It smells moldy and there is an oder of rotting meat from within. There are several places in which either roots or stone connect floor and ceiling obscuring your vision. The area to the North is also choked with Spiderwebs further hindering your ability to see deeper into the cave. There does seem to be a clear passage out of this chamber to the West along the south wall.
### 2) The Manticore Lair
The Tunnels open into a larger chamber. The smell of rot is stronger here. In the back of the room is a very large nest. There is a column in the way but you’re pretty sure that laying just beyond it is a pile of corpses.
And as you get closer you hear a low rumble sound similar to a large cat purring before it strikes. It if followed by something laughing. Crawling out from the nest you see the outline of a large feline like creature with a spiked tail and large bat wings. Its face is mostly human except for the rows and rows of sharp teeth in its overly large mouth.
##### ENCOUNTER: Manticore This is a pretty straight forward fight. The Manticore will rush to attack. ##### TREASURE: Mostly Eaten Adventurers. The Basic Gear from a 1st level Fighter, Cleric, Wizard, and Thief. Plus 27gp in random coinage.
``` ``` ### 3) The Spider’s Web
The room ahead is covered in webs. They are criss crossing in such a way that you cannot see to the far side of the chamber. The webs are thick, about the size of clotheslines.
##### ENCOUNTER: Giant Spiders ##### TREASURE: Lantern and Key Broken Electrical Lantern made to look like a torch. It has a strange Bronze Key inside of it.
### 4) The Secret Door There is a secret door here. It does require the key that was in the lamp found on the ground.
There is a rumbling sound as a secret door slides open revealing a worked stone passage beyond. It isn’t as tall as the cavern, only 10’ or so, but it looks and feels much more stable. Just inside of the doorway is a lever in the down position. There is a row of crystals embedded in the wall just above it. The far left crystal is lit up red.
The lever will have to be “pumped” in order to prime the system. As it is moved up and down the red light will go out and the center crystal will glow yellow. Once pumped enough the lever will lock into place and the yellow will go out as the far crystal will glow green. At this time they will hear a very base-y Kurumph and then a quiet background hum will begin. The many electrical lights installed in the cavern will begin flickering from the tunnels beyond. It isn’t quite strobing, but it is still extremely disorienting. The Dungeon beyond is mostly stone but has a lot of mechanical bits and bobs around. Particularly the lighting and doors. In response to the lights coming on there will be an echoing scream from deeper in the dungeon. ### 5) The Guard Chamber
Beyond this door is a medium sized room. It is carpeted and lightly furnished with a table and some chairs as well as a long bench. There is a long cold large fireplace on the far side of the room, an armored skeleton lay on the floor in front of it and another sits in a chair in the corner. It does not appear any one living has been in this room for a long time.
- When they enter the room the Rug will attack them. - If the skeletons are disturbed they will attack. ##### ENCOUNTER: Rug of Smothering Straight Forward fight with the Rug. ##### ENCOUNTER: Skeletons Straight Forward fight the Skeletons. \page
##### TREASURE: Rusted Armor and Weapons The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.
**DM Note:** The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them. ### 6) The Broken Fountain
Four flickering lights unsuccessfully attempt to illuminate this room. At its center is what at one time must have been a fine fountain. The walls of the fountain have long since crumbled and cracked letting the water run out.
- A closer inspection (Hard Skill Check) will reveal that the fountain was mechanically operated and that it broke from the inside outward.
**DM Note:** Both the fountain and the Brazier were part of the process the Wizard was engaged in. They were at one point tied to the mechanical and electrical systems. When the power comes back on they will both begin randomly arcing electricity. As character pass back through the room they will need to make an Easy Dexterity Saving Throw or be struck with 1d4+1 Lightning Damage. If for some reason the party took the time to repair them, then they will operate as intended. ### 7) Sleeping Quarters
These look like common sleeping quarters. Four beds are pushed up against the walls. There looks to be a foot locker under each one.
##### ENCOUNTER, Animated Furniture: In the second room they explore one of the chests and one of the beds will animate and attack. It will chiefly be a straight forward fight against the Furniture. ##### TREASURE, Foot Lockers: There isn’t much of value here. Old tattered clothing and a few personal items. However there would be a few trinkets and baubles. Valuing 4d4+16sp. ### 8) Maintenance Room When this door is opened the door across the hall will open as well. There will be aggressive skeletons beyond them. This begins the Skeleton Ambush encounter. This encounter only happen once.
