Lyra's Love Dungeon

A Valentine's Day One Shot

Introduction .................................................... 2

Overview .......................................................... 2

Adventure Hook ................................................ 2

Festival Games.....................................................2

Performances ..................................................... 3

Vendors ............................................................. 4

The Adventure Begins ......................................... 10

Appendix A: Monsters & Magic Items .................... 11

Appendix B: Backstory ....................................... 13

Appendix C: Credits ........................................... 14

Introduction

Lyra's Love dungeon is a Valentine's Day one shot designed to entertain players for their special day together. This story is intended for new 10th level characters.

Overview

In the days when the gods were young, the love deity, Sheela Peryroyl wanted a place where mortals could find love. Sheela decided that she would create a land dedicated to love, Lovanthia was the land that was born. Lovanthia called upon the common folk and declared that she would bless the land, so anyone could find who they loved, and in return this blessing would only last if the princess of the land found their true love in Lovanthia the day the land was blessed. To this very day, the common folk of Lovanthia host a festival in her honor to carry on her blessing, called the Peryroyl festival.

Lyra's Love dungeon is divided up into two parts. In part one, the party will all be in the Peryroyl festival, playing games, eating food, and watching performances available in the festival.

In part two, the party will be fighting through a dungeon to save a princess from a succubus, who kidnapped her from her kingdom.

Adventure Hook

A short description of the lore of the land Lovanthia and its Peryroyl festival:

In the land of Lovanthia, those who seek love will find the one who they love the most. On this particular day is the Peryroyl festival, dedicated to the deities who blessed the land. Where couples celebrate their love together, and where lonely adventurers come to hopefully find their fated loved one. One succubus however doesn't have the best luck trying to find someone. Desperately trying to find someone, she concocts a brilliant plan.. A brilliantly evil plan.

The party is lively, people are coming from distant lands or adventurers stop by assuming the rumors of finding your true love is true or not.

If the party asks what they can do, read the following:

The event is lively, filled with lights and sound. To the North are the festival games. South are vendors who sell food and merchandise. East is the play and band of bards, the many couples of the party are all grouping there, all loving each other. To the West are animal tamers and a magic show, there seem to be many broken hearted and lonely adventurers waiting for their love. The princess is still getting ready.

Festival Games

The festival games in Peryroyl festival each have something different and unique for the party to experience. The games that are available to the party are ring toss, bumper elephants, high striker, hungry hungry hydra, and extreme pie eating contest.

1. Ring Toss

Ring toss is a relatively simple game run by Garen Lions, Garen has rigged his game to be next to unbeatable and charges 10 gp per ring. If characters succeed on a DC20 dexterity check, if they lose, Garen mocks the party. If they win and are awarded 100 gp. Garen gets angry at the party, and refuses to let them play again.

2. Bumper Elephants

Bumper elephants is a game where you try and knock people off their elephants. it costs 5 gp to play, and the last person standing wins. The game is run by Finnie Monalis and she doesn't care for the safety of her elephants.

Characters playing bumper elephants can do two things, charge into others or grapple others with a lasso. To charge into someone the player must make a DC10 animal handling check, if a player gets charged, they must make a DC15 dexterity check to stay on. Otherwise a player can also use their lasso to grapple opponents from up to 15ft away, and must make a DC15 dexterity check to grapple someone. Whoever is grappled must make a DC15 dexterity saving throw to break free.

3. High Striker

High striker is a game where a character must bash a boulder as hard as they can with a greathammer to send it as far as they can, it costs 5 gp to play. The game is run by Onbak the Fool, Onbak wields the great hammer used in the game.

Characters get three swings with a greathammer (2d6 bludgeoning + Strength, 1 damage = 10 meters) and have to deal as much damage to the boulder as possible. The boulder is held in stasis (AC12, 1/2 damage if you miss) and is sent flying once all the damage is dealt, whoever sends the boulder the farthest wins. Onbak challenges anyone who beats his record of 1,000 meters as he feels he's found his match, if he is beaten, the character is awarded 1,000 gp and a +1 greatclub.

4. Hungry Hungry Hydra

Hungry hungry hydra is a more violent game in the festival where you are chased by a hungry hydra, the game is free. The game is run by Goly Kilmer, he is a strange half-orc who believes that people are just cowards and sees nothing wrong with this game.

Contestants are allowed to bring their own weapons and armor. If you attack the hydra and deal at least 10 damage, you can cut off one of its heads, avoiding being damaged that turn. You are out when you take 20 or more damage, the last one standing wins 100 gp.

