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# Satyr-Day Night Fever
## ADVENTURE SYNOPSIS
The Players are involved with some sort of work in town when Ulrin Zabbas, a mysterious Bard appears in the center of town playing The Syrnix of Brin’Ashan an Artifact Level Magical Panflute he has recently “borrowed” and doesn’t know is cursed. (See Expanded Lore for more info) Playing them captivates any and all who listen to the music. He has come to Xynnir to have a great time trying out his new toy, and while doing so, a debaucherous party breaks out. People begin dancing and drinking and “frolicking” non-stop and then collapse from exhaustion at dawn. The townsfolk will realize that a good many of the locals and a lot of their things are now missing! The players will have to engage in a merry chase across the countryside fighting awakened bushes, charmed animals, and eventually confronting the Satyr himself, who by the time they confront him will not be nearly as friendly as he had been before.
- Target Party and Level: 4 level 1 players
- Expected Playtime Playtime: 3-4 Hours
- Tone: Madcap Adventure
## PROGRESSION OVERVIEW
As the concept of this adventure is a chase, it is a very linear adventure. There is some room for “do what you want activity pre party and during the insanity in town that follows. The “festival” is an anything goes event, but behaviours should be kept drunken fun and not malicious. So Stealing is “borrowing” and stuff like that. Afterward the chase begins. Their first stop is a feast and eating competition, followed by a game of hide and seek with surprises, followed by drinking games. After they’ve accomplished all these tasks they can find Ulrin in a glade and stop the shenanigans!
## 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
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## TABLE OF CONTENTS
### [SETUP INFORMATION](#p3)
### [ACT 0: Sleepy Town](#p4)
### [ACT 1: Lady's Man](#p4)
### [ACT 2: You Can Dance](#p5)
### [ACT 3: Where Are My Pants?](#p5)
### [ACT 4: The Feast Uneding](#p5)
### [ACT 5: Between Silk Sheets](#p6)
### [ACT 6: Rundown](#p6)
### [ACT 7: The Satyr's Grove](#p6)
### [CLOSING](#p7)
### [APPENDICES](#p8)
##### [- Playing an AOG Adventure](#p9)
##### [- Expanded Lore](#p9)
##### [- Important Locations](#p9)
##### [- Important NPCs](#p10)
##### [- Maps](#p11)
##### [- Stat Blocks](#p16)
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## SETUP INFORMATION
Tone
This adventure is designed to have a silly romp feel to it. All the Acts are names of songs that I thought were appropriate to the feel. There are likely better songs out there, but I’m like a 3/10 when it comes to music and song knowledge, so you get what I got. Now while the tone I intended may be light hearted, I am a huge fan of Gothic Horror, so feel free to give it that Dark Fey bend if that is more the cut of your jib. The wonderful thing about Horror is it is really only a little push away from Joy. Horror is basically happiness gone wrong.
It is also helpful to remember that Ulrin doesn’t want the players dead… that isn’t fun for him. So if they are struggling have him leave some reward crates or show up and actually use the pipes to heal them. He finds them interesting and fun and wants them to continue having fun with him. Unfortunately, his attitude will change over the course of the adventure as the Pipes exert more and more influence on him, and will by the end have turned the tables on his own desires.
### SETTING
**The Elinosian Empire:** The Elinosian Empire covers a wide area of rocky scrub brush desert with a center of extremely fertile grasslands. It forged itself out of the ashes of the civil war which split the Kren Empire over one hundred years ago. Originally, when the Northern Free States formed, Elinos attempted to partner with the others, but the constant attacks from Kavasto and the silence of the other’s in the alliance pushed it to become its own nation. It is a stern militaristic culture and violent place for those who do not conform. In many ways they reflect ancient Greece but angrier. They are almost exclusively Human and Dwarven 85% and 15% respectively. They tend toward Polytheistic Demi-God Mysticism which is a little abnormal for most of the continent but somewhat in line with their closest allies Thivas and Kar-Yiros. They have set themselves up much like the old Kren Empire, but the Throne has been a bit more contentious. In the past century they have had sixteen emperors and only a few of them have been of the same family lineage. They are currently led by Kade Tomolis who is a brutal leader with a dark sense of humor and justice. The Empire has a strong internal economy that feeds its people adequately and arms its military quite well. Kade’s forces keep the peace, and they frequently have to deal with combat situations as the lands around seem to always be gnawing at the Empire. Locals are expected to deal with their own issues so when the soldiers have to get involved they tend to come with a harsh and cruel reputation. In Elinos it is simply better to just do what you’re told and remember that those who cannot wield a spear are most likely to die on them
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### BACKGROUND STORY
When the last golden cord was tied around the platinum pipes and the Syrinx was whole, a sad wailing, the kind that one would hear at the burial of an infant, spread across the land. The spirits of Woe and Sorrow had been culled and crafted into an instrument whose use could only end in hardship and regret. Even stil Brin’Ashan regarded what she had made with the pride of a Queen holding her newborn Prince. These were pipes fit for the royalty of royals. It mattered not that their domain was that of despair and desperation. To wield them would grant the power to give untold joy and bring unbridled revelry to those who knew nothing but toil. It also would delight in stripping that joy away, leaving all those who heards its mournful call in a pit of emotional darkness such deep despondency that hopelessness would be a blessed feeling. Yet, still, in the hands of one with a heart of pure mirth, one over whom melancholy holds no sway, the Syrinx of Brin’Ashan could be a powerful balm for the breaking heart of creation. In those hands the pipes will be played before the Maker on the day of days in the courts of Celestia and all those who suffered will find healing. For all others, the Syrinx will seek to master their souls and dominate their destiny, transforming them from a child of joy to a wretch of anguish.