This room is filled with shelves of tools and machinery. There is a table central to the room where it looks as if someone was working on a project. The dust on the table tells you that they stopped working long ago.
``` ``` ##### ENCOUNTER: Skeleton Ambush The skeletons will pour out of the rooms ignoring opportunity attacks in an effort to get in range of the players. Two additional skeletons will come from area 10). If the two skeletons from area 5) are still alive they will come from area 6) surrounding the players. ##### TREASURE: Rusted Armor and Weapons The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.
**DM Note:** The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them.
**Secret Door:** There is a secret door behind the North shelf here. However, it cannot be opened until the full power of the dungeon is restored. When that happens the door will open on its own. ### 9) Common Room When this door is opened the door across the hall will open as well. There will be aggressive skeletons beyond them.
This room appears to have been some sort of common room. Long tables and benches in the center look as if they were placed for meal times. There is a stove and a sink in one corner and piles of long crumbled crates and barrels in the others.
##### ENCOUNTER: Skeleton Ambush The skeletons will pour out of the rooms ignoring opportunity attacks in an effort to get in range of the players. Two additional skeletons will come from area 10). If the two skeletons from area 5) are still alive they will come from area 6) surrounding the players. ##### ENCOUNTER: Animated Stove Straight Forward fight against the Furniture. ##### TREASURE: Rusted Armor and Weapons The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.
**DM Note:** The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them. \page
### 10) The Broken Brazier
This room is very similar in form to the fountain room back to the East. However instead of a fountain this room containes a large brazier. There are stairs leading downward in the south wall. There are four chairs creeping around this room.
- A closer inspection (Hard Skill Check) will reveal that the brazier was mechanically operated and that it broke from the inside outward.
##### ENCOUNTER: Four Chairs Straight Forward fight the Furniture.
**DM Note:** Both the fountain and the Brazier were part of the process the Wizard was engaged in. They were at one point tied to the mechanical and electrical systems. When the power comes back on they will both begin randomly arcing electricity. As character pass back through the room they will need to make an Easy Dexterity Saving Throw or be struck with 1d4+1 Lightning Damage. If for some reason the party took the time to repair them, then they will operate as intended. ### 11) The Library
Shelves of old and crumbling texts line the walls of this room. A broken desk lies against the west wall and a large table covered in moldering tomes and paperwork dominates the center of the room.
- Examining the Books - It is very likely that the players will want to examine the books in the room. A cursory glance will reveal that the majority of them fit into three categories. The Weave. Mechanics. And Biology. A closer look will require a Very Hard Dexterity Check to be made. On a failure the book crumbles. If they are persistent they can verify what the letter had told them, that whomever this place belonged to, their main goal was to harness magic through technology. However, if they have done well in recovering books, they may be able to string together the process by which the Wizard was working. ##### TREASURE: Key, Coins, and a Gem If they examine the desk they will find a rusted Iron Key, 13gp, and an emerald worth 100gp. This key opens the door to The Workshop. There is a silver inkwell in the ruins of the desk worth 20gp. ### 12) The Workshop This door is locked with a Very Hard Lock. The Rusty Iron Key found in 11) opens it.
Opening the door reveals a very sophisticated looking workshop. It also reveals that this workshop has been badly damaged, likely by some kind of explosion. The mechanics and dials seem to be shattered and broken. In the center of the room are some work tables. One is covered in fractured alchemical equipment. The other has a large metal woman laying on it.
##### EVENT: Begin Act 4 Entering this room Leads us to **ACT 4: The Workshop** ### 13) The Artificer’s Quarters
This large bed chamber has really begun to deteriorate. The shelves have collapsed and the bed is almost a pile of unrecognizable debris. There is a workstation that is more or less intact.
- Once they are fully in the room the bed will attack them and out of it will pour two Rat Swarms. ##### ENCOUNTER: Animated Bed and Rat Swarms The Bed will attempt to *Grapple* players by pinning them to the ground while the rats swarm over them. ##### TREASURE: The Artificer's Personal Items Searching the room will reveal a number of valuable personal items, ivory combs and brushes, small silver figurines, and things like that. Most notable is a small Silver Jewelry Box with an unknown family crest upon it. In it are a few rings and earrings as well as a locket with two distinct women carved into each side.