5. Extreme Pie Eating Contest

Extreme pie eating contest is a contest where contestants eat a pie that is five times its usual size, the game costs 3 gp to play. The person who runs and creates these pies is Danfalf Olen. Danfalf is a mad wizard, able to make and enlarge pies at will.

Each contestant must make a DC5 Con save for every turn (+2 DC every save). If a character fails a save, they start to feel full. if they fail a second time, they go unconcious.

Performances

The festival performances in Peryroyl festival all have something to them that make them unique. The performances that are available to the party are the play, duelists, animal tamers, wizards and sorcerers, and a band of bards.

1. Play

The actors are reciting a tale taking place in Thundertree. The adventurers are fighting against a young green dragon, if your players have played LMoP read the following:

The adventurers of the play fight a young green dragon. For some reason, you feel like you know how this will end.

Characters who sit through the play are awarded an extra +3 to their next roll, this effect wears off after their first roll.

2. Animal Tamers

The animal tamers are new to training animals, and only have only boars, horses, and birds. Their performance is the least interesting talent, and no one is paying attention to them.

The animal tamers are trying to wrangle the boars together, trying to get them to perform, but failing miserably.

If the party talks to the animal tamers, the animal tamers will privately approach the party, asking them if they have any talents they can do with them as they are desperate to make their act better. If the players accept, regardless if they perform well or not, the animal tamers will award them 20 gp.

3. Wizards and Sorcerers

The wizards and sorcerers are both casting their magic. They are both competing to see who is the better spellcaster.

A wizard and sorcerer are both casting their magic, by the looks of it, it looks like a competition. The wizard is casting with much more concentration and is more controlled, the sorcerer is casting wildly, with magic flying everywhere.

Wizards or sorcerers who watch this performance will always succeed on their next roll.

4. Band of Bards

The band of bards will be performing their songs, enlightening the audience with their heavenly tunes.

A band of bards are playing songs to an audience full of couples. The songs the bards are playing feel enlightening, and the more they listen, the better they feel.

Characters who listen to the band

Vendors

Vendors are where the party can purchase merchandise or food from stores. There are two vendors in the festival, one selling food and another selling merchandise.

Food

The food vendor of the festival offers mead, fruits, bread, cakes, pie, and cheese. The person who runs the food vendor is named Slurry Winstein. Slurry is a dwarf who handles all the food for the festival. He stands on a stool to be able to take orders and doesn't mind being made fun of.

Merchandise

The merchandise shop offers all of the festivals merchandise, however most of the items being sold are nothing special. The person who runs it is Sally Winstein, Sally is related to her brother, Slurry and is more arrogant than her brother. Sally has extra magic items she sells to people she trusts. If characters purchase at least 100 gp of merchandise, she will offer her magic items.

Cost Item
Ale
2 sp Gallon
3 cp Cup
10 gp Banquet (per person)
2 cp Bread
1 sp Cheese
3 sp Meat chunk
Wine
2 sp Common (pitcher)
10 gp Fine (bottle)

Cost Item
1 gp Love Letter
10 gp Heart shaped flowers
25 gp Love potion
50 gp Love dust
Magic items
90 gp Philter of Love
100 gp Peryroyl's tears
1,000 gp Blade of Lost Love

Important NPCs

Here is a quick summary of all the important NPCs in the festival:

Slurry Winstein Handles the food vendor. Slurry is a calm dwarf, not easy to provoke

Sally Winstein Handles the merchandise vendor. Sally is a hot headed dwarf, and gets angry at the slightest glance

Garen Lions Handles the ring toss game. Garen is an unfair man, rigging his own games to be next to unbeatable and is a sore loser. His goal is to rake as much money out of the festival

Dandalf Olen Handles the extreme pie eating contest. He is completely insane, completely obsessed with pies. Dandalf sometimes utters the words "Pie" to himself to keep himself calm

Onbak the Fool Handles the high striker game. Onbak is a half-elf bard who prefers to stay quiet out of combat and by the looks of it, looks quite weak. Truth be told, he is the champion of high striker and is extremely strong. He hosts his games for the sole reason to find someone to contest him.

Goly kilmer Handles the hungry hungry hydra game. Goly is a strange half-orc who believes people who dont play his game are just cowards. Other people have been trying to get him to remove his game for how unsafe it is, but all attempts have been unsuccessful. He claims to be champion of hungry hungry hydra because others won't challenge him for that title.