### HOOKS
**Main:** The Town is begging for the Players to help recover their people and items
**Backup:** The players have lost items important to them.
**Backup Backup:** The players have lost people important to them.
### IMPORTANT LOCATIONS
**The Maker’s Palm:** This large area is the most fertile farmland in the Empire
**Xynnir:** A good sized Farming Village not far from Elinos the Capital City.
**Bald Rock Grove:** A small grove of trees with a large stone and glade on a hill at the center.
*More detailed descriptions and maps, if there are any, can be found in the Appendices.*
### IMPORTANT NPCs
**Ulrin Zabbaz: ** The Satyr Bard at the center of the conflict. He isn’t a “bad” guy, but he is a whirlwind of trouble.
**Regent Lexadis Hertedius:** The “Mayor” of Xynnir
**Roshan, Stallion of Silent Midnight’s:** The Black Unicorn from whom Ulrin stole the Pipes of Brin’Ashan from.
*I will give a little better description and provide necessary Stat Blocks of these NPCs in the Appendices.*
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## OPENING CUT-SCENE
“The music stops abruptly. The breeze dies and air becomes thick and heavy. There is a tension in the atmosphere carrying with it a foul mood. Buzzing insects begin chittering angrily and the shadows grow longer and darker. The whispered tones of spellwork hang in the darkness, echoing about the grove. Through the trees a figure can be seen standing atop a large stone.”
## ACT 0: Sleepy Town
##### Song: Saturday Night Fever - The Bee Gees
So let’s get things going. Take some time to establish the characters and get a mood going. Do Character introductions if necessary, and bring the party together. Give them an introduction to the area. If possible try to communicate an underlying feeling of repetitive and uninteresting country life. The people are unknowingly yearning to have something exciting happen to them.
##### MAP: Xynnir
> **LOCATIONS IN XYNNIR**
> - **The Dry Winds Resting House** - Inn and Tavern
> - **Drusiir’s General Store** -Goods and Equipment
> - **Beneius’ Smithy** - Tools Arms and Armor
> - **The Regent’s Plaza** - Regent Lexadis Hertedius both lives and rules the city from here. It is a wide open garden plaza with a rotunda off the main plaza. The Regents mansion is in the rear.
> - **The Garrison** - The local battalion of soldiers dwells here
> - **The Millhouse** - A public granary and millhouse.
## ACT 1: The Way He Walks
##### Song: Staying Alive - The Bee Gees
The day should begin as normal. Ask them what they’re doing and what not. They’re low level adventurers so the answer is likely “not much” but oh is that ever about to change. Have them fix a broken cart wheel. Kill a mouse in some old lady’s house. Chase a lost dog. Stuff like that… I like to drag this part out a bit, even to the point where the players are starting to ask “When the heck is something going to happen.” That will be when they start to hear music.
Drifting through the streets is the most infectious tune they have ever heard. It is coming from the Town’s center, and is drawing all of the people to it. When they arrive they will see a handsome Satyr standing on top of a pile of crates playing a set of platinum pipes (Pan Flute). He is dressed in a garish brightly colored suit with a huge scarf. The whole ensemble and presence has an Austin Powers meets Elton John feel to him. As the people circle around him he will introduce himself as Ulrin Zabbas, the greatest bard who has ever lived.
He will begin to sing the Sonnet of a Naughty Satyr and the crowd will join in. I looked for an actual tune to this so you could make your group sing it, but alas… no tune was to be found. But reciting it together in a sing song cadence as sonnets were intended to be recited would still be amazing! Or just make them sing the lyrics to Staying Alive, also awesome!
>
> Twixt day and night the spirits goad me on
>
> They pine for ages past when hearts were pure
>
> Against all reason now they seem unsure
>
> They laugh and scream between mine ears anon.
>
> Now fill my cup not once, not twice, but thrice
>
> With flagon's brim upon my lips I dance
>
> Let unseen pixies toss their gowns askance
>
> While I, the Carnal King, indulge my vice.