- Baubles = 15gp - Silver Jewelry Box = 20gp - Various Rings = 60gp - Locket = 20gp ### 14) The Focusing Chamber
This large pentagonal room has an intricate magical looking symbol carved into a slightly raised circular platform. Just beyond that the floor is deeply scored as if there was a fiery blast that left behind the marks.
**Secret Door:** There is a Secret Door on the South East wall. It is Hard to find. It also cannot be opened while the main power is off. ### 15) The Treasure Room
The secret door slides away revealing the room beyond. Inside of the chamber are three chests.
Each chest holds 20 Silver Bars. One of them has a Dissertation on Warforged, this book is similar to a Golem Manual, but is non magical. It teaches one how to make the body of a Warforged but the magical process is not contained within. - The Bars are worth 15gp each - The Book is worth 500gp \page
### 16) The Conductor
This massive chamber is filled with lightning coils. Electricity jumps from coil to coil as it woks its way back and forth across the room. There are several large areas that are floorless and the area below where the floor would be is filled with machinery. Across from the secret doorway you can see two niches each housing a lever. The wall between them is covered with unlit crystals similar to the ones you saw at the entrance of the workshop. It would be pretty easy to time a run between the lightning as it courses back and forth.
##### EVENT: Flipping the Levers Once both levers are flipped the circuit will be restored. The lights will begin to light up at first red… then yellow… then green! The lightning will be speeding up as more crystals light. Once they hit green the lightning between the coils will be constant. Anyone that gets hit by the lightning will need to make a Hard Dexterity Saving Throw or take 6d6 Lightning damage and be stunned, half as much on a successful save and will avoid the stun. A stunned character must be saved by others or continue to take lightning damage.
When the power has been fully restored the lights will stop flickering and there will be a heavy electric charge in the air. Their hair will begin to stand on end slightly. Metal objects will have become slightly magnified. Some of them pulling and some repulsing. Objects out in the halls will be floating around and drifting through the halls. We will then be off to Act 5: An Assault of Armor ## ACT 04: The Workshop The Spirit of the Wizard is trapped in this room. She has for the most part been unable to interact with anything here for years, but she has been able to think about her problem. She believes that if the power can be fully restored and some of her workshop is repaired, she could inhabit the Warforged she was building. In order to accomplish this she will attempt to possess one of the players. This could easily lead into a fight if she fails.
If she is successful in possessing a player, she will immediately begin working on her equipment. She will also inform the players of her plan and ask them to go turn the power back on. She will flip a lever and there will be a crashing sound, like a metal shelf toppling over (Because that’s what it is) from across the dungeon. The door to 16) The Conductor Room Door is now open.
If they question her, she is willing to engage in conversation. She will struggle to recall personal details about herself but will share what she was doing here, and her plans. In short she was attempting to fill vessels with magical power during the weave drought using technological methods. She was successful in that endeavor. She then turned her attention to infusing living beings with magical energy. She was partially successful. She was able to create conduits of energy in the form of worn items. He ultimate goal was to create a Warforged. All of whom stopped working during the drought. That experiment backfired tragically and killed everyone in her laboratory.
She is now attempting to put herself into the Warforged frame laying on the table. Once she does that she will release your friend. If they give her the locket she will remember her sister and that she married a man name Wallace Durrand… his family was from Deleran’s Crossing… she… she is Kimmerly Korvis from Cold Rock.
At this point the players can attempt to help or engage the Ghost. If they fight with her head down to Act 05: An Assault of Armor and add the Ghost to the Encounter.
If they agree to help her, she will send them to the conduit room which is hidden behind 8) The Maintenance Room. “Get in there, flip the switches, and get out quickly! Then come back here. I should have enough of this working again to finish.” ## ACT 05: Assault of Armor ### SCENARIO 1: Attacking the Ghost. You turn your hostility toward the Ghost and launch an attack. She screams, an unearthly wail that echoes through the halls. “You’ve ruined everything! I didn’t want to hurt you! I didn’t want to Kill you! I just wanted to live! But you fools! You’ve chosen death! I’ll rip your souls from your bodies!”