Finnie Monalis Handles the bumper elephants game. She doesn't care for her elephants and only cares for the profit. But she cares if her elephants can be used in her game or not.

The Adventure begins

The adventure begins when the players decide they are finished with the festival. As they start leaving, a voice booms from the sky,

As you start preparing to leave, a feminine voice booms from the sky. Everyone's attention is drawn away from the festival and all attention is drawn to the voice.

"Ah.. Greetings, I am calling all adventurers, preferably lonely males that I, Lyra, have kidnapped the princess of Lovanthia! I challenge any brave adventurer to my challenge, my love dungeon! My dungeon is far away from here, and you'll only be able to find it if you follow your heart..."

The entire festival fills with dread as Peryroyl's blessing is at risk of being lost. Some of the lonely adventurers are ecstatic, believing this is their oppertunity to find their true love, the princess.

To solve this riddle, the players must purchase love dust from Sally Winstein and use it. Anyone who uses the love dust will lead to the dungeon. If the party asks any NPC about the riddle, NPCs will tell them to consult Sally Winstein.

Other adventurers will eventually solve the riddle and find the dungeon, leaving the other clueless adventurers behind. If the party spends more than 10 minutes trying to solve the riddle, Lyra will speak from the sky again.

While you we're all trying to solve the mystery of this riddle, the voice booms from the sky again in a more annoyed tone.

"Are you all adventurers really that dumb?! It's to the East! That's even if you know how to work a compass!"

The rest of the adventurers trying to find out what the riddle meant will proceed East, which penalizes the players in the dungeon.

Dungeon Entrance

The party after some searching will find the entrance to the dungeon after a couple minutes of walking. The dungeon will change drastically depending on wether the party spent too much time solving the riddle or not.

Following the path the dust had led you down, the path ends at what doens't look like a dungeon at all, but a cave entrance. There's a sign next to the cave, "KEEP OUT".

If the party took too long to solve the riddle, read:

After walking far enough East, you all notice hordes of adventurers trying to enter a cave. It seems that they got the same idea you had. It looks impossible to get through the crowd without some way to disperse them. There's a sign next to the cave, but has been ripped off, "KEEP OUT".

The scrawled out text reads, "research center". This location used to be a research center run by wizards, but an unknown force has wiped out the previous inhabitants. The cave is used to hide the entrance to the dungeon, with darkvision or a light source it is easy to spot. Characters who succeed a DC15 Wisdom (Perception) check can convince all of the adventurers to step aside and let the party through.

Deep inside the cave, you can see a stairwell that leads down. Right next to the stairs is another sign, the text on the sign is scrawled out and unreadable. Other text takes its place and reads, "Enter if you dare".

The party needs either darkvision or a light source to be able to navigate through the dungeon, as the dungeon is in the dark with no light source anywhere.

A1. Entrance

At the end of the stairwell is a long dark hallway leading into the dungeon.

At the end of the stairwell is a long hallway, there's no sign of light anywhere in the hallway. You can faintly hear groans from the other rooms.

If the other adventurers are present, instead read the following:

At the end of the stairwell is a long hallway, you can see lights at the end of the hallway and hear talking between the adventurers.

There are five adventurers at the end of the hallway, players who approach the adventurers will be met with distrust and discouragement as they intend to get the princess for themselves.

A2. Lab

This room used to be a lab before the research center was wiped out. Now it is where both of the previous researchers of the lab deceased.

As you enter the room, you notice the potent smell of rotting flesh, there are three passages, the rooms on the side look like holding chambers, while at the end of the room is a door.

Inside of each chamber is one zombie for each member of the party. The zombies will all come out of the chambers if they spot a character and will only focus on that character.

If the other adventurers are present, instead read the following:

As you enter the room, you can see two adventurers trying to fend off zombies. They are struggling to keep them back, in a matter of time they will be overwhelmed. There are three passages, the rooms on the side look like holding chambers, while at the end of the room is a door.

A3. Left Chamber

Inside this chamber is one zombie for each member of the party and a deceased dwarf researcher. The dwarf is clutching a key in their hand.

Inside of the chamber you see a deceased dwarf, they are half eaten and almost fully decomposed. The dwarf is clutching a key in their hand

A4. Right Chamber

Similar to the left chamber, there is one zombie for each member of the party. A deceased human researcher is also in this room, with a key around their neck.

Inside of this chamber you spot a deceased human, they are almost completely eaten, with barely any skin. They have a necklace with a key on around what's left of their neck.