>
> With folded boughs, the treants take their leave
>
> As merry damsels' corsets come undone
>
> My song doth stir them like a summer breeze
>
> They fill mine empty cup without reprieve.
>
> The sun becomes the moon becomes the sun
>
> I while away the hours as I please.
>
> ---- Sonnet of a Naughty Satyr
>
## ACT 2: You Can Dance
##### Song: Safety Dance - Men Without Hats
An impromptu festival begins breaking out, as people begin dancing. The doors to the Inn will be flung wide open and the Innkeeper will begin rolling out barrels of ale. As the music plays on barrels and other nearby objects become animated and join into the festivities. Mention a few strange sites like a young woman dancing with a suit wearing mannequin.
As an important side note, you should be mindful here at the table, not everyone may be comfortable with wild debauchery, and some may even have had a traumatic experience at a drunken event. So pay attention to your people.
You then ask the players if they want to engage in the festival. If they say no, they will have to make an Impossible Charisma saving throw. This may seem bonkers extreme, but remember the Syrnix is a powerful Artifact. If they agree they will immediately fall under the Syrnix’s power. This is not an ill effect and everything that happens should feel fun. WHether that be swiping some stuff or getting a hook-up. It should feel fun.
> **Things to do at the festival!**
> - Drink and Eat
> - Play Festival Games
> - Get rowdy, several good natured fights likely break out
> - “Borrow” things they have always wanted
> - Dance / Dance Naked…
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The event just continues to ramp up. There are hundreds of people in the square, probably the whole town. It turns into quite the scandalous party that lasts into night. People begin dancing and drinking and “frolicking” non-stop. Then just as the sun comes up everyone yawns, lays down and goes to sleep. They can attempt to stay awake but a Hard CON save must be made, and if they do make it they will end up with a level of exhaustion.
## ACT 3: Anybody seen my Pants? Wife? Children?
The next morning the town will begin attempting to put itself back together. That was one heck of a party. After a bit though, people are going to start realizing that folks and treasures are missing.
People will be sitting at tables that evening trying to put together everything that went on. A lot of it they probably don’t want to think about, some of it… they may wish they had a clearer memory of.
So while the players are doing an accounting of their evening's events, probably at the local inn… a woman walks in with a concerned look on her face. She looks around, under tables, in the fountain, she keeps glancing at her hand, and then not finding what she is looking for leaves. A few minutes later a man in a similar state pokes his head in the doors. Shouts for ‘Lilly’ and then when he doesn’t get an answer leaves. After that a middle aged woman bursts in looking for her son and his tramp girlfriend. At the same time the girlfriend comes down the stairs looking for her boyfriend. The two start bickering and then get very concerned looks on their faces and leave.
### Players Should Investigate What is Going On!?
Asking around town they will find that dozens of young people and lots of valuables have gone missing
Several people do remember seeing them head out of town to the west toward Bald Rock Grove. The townsfolk will beg the adventurers to go find their missing… everything…
## ACT 4: The Feast Unending
##### Song: Dinner Bell - They Might Be Giants
Things for Ulrin are just beginning to unravel. Kidnapping and stealing were not originally his intention, worse his pranks and tomfoolery are getting more problematic. However at this time he is unaware of any difficulties, and simply still living in the moment.
As the players head off to the west they will begin to hear the sound of the Pipes being played. Although it is different this time. Not quite as happy, but somehow more enticing. They will not need to roll against the effect as it is not being targeted at them. Following the sound will lead them to the Feasting Table. Here a group of villagers are feasting relentlessly. Ulrin will be dancing on the table top playing his pipes. The players will have to find some way to make him stop. They get three tries.
If they succeed Ulrin gets mad and teleports the people away. He will tell them they can collect their prizes at the end of the game! If they fail he teases them before teleporting these people away. He will then tell them to play with some of his friends while he sets up the next event! And then some nearby “bushes” animate and attack.
##### MAP: The Feasting Table
##### ENCOUNTER: Vegepygmies
There isn’t anything special about this encounter, the creatures are pretty mindless, and will basically attack the nearest target or the target that attacked them last.
## ACT 5: Between Silk Sheets
##### Song: Spiderwebs - No Doubt
The next place they find Ulrin will be in a field of stones. He will be laying naked on one of the rocks playing his flute. Have him great the players warmly as if nothing is amiss at all, but there should now be a definite edge in his tone. Even so, he is still Ulrin and this would be a great place to have him heal them if they are bangged up. He will then let the players know that hiding among the stones are groups of young lovers. But there are also dangers, and they’re going to need to save the lovers before its too late! He will then wish them good luck and disappear. If they attack him ahead to time he will become invisible and speak to them from behind the cover of the stones. There is of course a trick… Each place they go there will be two writhing silk pods. Both will look like there are two people inside. Whichever one they interact with, both will disappear, however they will have to make a d20 roll. 11-20 They find a couple and free them. 1-10 a spider swarm will pour out of the pod. After they find all four pods locations they will hear Ulrin playing from a copse of trees further into the countryside.