The Magnetism in the workshop begins to increase dramatically. Anyone wearing metal armor will have their movement halved. Anyone wielding Metal weapons will have to make Easy 10 Strength saves or have their weapons yanked out of their hands. The dials and the levers will begin spinning and flipping on their own. They will hear crashing and banging of mechanical opperations from all around the dungeon. The Door to 16) The Conductor is now open for the players.
##### ENCOUNTER: The Ghost, Armors, and Furniture They’ve chosen the harder path, they will have to fight the Ghost and the Armor in the same encounter. However, give them one round with the Ghost alone before bringing any Armor To life. At the start of round two any armor they are carrying will rip out of their bags and form into Rusted Animated Armor. Any suits they left out in the halls will form up and begin dashing their way. They will attack in waves first with a charge attack and then standard attacks. Throw in some random furniture as well, you know, just to round it out. \page
### SCENARIO 2: Helping the Ghost
You come back into the room and begin helping the Ghost fix her equipment. After about three hours of work “she” steps back away from the control panel. “It’s as good as I can manage. Thank you for giving me this opportunity.”
The Magnetism in the workshop begins to increase dramatically. Anyone wearing metal armor will have their movement halved. Anyone wielding Metal weapons will have to make Easy 10 Strength saves or have their weapons yanked out of their hands.
“Something is wrong!” The Ghost screams. She look around and then focuses on something that is beyond your sight. “Be on your guard. They are coming!” There is then a bright flash of light and the Warforged’s eyes begin to glow.
The Artificer has accomplished her goal and the player is now free of her influence. The Warforged will join as a strictly Melee combatant in Round Two. ##### ENCOUNTER: Armors and Furniture At the start of the combat any armor they are carrying will rip out of their bags and form into Rusted Animated Armor. Any suits they left out in the halls will form up and begin dashing their way (2 a round). They will attack in waves first with a charge attack and then standard attacks. Throw in some random furniture as well, you know, just to round it out.
At the close of Combat, if the Artificer survived, she will sincerely thank the players and encourage them to take the items from her Treasure Vault hidden in the 14) The Focusing Chamber. She will then inform them that she intends to leave and go see what has become of her sister’s family. She also wants to reconnect with the world now that magic has returned. It will call for a refocus of her research, but she is more interested in what is out there now rather than what has become of her life.
## CLOSING: Return to Town The players now likely have several tid-bits and loose ends they will want to tie up. Here are the most common things. #### 1) Travel Home They do have to travel home. I usually expedite this, but that is up to the DM and how much side content they want to engage in. #### 2) Contractual Obligations Upon arriving, they will likely need to fulfil their adventuring contract with Kargamon, although they may have avoided this if they worked with Old Ben. They owe him 60% of the value of whatever they found. They may try to pull some shenanigans here and get a larger cut. He is fully prepared for this turn of events. He will discretely activate The Contract’s Zone of Truth and attempt to conclude the deal fairly. If they attempt to cheat him and are caught, they forfeit their rights to any treasure found. If they raise a stink about this he will summon the guards. ``` ``` #### 3) The Artificer’s Family. They may want to help the Artificer track down her family or track them down on their own if they killed the ghost. This is another adventure entirely, and it is always nice to have a follow up hook. My thoughts on it are that her sister began searching for her a few years after she disappeared, and she went missing during the search, leaving behind a young family. The family would be grown now and her children probably are grandparents. But there would be some tense and curious family issues to explore… and then go find out what happened to her sister! Or do something entirely different! The Future is yours to shape! ## 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) \page
# 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* \page
## 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 **The Stolregard Barony and Deleran's Crossing:** Once a thriving part of Cetnovia, The Barony was founded long ago after land and title for the Eastern forests of Cetnovia were granted to Deleran Callington as reward for stopping the Kren Empire from using the Throne of Bones to dominate Cetnovia. Callington and his band of adventurers “somehow” managed to thwart a much superior force of Kren soldiers. (The truth is they were aided by the Teen Girl Squad who were time traveling and searching for a way to stop Orcus during the War of the Pentad). Callington’s group became national heroes and are all still celebrated, even in these dark times. Now one might get the idea that Callington and company “lucked” their way into glory, and while that may be true in regard to the Throne of Bones, they time and again proved themselves capable people and excellent leaders.