A5. Tunnel

The tunnel in the middle of the room was dug by a Thoqqua, the Thoqqua can be found in the middle of the tunnel as the party goes through. The tunnel ends at A15, and is the only way to get into A15.

In the middle of the room is a five food wide tunnel, it looks like this room was used to archive whatever was in the chambers.

A6. Dining Room

This room is where the previous inhabitants came to eat, there's nothing special to be found on the tables other than a couple old utensils and plates. Players who make a DC10 Investigation check notice that dust is missing from a seat, suggesting that someone might have been through here.

Inside of this room is two tables with four chairs for each table, some of the chairs are higher than others. The tables and chairs are dusty, and look like they haven't been used in years.

If the other adventurers are present, it is instead a DC15 investigation check , read the following.

Inside of this room is two tables with four chairs for each table, two adventurers are occupying, sitting down tired as if something had happened ahead.

The adventurers ran away from a Ghast. If asked what they ran away from, they would describe them as a slender figure and smelled like death. Everytime they'd get near, they felt as if they were going to throw up.

A7. Storage Room

The storage room is where the previous inhabitants stored their food, water, and various items. If the party has a light source, the Ghast will hide and await the adventurers to surprise them. Characters who check the boxes will find spoiled food, some of which have been eaten. Characters who succeed a DC10 Investigation check will find that some of the water that was left in the urns was drank by something.

This room has various boxes, pots, and urns laid about. The urns look like they used to hold water, but are now dried up. The boxes look like they've been pried open and dug through. At the end of the hall, you can smell something foul.

A8.Extra Storage

The Ghast in the room will be devouring the corpse in the corner of the room, picking at the body and throwing away bones. Right next to the corpse is a key. If the Ghast was alerted by the adventurers light, it will be hiding behind the corner, ready to attack.

As you walk closer to the room, the smell gets worse, the room has some extra pots, but to the corner of the room is a corpse. A ghast is in the process of eating the corpse.

If the party has a light source with them, read the following:

As you walk closer to the room, the smell gets worse, the room has some extra pots, but to the corner of the room is a corpse. It looks as if it was in the process of being devoured.

A9. Sleeping Quarters

All of the sleeping quarters are the designed to be the same. only room A10 is different as it has a secret entrance to room A21. The last room, A13 has a deceased human warrior carrying a key and Phase Spiders creeping around the room. The human warrior is wielding a +1 Longsword.

As you enter the room, the scent of death escapes the air. The room resembles a sleeping quarters for whoever used it for. There are four doors, each leading to a different room.

If the other adventurers are present, read the following with the text:

You can hear the other adventurers in the previous rooms, it sounds like they are moving.

A10. Sleeping Quarter One

In this room the studying desk is moved to the side to make room for the secret entrance. If characters succeed a DC15 Investigation check, they will find a secret passage to room A21.

The room has a bed and a studying desk on the left side of the room.

A11. Sleeping Quarter Two

This room is the same as A12, with nothing special in the room

The room has a bed and a studying desk next to the bed, there doesn't seem to be anything special.

A12. Sleeping Quarter Three

This room is the same as A11, with nothing special in the room

The room has a bed and a studying desk next to the bed, there doesn't seem to be anything special.

A13. Sleeping Quarter Four

This room is different from the other three, in the corner is a deceased human warrior carrying a key, a +1 longsword and a Phase Spider for every member of the party.

As you open the door, you see something flicker in and out of existance. There are multiple flickering figures, you realize that they are Phase spiders, and they start approaching you.

A14. Passage

At the end of the room is a set of armor blocking way through the next room. The players will have to give the +1 Longsword to the suit of armor, or deal 500 damage to the suit of armor to break it.

Walking into the room, you notice a suit of armor blocking the way to the hallway, the suit of armor is holding its hands down, as if it was holding something. The armor looks durable and ready to take a beating, there's text in pink ink, signed with a heart reading, "Give me my blade". To the right is a locked door, the door looks unpickable.

If the adventurers are present, read the following with the text:

The adventurers catch up with the party, stopping at the suit of armor confused at what to do. Some of the adventurers try and push the armor to the side, failing miserably.

A15. Locked Room

The locked room has some treasure that can only be obtained by going through the tunnel in room A5. There is also a Mimic disguised as a chest to the right of the room, waiting for somebody to fall for its trap. Anyone inside the room can unlock it from the inside.

Coming out of the long tunnel, you notice a large pile of gold to the left and two chests, one chest sitting ontop of the pile of gold and another chest to the right.