##### MAP: The Stone Web Fields
##### ENCOUNTER: Spider Swarms
## ACT 6: Run Down
Closing in on Ulrin the Party finds him at a large round table with several Elinos villagers. Ulrin is playing Bartender here and wants the players to come engage in a drinking game. Ulrin will tell them the game is simple. Run out into the woods, grab an Almiraj (Fey Teleporting Unicorn Bunny), return it to the bar and put it in a large “magician’s hat”, chug an ale, and then repeat. The first person to deposit 5 Almiraj (Almirajs… Almiraji… ?) wins the game. At this point all the villagers will transform into Almirajez and bolt off into the woods. Sauntering up to the table will be several Fey beings, a Darklings. A Redcap, and Leprechaun, and a Quickling. Ulrin will wave his hand and move everyone out to a starting position. (Make a circle with the NPCs and Players) At this point Ulrin will take a much darker turn, letting everyone know that it is not against the rules to “hinder” your opponents, but it does cost points, but what do points matter if everyone else is dead… he cackles and disappears. If at any point they become hostile with Ulrin he will toot his flute and “force” the players to behave. Now some of these Fey could be very dangerous to a first level party. If the characters are killed here, Ulrin will wake them up after the game and let them know how terribly awful they did.
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### SKILL CHALLENGE: Wabbits
At any given time there will only be four Almiraj on the playing field. They are fast, and players will have to make an athletics or acrobatics check against the Almiraj’s AC to capture one. This can be done as an “Opportunity Attack” They also have one use of Misty Step, which they will use once they are about to be deposited. When they do get deposited the Hat will send them back out into the woods. Every time they take a drink they need to make a Hard CON save or earn a point of drunkenness. This is a Poison so our Dwarf Friends have advantage.
##### MAP: The Encahnted Ring
> **DRUNKENNESS TABLE**
- 1 points - Movement reduced by 5’
- 2 points - Disadvantage on Grapple Checks
- 3 points - Movement Reduced by 5’
- 4 points - 25% chance of stumbling off in the wrong direction
- 5+ points - Make a second save or Pass Out!
> **FEY BEING BEHAVIORS**
- The Darkling will mostly play fair and only attack if they players get in their way.
- The Redcap, won’t be playing at all, he will just wander around trying to kill someone.
- The Quickling will be playing fair. He is quick to catch but will get drunk really fast
- The Leprechaun will be playing fair. He is slow moving but unfazed by drinking.
Once the game resolves itself the players will begin to hear Ulrin playing from deeper into the woods toward the top of the hill. Thankfully they will no longer be feeling the effects of the Drinking Game. They may be hurt however. A kind DM may allow them a Short Rest.
## ACT 7: The Satyr’s Grove
##### Song: Master of Puppets - Metallica
As they approach the grove let them know it feels unnaturally dark and growing colder. Patches of forest are not unusual in the Maker’s Palm… but the trees in the grove have become unusually thick. Ulrin’s tune should be changing as they approach as well. The music is no longer jaunty and fun. It is dark and foreboding. They will also begin to hear laughing and whispering from the shadows of the wood. The Syrnix almost completely has Ulrin now. Once they enter the grove the Darkness behind them will become “Solid” magical darkness. Ulrin will be standing atom a large stone at the center of the grove. There will be small magical lights circling around him that move in and out of the pipes as he plays them. All of the missing villagers and the stolen treasures will be scattered about the area. If they are hesitant to enter the area Ulrin will call out to them.
##### MAP: Bald Rock Grove
Ulrin should sound very conflicted. He is NOT having fun anymore. But He can’t seem to stop himself either, and however they enter the grove this kind of dialogue needs to happen…
“Come Friends! Come! It’s almost time for another party! The last dance…” and they will be drawn into the circle.“So you’ve chased me all this way, and struggled through all my challenges. For hours! Why? I wasn’t going to hurt anyone. I mean… I mean… I didn’t “waaant” to hurt anyone. I don’t want to hurt anyone… but I might… I will. Unless you let me keep them. I need an audience! How about you let me keep them?”
It is doubtful that the players will agree to let Ulrin keep the people or the treasures. Ulrin will become very disappointed and yell at them one last time.
“You keep talking … but all I hear is that you want to ruin my FUN. Well… I suppose if it is a fight you want it’s a fight you’ll get.” and then the combat will begin.