At the time, the forest Callington was given were wild and unruly. Cetnovia was by and large rolling hills dotted with patchy trees. The thick gray oak forests laying at the feet of the Stolregard Mountains were both foreboding to behold and troublesome in reputation. However, the group, secretly knowing pieces of their own future, mastered the land they had been given and in doing so founded one of the most idyllic cities on the continent, Deleran’s Crossing. Built on a river island and a series of dells deep in the heart of the Graywood, Deleran’s Crossing grew and thrived. Soon discoveries of rich and unique resources in the hills and mountains brought even more attention to The Barony. It became a travel destination for the wealthy and where the wealthy go, artisans are soon to follow. To say that The Barony flourished would be an understatement. In a small span of years the little forest settlement grew from hundreds to thousands. Other towns we founded and soon The Storegard Barony was a small nation inside of a nation.
But not all was “perfection” in The Barony. The area is notorious for Magical Convergences, which while typically unnoticeable nuisances have been powerful enough to rewrite the history of the area and in some cases the sphere. The Callingtons, who held the ruling seat for hundreds of years, were a family plagued with tragedy. Deleran Callington himself was slain fighting a Blue Dragon that had taken up residence in the mountains. Others of his line were assassinated. One lost at sea. And near the end of their rule the line was afflicted with the curse of “The Unliving”. Through it all they for the most part were beloved rulers, who did right by their people, often at great personal cost.
Deleran’s Crossing became a hub for many of the Adventurer’s who fought in the War of the Pentad. The Crimson Brands had built their airship the Baroness here, and often returned to dock it at the Arch Mage’s Tower. Tenacious D&D made their home in Deleran’s Crossing, and had a thriving studio dedicated to the arts. The Teen Girl Squad was granted land and title at the base of the mountains where they constructed the Alabaster Palace. With so many powerful people living in the area one may expect it to be free from tragedy… it was not.
When Cetnovia was torn apart the Barony was nearly destroyed by the tidal wave that came crashing their way. The Arch Mages Pieter Bonniet and Algren the Goblin, members of Callington’s original adventuring party, combined their considerable might to erect a magical barrier, and diverted the water. The strain of the effort killed Bonniet and left Algren shattered emotionally and physically. This saved the Stolregards, but contributed to the flooding of the Lavender Plains, Cetnovia’s bread basket. That area, rarely deeper than six feet at High Tide, is now a stretch of sea known as The Bay of Shallow Graves. With the Void Water to the south and the Bay of Shallow Graves to the North, travel in and out of the Stolregards became difficult. It was at this time that Cetnovia and The Barnoy separated. They remained close allies, as they were ruled by the same family, but the division marks the moment when the Barony began to truly wither.
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Both the Barony and Cetnovia were later dealt a major blow by The King of Worms. Who first planned the assassination of the current Barron Esmet the IV, and then launched the undead attack that killed Cetnovia and Barovia’s rulers along with many other powerful heroes. The attack devastated the land and began the Plague of Worms. The Barony had not yet begun to recover from the Plague when the Weave Drought hit. Deleran’s Crossing and many of the other settlements in Stolregard had come to deeply rely on Magic as a cornerstone of their society. Without it the nation began to fall apart.
Currently, still recovering from its wounds, some a century old, The Barony struggles more than any nation on Krenshad. Surrounded on all sides by reminders of tragedy, many of which still held at least some of their dark powers through the Drought. The Convergences that plagued it also took a darker tone, and what was once a strange source of natural strength, now caused the forests and dells to darken and twist. They are now a haunt for wicked things that love darkness and love to bring it upon others even more. The people there still attempt to cling to culture and life, but living in the Barony is like breathing while slowly being strangled. Sooner or later you just give up. It is a place desperate for any hope and desperately awaiting a savior. ## IMPORTANT NPCs **Khurvor Kargamon:** Before the Barony began its downward spiral Khurvor Kargamon (The First), a Dwarf of great renown, was the foremost authority in the world on all things Cartographic and The Mythology of Treasure Maps. Over the years he had become quite wealthy through rather dubious means. He had begun to sell and then resell the same treasure maps to would be explorers. He argued that some creature almost always picked these places as a lair and so they would be naturally filled with the spoils of what ever those creatures had preyed upon. Furthermore, many who went looking for the treasures these maps led to never returned, so not only was there treasure at the end, but there was treasure left behind by the dead along the way. He wasn’t wrong. But that kind of business darkened his reputation. To restore his good name he spent his wealth to organize what became an ill fated expedition to map the continent of Bolrayar shortly before the climax of The Pentad War. The expedition was lost and Kargamon the First was never heard from again.