##### ENCOUNTER: Ulrin Zabbas
Thankfully Ulrin has used almost all of the Syrnix’s power for the day, but he does have a few tricks left to pull out. He will dance atop the 40’ tall stone playing the Flute. Every round he will use the flute to cast a revelry styled spell like Otto’s irresistible Dance or Tasha’s Hideous Laughter on someone, and then use his Vicious Mockery. If the players get too close he will use his reaction to Fey Step away from them. The area is a “Lair” for combat purposes, and will awaken 1d4 some of the peasants every round to harass the players. This should happen the moment combat begins and then at the top of every round. The commoners only have 4 Hp and only do 1 damage, but they will shuffle over to attack them. They will not attack an incapacitated player, whether that be by spell or unconscious. A reminder that Non-Lethal Damage can be used on them and him should probably happen. Ulrin can also heal himself with his bonus action rather than attack. The point of this combat isn’t to kill Ulrin, its to get all your players incapacitated, so Roshan can come to the rescue. However if they succeed in dropping Ulrin to Zero HP that works too. Roshan will come to save him then, which is more heroic for the players but more unlikely.
##### EVENT: Roshan, Stallion of SIlent Midnight’s
This combat is stacked pretty heavily against the players. And they’re likely going to need a Deus Ex Machina to get them out. That comes in the form of Roshan, the Unicorn protector of the Valley of Pale Stars, where the Syrnix was hidden. Roshan is extremely angry at Ulrin, but does know that the Satyr was really only being mischievous as his kind is wont to do. He is sympathetic to Ulrin’s plight and saddened by the horror that is overtaking him. Therefore… he is going to help. I usually describe his entrance like this.
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“You watch as the darkness at the edge of the grove begins to push inward like a baby pushing against its mother’s stomach when it begins to reach out for birth. A tear appears in the bulge and living darkness pours through it. It begins to quickly bubble up from the ground and take form. Four hoved legs, a powerful body, a strong neck with a flowing mane of the most empty black, and a pearl white horn upon its majestic head. “Little thief! That instrument does not belong to you!” The Unicorn bellows. A blast of strange light shoots from its horn and encompasses Ulrin. The Satyr begins to run, but the Unicorn tosses his head back like a fly fisherman with a rod and yanks Ulrin closer, and as he does his mighty and fearful presence softens. “Those pipes are meant for the end of days, and not for little Satyrs. Come child let it go… Find your greatness without the things that cost you your soul.”
Ulrin will struggle some but not much. He has tapped the power of the Syrnix for the day, and with Roshan’s help he will break the curse and let the pipes go. (That is unless the players try to kill Roshan… at that moment the Syrnix will realize that the Players are much better hosts for its plans and they will banish both Ulrin and Roshan back to the Feywild and lay there in the grass waiting for someone to pick them up… and that would be a wonderful start to an “evil” campaign)
But what is likely to happen is that Roshan will free Ulrin and take the pipes back, letting Ulrin know that he will have to be punished. Which is no fun for the Satyr, but he will agree. Roshan will then reward the players for being so valiant! He would tell them however that had they succeeded in stopping Ulrin that the Pipes would likely have chosen them as their new host, and they would have soon suffered a similar, and likely worse, fate. SHould they continue doing heroic deeds they should be certain to do so with caution, for there are many wonderful looking things in the world that mean those around them much harm. He will then bow to them and reward them with some Fey Items, some cool stuff like… but not necessarily these things…
> **POSSIBLE REWARDS FROM ROSHAN**
- Sword of the Quickling Queen, on Crit the player can make another attack roll. (Attunement)
- Scroll of the Evergrowth, can cast Circle of the Land Forest Domain Druid spells once a day. Player must be appropriate level to do so. (Attunement)
- Shawl of the Lilly Lass, allows water-breathing and freedom of movement when submerged.(Attunement)
- Ulrin’s Zabbas’ Lucky Tools, These Thieves Tools grant advantage when picking locks or disarming traps, equal the player’s proficiency Mod. When the player rolls a Nat 1, an Angry Fey shows up and berates the player because Ulrin left them after their night together “YOU TELL THAT NO GOOD SON OF A HARPY…” They do so loudly… Quite possibly attracting the wrong kind of attention. (Attunement)
## CLOSING EVENTS
Hopefully not too many of the Commoners were harmed… or made dead… during the ordeal. If there are some, perhaps Roshan helps with that too using his Unicorn Healing ability. Those that are functional will help the players gather up the Xynnir’s treasures and travel back to the city with them. The countryside will have returned to normal, and the journey should be smooth. Once they are in town they will be given a cash reward from the Regent. At level one a 50gp per player reward is adequate, but you give them what you think they deserve. I often like to throw in things like free lodging at the Inn for a month or things similar to that.
And that is where I will leave you…
## Thanks for playing an AOG Adventure.
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 AOG ADVENTURE
#### 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.
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#### 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 Syrnix of Brin’Ashan (Panflute)**
Long before the breaking of the world, Brin’Ashan, an Eladrin, desired to never again feel the coldness of her people’s Winter Form. She sought to overcome the bitterness and sorrows of her own coldness by trapping them into a Magical Syrnix or Panflute as it is more commonly known. The endeavor was doomed from the start, but that did not sway Brin’Ashan in the least. In fact most say it drove her forward in what could only be described as true madness. She finished her creation, a set of platinum pipes bound together golden cords, with mithril filigree and inlay with gemstones so fine that they could hold the purest forms of light. It was glorious, and it was wrong. During its creation the Syrnix become aware, and it both loved and resented Brin’Ashan. When she played it, the Syrnix brought great joy to those who heard it, and it soothed sadness and lifted the hurt from those who heard it. But in its spite it poured those feelings into Brin’Ashan. Drowning her in the emotions she wished to escape. She took on the Winter form of her people and crowned herself Queen of Dark Winters. She never again transformed into the aspects of Spring, Summer, or Autumn. She then began to leech the Feywild of joy and warmth, and so the Archfey gathered their forces and brought her to an unfortunate end. Unable to destroy the Syrnix they hid it away in The Valley of Pale Stars under the protection of Roshan, Stallion of SIlent Midnight’s. And there it rested for thousands of years. One day there would be a being who could play the Syrnix and bring joy to the Pipes themselves, but until that day they were to remain hidden and remembered as myth and legend.
### IMPORTANT LOCATIONS
##### The Maker’s Palm
The Maker’s Palm is a large area of lush grassland that spreads across the center of the otherwise arid Elinosian Empire. When looked at from far above the area does indeed look like a large handprint, with its fingers spreading up into the valleys of the rocky desert mountains. It truly is almost as if The Maker intentionally pressed their palm into the soft earth as a child would into clay. Furthering that notion is that this large area is the most fertile farmland in the Empire, and the major source of grain for most of the nearby nations.
##### Bald Rock Grove
The Palm may be extremely fertile land, but it is also riddled with small patches of forests, rocky hilltops, and short craggy cliffs. Everything that grows here sprouts up inbetween it all. Bald Rock Grove is a rather notable location in the area. It is a larger than normal hill covered in a thin forest that lies about 5 miles outside of Xynnir. At the top there is a singular rock surrounded by a glade of thick green grass. Most consider the area sacred and say that a powerful spirit watches over the glade. That notion is compounded by how frequent druids pilgrimage to the site. It is said that there have been several attempts to build a watchtower upon the hill, but everytime construction begins there is a mishap of some kind or their materials disappear.
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##### Xynnir
Xynnir one of dozens of small farming communities scattered throughout the Markes Palm. These communities are nearly identical in function. They are built in rings with a marketplace in the center around a well. Then a larger ring around that will contain the Regent’s Plaza, a large fortified garrison for the local soldiers, and any local businesses. Surrounding the outside are the commoners homes. Somewhere in at the edge of the outer ring will be a large Granary and Millhouse that the locals use to process their crops. A few other places of note in Xynnir would be The Dry Winds Resting House, which is the local inn and tavern. As most Resting Houses in the Empire, it is quite large, and serves as the main gathering place for the locals after the workday. Drusiir’s General Store is mostly a farming equipment mercantile and grocer, but does carry a lot of gear an adventure may be after. Lastly is Beneius’ Smithy, which is basically exactly what it sounds like. Beneius’ is an older fella though and while he does do quality work, he does it a little slower than he used to.
### IMPORTANT NPCs
##### Ulrin Zabbaz
Ulrin is a young-ish Feywild Satyr, only a few hundred years old. So basically a 21 year old in human years. He is an extraordinary Bard, who wants nothing more than to become the greatest Bard who has ever lived. Satyrs live and in many ways thrive in excessive lifestyles, and being a Bard, a Satyr, and relatively immature, means that Ulrin is the living embodiment of fun loving debauchery. If he decides to wear clothes they are usually brightly colored and is a fan of scarves and ridiculous fashion cloaks. He is a skilled performer and particularly gifted singer and musician. He is also a well practiced heavy drinker, loves any kind of party, and is highly skilled at more intimate practices. I like to play him as an Austin Powers meets Elton John type character. This adventure was where I first introduced him, and he quickly became a fan favorite NPC, and along the way learned that heroism is a quick path to both fame and to bedchambers!
##### Regent Lexadis Hertedius
Lexadis is the Regent of Xynnir. Basically the “Mayor” of an Empire city. Thus he is equal parts politician and soldier. And some would say sadist. But that isn’t really fair, Leadership in the Empire is commanded under threat of execution to govern with unbending rule. Lexadis is actually a rather kind hearted individual with a very difficult job.