His son Khurvor the Second took the loss of his father bitterly. He closed down Kargamon’s Maps, storing all of his father’s belongings at their home in The Bronze Hall of Deleran’s Crossing. He then took up honest work as a mason, always introducing himself as Khurvor, and keeping from mentioning his shamed last name. His son Khurovr the Third however, did not share his father’s disdain for what had become of Kargamon the First, and upon Khurvor’s passing the youngest Kargamon immediately reopened his Grandfather’s Business.
And so now, Kargamon the Third, much like his Grandfather, is a map merchant who deals not only in traditional maps, but also has a niche side business of collecting and chasing down Treasure Maps that he has come across. He too resells old Treasure Maps frequently, but does so along with any information he has on who has recently gone looking for it and how long ago. He ascribes to his Grandfather’s theory that something will always come to live in an unclaimed cave or dungeon. A theory that almost always proves true. But unlike his Grandfather is is a lot more open about sharing this information with the people he works with.
**Old Ben:** Most take Old Ben for a simple Rock Gnome who has fallen on hard times. And while that is true, that is not the whole story. Born Bexinthiziplitxitruvis Socketsprocket, Old Ben was at one point in time a rather rich noble and adventurer from the nearby town of Cold Rock. However, he and his comrades desired more of an edge to their skill set and sought out a Hag in the Graywood. They bargained with her for some magical powers. They had thought themselves so clever. Sadly, very few mortals outwit a Hag. She granted them each a boon, but these boons came with a burden. Kova could not stop eating and spent all she had on food, eventually landing in the gallows after robbing several butchers and bakers and as rumor has it a candlestick maker. Bildrik desired only to sleep, and after months of lethargy could no longer be awakened and died from atrophy. Sorbena could no longer focus on which direction she traveled and often got lost, until one day she simply wandered off into the woods and disappeared. Ben struggled to remember things accurately. This was alleviated when he got drunk, but he almost always passes out before his memory clearly returns.
Ben now lives down on Beggar’s Row. A sort of hobo shanty town in Deleran’s Crossing. He is rather happy there, but to be honest he spends most of his days trying to remember things and getting plastered doing so. He would be found asleep abou 16 of 24 hours in a day. As to his role in the adventure. Ben got a look at the map before it was taken to auction. He may be willing to offer up some information, but they’ll have to get him drunk first, and get the information out of him before he passes out.
**The Artificer's Ghost:** Kimmerly Dansforth. Although no one, not even Kimmerly really remembers that. She is one of two daughters born into the, now ended, Dansforth House in Coldrock. Herman Dansforth was a cruel father, who always resented his girls. They say his wife died in childbirth but they also say she died after childbirth. At the hands of an angry husband who beat her for not bearing him a son. Kimmerly is the younger of the two daughters, and showed potential for magical tallen at an early age. She also had a mind for mechanics. Her father thought that one day she could be valuable in the role of an artificer, and so he immediately sent her off to a boarding school. Then the Weave Drought came. Kimmerly lost her powers and lost any good will her father had toward her. She moved home and was only spoken to when Herman needed someone to insult.
\page
In her early twenties, just after her sister Belina agreed to marry one of House Durrand’s sons, Kimmerly left home and established a secret workshop deep in the Graywood. From there she conducted experiments in hopes to find a way to tap back into the weave. She drained creatures of their life essence and deconstructed items that still contained the faint pulse of magic. After ten years of work she made a breakthrough. She had learned to use technology to tap the Weave and imbue a vessel with its power. She called for her sister so that the two could celebrate a new beginning. But while trying to awaken a Warforged, an accident occurred killing everyone in the workshop before the reunion, and the messenger sent to Belina never arrived.
Kimmerly now haunts the workshop as a ghost. She can no longer remember her name or who she was. But she can recall the task she was attempting to accomplish. She is not intentionally malicious, but is willing to do whatever it takes to return her soul to the land of the living. \page
## HANDOUTS \page
## MAP: Stolregard \page
## MAP: Forest Encounter \page
## MAP: The Workshop (PC) \page
## MAP: The Workshop (DM) \page
## STAT BLOCKS ___ ___ >## Wolf >*Medium beast, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)|3 (-4)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +3, Stealth +4 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf'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:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ___ ___ >## Black Bear >*Medium beast, unaligned* >___ >- **Armor Class** 11 (natural armor) >- **Hit Points** 19 (3d8 + 6) >- **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|14 (+2)|2 (-4)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1/2 (100 XP) >___ >***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell. > >### Actions >***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. ___ ___ >## Giant Owl >*Large beast, neutral* >___ >- **Armor Class** 12 >- **Hit Points** 19 (3d10 + 3) >- **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|15 (+2)|12 (+1)|8 (-1)|13 (+1)|10 (+0)| >___ >- **Skills** Perception +5, Stealth +4 >- **Senses** darkvision 120 ft., passive Perception 15 >- **Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them >- **Challenge** 1/4 (50 XP) >___ >***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. > >***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. > >### Actions >***Talons.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage. \page
___ ___ >## Goblin >*Small humanoid (goblinoid), neutral evil* >___ >- **Armor Class** 15 (leather armor, shield) >- **Hit Points** 7 (2d6) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|10 (+0)|10 (+0)|8 (-1)|8 (-1)| >___ >- **Skills** Stealth +6 >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** Common, Goblin >- **Challenge** 1/4 (50 XP) >___ >***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns. > >### Actions >***Scimitar.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage. > >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. ___ ___ >## Goblin Boss >*Small humanoid (goblinoid), neutral evil* >___ >- **Armor Class** 17 (chain shirt, shield) >- **Hit Points** 21 (6d6) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|10 (+0)|8 (-1)|10 (+0)| >___ >- **Skills** Stealth +6 >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** Common, Goblin >- **Challenge** 1 (200 XP) >___ >***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns. > >### Actions >***Multiattack.*** The goblin makes two attacks with its scimitar. The second attack has disadvantage. > >***Scimitar.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing 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. > >### Reactions >***Redirect Attack.*** When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. ___ ___ >## Giant Wasp >*Medium beast, unaligned* >___ >- **Armor Class** 12 >- **Hit Points** 13 (3d8) >- **Speed** 10 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|1 (-5)|10 (+0)|3 (-4)| >___ >- **Senses** passive Perception 10 >- **Languages** — >- **Challenge** 1/2 (100 XP) >___ >### Actions >***Sting.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \page
___ ___ >## Owlbear >*Large monstrosity, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 59 (7d10 + 21) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|17 (+3)|3 (-4)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. > >### Actions >***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws. > >***Beak.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.. ___ ___ >## Stirge >*Tiny beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 2 (1d4) >- **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|11 (+0)|2 (-4)|8 (-1)|6 (-2)| >___ >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** — >- **Challenge** 1/8 (25 XP) >___ >### Actions >***Blood Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. >The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. ___ ___ >## Giant Toad >*Large beast, unaligned* >___ >- **Armor Class** 11 >- **Hit Points** 39 (6d10 + 6) >- **Speed** 20 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|13 (+1)|2 (-4)|10 (+0)|3 (-4)| >___ >- **Senses** darkvision 30 ft., passive Perception 10 >- **Languages** — >- **Challenge** 1 (200 XP) >___ >***Amphibious.*** The toad can breathe air and water. > >***Standing Leap.*** The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > >### Actions >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. > >***Swallow.*** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. >If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. \page
___ ___ >## Specter >*Medium undead, chaotic evil* >___ >- **Armor Class** 12 >- **Hit Points** 22 (5d8) >- **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|11 (+0)|10 (+0)|10 (+0)|11 (+0)| >___ >- **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** necrotic, poison >- **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** understands all languages it knew in life but can't speak >- **Challenge** 1 (200 XP) >___ >***Incorporeal Movement.*** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > >***Sunlight Sensitivity.*** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >### Actions >***Life Drain.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ___ ___ >## Green Drake >*Medium dragon, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 52 (7d8 + 21) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|16 (+3)|4 (-3)|10 (+0)|7 (-2)| >___ >- **Skills** Perception +2 >- **Damage Resistances** poison >- **Senses** darkvision 60 ft., passive Perception 12 >- **Languages** understands Draconic but can't speak it >- **Challenge** 2 (450 XP) >___ >***Amphibious.*** The guard drake can breathe air and water. > >### Actions >***Multiattack.*** The drake attacks twice, once with its bite and once with its tail. > >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > >***Tail.