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##### Roshan, Stallion of Silent Midnight
Unicorns are one of the most mythical creatures throughout most cultural legends. They are known for their beauty and elegance, often framed in the contexts of more romanticized feminine traits. That would not be Roshan. A black stallion born at the twelfth chime of the SIlent Midnight in the Garden of Dark Dreams, to say Roshan was destined for the Darkness would be an understatement. Yet his appearance, titles, and duties are often misunderstood. Surely the darkness hides many vile things but there is beauty and rest in the absence of light as well. Like almost all of his kind, Roshan is a powerful champion of Good, even if he is uncharastically stern for a Unicorn. He makes his home in the Feywild in a place known as The Valley of Pale Stars. Here the daylight never shines and the stars seem far removed. But his forest thrives all the same. Creatures of the night make their home here. The Owl and the Deer. Raccoons and Fireflies. It has a lonely and haunting feel to it, but is also a place of beguiling beauty. Those that travel there feel safe and their rest removes more weariness from the soul than almost any other place in creation. Roshan is a reflection of his glade or perhaps it is of him. Or perhaps the two are intertwined. It was in a labyrinth under the Pool of the New Moon that the Syrnix was hidden away. Roshan, will never forgive himself for letting them be so easily stolen, and his failure is a great blemish upon his pride.
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# The Elinosian Empire
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# The Town of Xynnir
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# The Feasting Table
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## The Stone Web Fields
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## The Enchanted Ring
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## The Satyr's Grove
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___
>## Ulrin Zabbas
>*Medium fey, chaotic neutral*
>___
>- **Armor Class** 13
>- **Hit Points** 35 (6d8 + 10)
>- **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|16 (+3)|13 (+1)|12 (+1)|10 (+0)|16 (+3)|
>___
>- **Skills** Acrobatics +5, Performance +7, Stealth +5
>- **Senses** passive Perception 10
>- **Languages** Common, Sylvan
>- **Challenge** 2 (450 XP)
>___
>***Syrnix Empowered Enthralling Performance.*** When Ulrin performs with the Syrnix for one minute all humanoids within earshot of him must succeed on a DC 25 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 12 hours.
>
>***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.
>
>***Sleepless Reveler.*** Magic can't put the satyr to sleep.
>
>### Actions
>***Play the Syrnix*** Ulrin can choose to play the Syrnix as an Action. Playing the Pipes allows him to use on the the powers below.
>
>***Multiattack.*** The satyr makes two ram attacks or two shortbow attacks.
>
>***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) bludgeoning damage.
>
>***Shortsword.*** *Melee Weapon Attack:* +5 to hit, 5 ft. one target. *Hit:* 6 (1d6 + 3) piercing damage.
>
>### The Syrnix of Brin'Ashan
>
> The Syrnix is an Artifact with a number of powers, however for this adventure the only powers that should come into play are the following. HE can also use it multiple times in a turn if the action conditions allow.
>
>***Misty Step*** The Pipes allow Ulrin to cast Misty Step as a Reaction every Round.
>
>***Vicious Mockery*** The Pipes allow Ulrin to cast Vicious Mockery as a Bonus Action.
>
>***Cure Wounds*** If he chooses Ulrin can cast Cure Wounds as an Action every Round.
>
>***Suggestion*** If he chooses Ulrin can cast Suggestion as an Action every Round.
>
>***Hideous Laughter*** Ulrin can cast Hideous Laughter as an Action every Round.
>
>***Irresistible Dance*** Ulrin can cast Irresistible Dance an Action every Round.
>
___
>## Animated Bush
>*Small plant, neutral*
>___
>- **Armor Class** 12 (natural armor)
>- **Hit Points** 9 (2d6 + 2)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|7 (-2)|14 (+2)|13 (+1)|6 (-2)|11 (+0)|7 (-2)|
>___
>- **Skills** Perception +2, Stealth +4
>- **Senses** darkvision 60 ft., passive Perception 12
>- **Challenge** 1/4 (50 XP)
>___
>***Plant Camouflage.*** The bush has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
>
>### Actions
>***Branch.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
>
___
>## Small Swarm of Spiders
>*Medium swarm of tiny beasts, unaligned*
>___
>- **Armor Class** 12 (natural armor)
>- **Hit Points** 22 (5d8)
>- **Speed** 20 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|13 (+1)|10 (+0)|1 (-5)|7 (-2)|1 (-5)|
>___
>- **Damage Resistances** bludgeoning, piercing, slashing
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
>- **Senses** blindsight 10 ft., passive Perception 8
>- **Languages** —
>- **Challenge** 1/2 (100 XP)
>___
>***Spider Climb.*** The swarm can climb difficult surfaces, including upside down on ceilings
>
>***Swarm.*** The swarm can occupy another creature's space and vice versa
>
>***Web Walker.*** The swarm ignores movement restrictions caused by webbing. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
>
>### Actions
>***Bites.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target . *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
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___
___
>## Darkling
>*Small fey, chaotic neutral*
>___
>- **Armor Class** 14 (leather armor)
>- **Hit Points** 13 (3d6 + 3)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)|
>___
>- **Skills** Acrobatics +5, Deception +2, Perception +5, Stealth +7
>- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 15
>- **Languages** Elvish, Sylvan
>- **Challenge** 1/2 (100 XP)
>___
>***Death Flash.*** When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.