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage. ___ ___ >## Displacer Beast >*Large monstrosity, lawful evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 85 (10d10 + 30) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***Avoidance.*** If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > >***Displacement.*** The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. > >### Actions >***Multiattack.*** The displacer beast makes two attacks with its tentacles. > >***Tentacle.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. \page
___ ___ >## Feral Dryad >*Medium fey, neutral* >___ >- **Armor Class** 13 (16 with *barkskin*) >- **Hit Points** 44 (5d8) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|11 (+0)|14 (+2)|15 (+2)|18 (+4)| >___ >- **Skills** Perception +4, Stealth +5 >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** Elvish, Sylvan >- **Challenge** 1 (200 XP) >___ >***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: > >At will: *druidcraft* >3/day each: *entangle*, *goodberry* >1/day each: *barkskin*, *pass without trace*, *shillelagh* > > >***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects. > >***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language. > >***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. > >### Actions >***Club.*** *Melee Weapon Attack:* +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. > >***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. >Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. >The dryad can have no more than one humanoid and up to three beasts charmed at a time. ___ ___ >## Giant Spider >*Large beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 26 (4d10 + 4) >- **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ >- **Skills** Stealth +7 >- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 >- **Languages** — >- **Challenge** 1 (200 XP) >___ >***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > >***Web Walker.*** The spider ignores movement restrictions caused by webbing. > >### Actions >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > >***Web (Recharge 5–6).*** *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \page
___ ___ >## Manticore >*Large monstrosity, lawful evil* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 68 (8d10 + 24) >- **Speed** 30 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|17 (+3)|7 (-2)|12 (+1)|8 (-1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Common >- **Challenge** 3 (700 XP) >___ >***Tail Spike Regrowth.*** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. > >### Actions >***Multiattack.*** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. > >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage. > >***Tail Spike.*** *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. ___ ___ >## Old Animated Furniture >*Medium construct, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 20 >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|3 (-4)|3 (-4)|1 (-5)| >___ >- **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 >- **Languages** — >- **Challenge** — >___ >***Animated.*** If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. >When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. >The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. > >### Actions >***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (2d6 + 1) bludgeoning damage. ___ ___ >## Skeleton >*Medium undead, lawful evil* >___ >- **Armor Class** 13 (armor scraps) >- **Hit Points** 13 (2d8 + 4) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|15 (+2)|6 (-2)|8 (-1)|5 (-3)| >___ >- **Damage Vulnerabilities** bludgeoning >- **Damage Immunities** poison >- **Condition Immunities** exhaustion, poisoned >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** understands all languages it spoke in life but can't speak >- **Challenge** 1/4 (50 XP) >___ >### Actions >***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. > >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. \page
___ ___ >## Rusty Animated Stove >*Medium construct, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 40 >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|3 (-4)|3 (-4)|1 (-5)| >___ >- **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6 >- **Languages** — >- **Challenge** — >___ >***Animated.*** If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. >When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. >The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. > >### Actions >***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (2d6 + 1) bludgeoning damage. > >***Breather Fire*** The stove exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one. ___ ___ >## Artificer's Ghost >*Medium undead, any alignment* >___ >- **Armor Class** 11 >- **Hit Points** 45 (10d8) >- **Speed** 0 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|13 (+1)|10 (+0)|10 (+0)|12 (+1)|17 (+3)| >___ >- **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** cold, necrotic, poison >- **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** any languages it knew in life >- **Challenge** 4 (1,100 XP) >___ >***Ethereal Sight.*** The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. > >***Incorporeal Movement.*** The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > >### Actions >***Withering Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6 + 3) necrotic damage. > >***Etherealness.*** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. > >***Horrifying Visage.*** Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring. > >***Possession (Recharge 6).*** One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. >The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. \page
___ ___ >## Rusty Animated Armor >*Medium construct, unaligned* >___ >- **Armor Class** 18 (natural armor) >- **Hit Points** 33 (6d8 + 6) >- **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|13 (+1)|1 (-5)|3 (-4)|1 (-5)| >___ >- **Damage Immunities** poison, psychic >- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned >- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6 >- **Languages** — >- **Challenge** 1 (200 XP) >___ >***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. > >***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of armor. > >### Actions >***Multiattack.*** The armor makes two melee attacks. > >***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.