>
>***Light Sensitivity.*** While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
>### Actions
>***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
___
___
>## Quickling
>*Tiny fey, chaotic evil*
>___
>- **Armor Class** 16
>- **Hit Points** 10 (3d4 + 3)
>- **Speed** 120 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|23 (+6)|13 (+1)|10 (+0)|12 (+1)|7 (-2)|
>___
>- **Skills** Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
>- **Senses** darkvision 60 ft., passive Perception 15
>- **Languages** Common, Sylvan
>- **Challenge** 1 (200 XP)
>___
>***Blurred Movement.*** Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
>
>***Evasion.*** If the quickling is subjected to an effect that allows it to make a Dexterity 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.
>
>### Actions
>***Multiattack.*** The quickling makes three dagger attacks.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 8 (1d4 + 6) piercing damage.
___
___
>## Redcap
>*Small fey, chaotic evil*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 45 (6d6 + 24)
>- **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|13 (+1)|18 (+4)|10 (+0)|12 (+1)|9 (-1)|
>___
>- **Skills** Athletics +6, Perception +3
>- **Senses** darkvision 60 ft., passive Perception 13
>- **Languages** Common, Sylvan
>- **Challenge** 3 (700 XP)
>___
>***Iron Boots.*** While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
>
>***Outsize Strength.*** While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
>
>### Actions
>***Multiattack.*** The redcap makes three attacks with its wicked sickle.
>
>***Wicked Sickle.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage.
>
>***Ironbound Pursuit.*** The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
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___
>## Leprechaun
>*Small fey, chaotic Good*
>___
>- **Armor Class** 13 (leather armor)
>- **Hit Points** 13 (3d6 + 3)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|12 (+1)|14 (+2)|12 (+1)|14 (+2)|
>___
>- **Skills** Deception +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +7
>- **Senses** passive Perception 15
>- **Languages** Elvish, Sylvan
>- **Challenge** 1/2 (100 XP)
>___
>***Stop the Pot.*** The Leprechaun can cause a large pot of Gold ta appear for a moment, this pot functions as the spell Hypnotic Pattern.
>
>***Lucky.*** The Leprechaun has the Lucky Feat. ANone that catches the Leprechaun can force it to pass the feat along for 24 hours.
>
>### Actions
>***Meaty Fist.*** *Melee Attack:* +5 to hit, reach 5 ft. one target. *Hit:* 5 (1d4 + 3) bludgeoning damage. If the Leprechaun has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
___
>## Enthralled Commoner
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 10
>- **Hit Points** 1 (1d8)
>- **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
>___
>- **Senses** passive Perception 10
>- **Languages** any one language (usually Common)
>- **Challenge** 0 (0 or 10 XP)
>___
>### Actions
>***Punch*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 (1d1) bludgeoning damage.
___
>## Unicorn
>*Large celestial, lawful good*
>___
>- **Armor Class** 12
>- **Hit Points** 67 (9d10 + 18)
>- **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|15 (+2)|11 (+0)|17 (+3)|16 (+3)|
>___
>- **Damage Immunities** poison
>- **Condition Immunities** charmed, paralyzed, poisoned
>- **Senses** darkvision 60 ft., passive Perception 13
>- **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
>- **Challenge** 5 (1,800 XP)
>___
>***Charge.*** If Roshan moves at least 20 feet toward a target and hits it with a horn attack, the target takes 9 (2d8) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
>
>***Innate Spellcasting.*** Roshan's spellcasting ability is Cha (save DC 16), and can innately cast the following spells...
>
>At will: *detect evil and good*, *druidcraft*, *pass without trace*
>1/day each: *calm emotions*, *dispel evil and good*, *entangle*
>
>
>***Magic Resistance.*** Roshan has advantage on saving throws against spells and magical effects.
>
>***Magic Weapons.*** The Roshanattacks are magical.
>
>### Actions
>***Multiattack.*** Roshan makes two attacks
>
>***Hooves.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning dam.
>
>***Horn.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
>
>***Healing Touch (3/Day).*** Roshan touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points, removes all diseases and poisons afflicting the target.
>
>***Teleport (1/Day).*** Roshan magically teleports himself and up to 3 willing creatures he can see within 5 feet, to a location he is familiar with, up to 1 mile.
>
>### Legendary Actions
>Roshan can take **3 Legendary Actions**. Only 1 action can be used at a time and only at the end of another creature's turn. Roshan regains spent legendary actions at the start of its turn.
>
>- **Hooves.** Roshan makes an Hooves attack.
>- **Shimmering Shield (Costs 2).** Roshan creates a shimmering, magical field around himself or another creature he can see within 60 feet. The target gains a +2 to AC until the end of Roshan's next turn.
>- **Heal Self (Costs 3).** Roshan heals 11 (2d8 + 2)hp.