There are 500 gp in the pile of gold. Inside the chest is a staff of the magi, a necklace of fireballs, and two healing potions.

If the adventurers are present, read the following with the text:

You can hear budging and faint murmuring outside, it sounds like people trying to open the door.

seven adventurers will be outside in room A14 trying to solve the puzzle and open the locked door. One of the adventurers will be holding the +1 longsword and two keys to solve the puzzle, and will only give them up for 100 gp or a DC13 Persuasion check.

A16. Study Hall

Thia room was used as a study hall for the two head wizards of the facility. Two adventurers will run ahead of the party, trying to take any treasure for themselves. They will be found later in room A21.

The room is surrounded in bookcases holding various different books, some of which have rotted away. You an see two desks with notes and books, the notes and books look old and yellow, these papers haven't been touched in years.

At this point if the adventurers aren't present, the adventurers will be at the start of the dungeon, navigating thorugh.

A17. Head Wizards Quarters

This is where both head wizards slept, they were both married, slept together, and studied together. Two gibbering mouthers sit right ontop of one of the head wizard's corpses. A gibbering mouther will drop the key the wizard had held.

Entering the room, you can see a gibbering mouther sitting ontop of a dead body. The gibbering mouther mutters to itself, facing away from the door distracted by something. There are four bookshelves on leaning on the wall and two beds next to each other at the end of the room.

If the adventurers are present, one of the adventurers will peek into the room as the party walks in, to which the adventurer makes a loud comment, drawing the attention of the gibbering mouther.

A18. Meeting Room

This room used to be where everyone in the facility would meet and talk about their progress and how they felt. This is also where everyone in the facility would group up to be able to open the treasury, as it is impossible to open the doors without the 8 keys. Lyra has gotten rid of all the furniture in the room. There is also the other dead head wizard, they are clutching a key.

As you enter the room, you notice that it is disturbingly empty. On the wall is some text drawn with pink ink, signed with the same heart as before, "8 Keys" with 8 key slots underneath it. It looks like somebody removed all the furniture in the room. In the middle of the room is a corpse, you can see a key ontop of them, as if it was purposefully placed there.

The party needs all 8 of the keys to get into A23, the treasury and to be able to fight Lyra.

A19. Warriors Quarters One

This is the sleeping quarters of one of the warriors that accompanied the researchers, acting as their brawn to their brains.

This room feels different from the others, as the room is decorated with small weapons and a training dummy.

A20. Warriors Quarters Two

There are five Ochre Jellies hanging above the ceiling, and will land on anyone that enters the room. There is a corpse of a dead warrior with a key next to his corpse.

You can see that there are weapons and a training dummy similar to the room before, but covered in a thick yellow ooze. The same yellow ooze is dripping from the ceiling.

A21. Library

The library is where most of the researchers got their notes and studied. The library has an odd design, but served convenient to the researchers. Another corpse of a researcher clutches a key to their chest. Characters with a passive perception of 15 or succeeds a DC10 perception check will notice that one of the bookshelves covers a hidden passageway that leads into a secret room, where an old woman hides.

The room is surrounded in bookshelves, with an odd circular design in the room. Many of the books on the shelves are rotted away, and at the end of the room are two studying tables.

At the end of the room are five Wights, they are hiding behind each corner to catch anyone surprised, if the party enters through the secret passage in A10, the Wights will be surprised.

A22. Secret Room

This secret room was used by Jane Sailor to keep herself away from the others, as she didn't enjoy their company and would rather study by herself.

An old lady is in this room, she is caught off guard that a party of adventurers had found her in this secret room. The room is small, with a small sleeping cot to the side, a couple books and a hefty supply of food and water, enough to last her entire life. The books look like they've been treated well over the years.

The old lady in the room is Jane Sailor, she is a human and was one of the researchers who preffered to stay away from the other researchers. She is a cranky old lady who hasn't talked to anyone in decades She gets annoyed at the party, and tries to push them away and out of her room. Characters who succeed a DC10 Persuasion check can talk to her.

What Jane Sailor Knows
  • She thinks she is at least 70 years old.

  • It has been maybe 40 years since she locked herself in the room.

  • She doesn't recall any monsters living here before and is shocked to know there are now monsters in the facility

  • This place is not actually a dungeon, but a research center run by wizards. She doesn't know what happened to them.

  • The keys are used to open the doors to their treasury.

  • Inside the treasury is a hefty sum of gold, she estimates that they saved around 500,000 gp and a couple valuable magic items.

Jane has no intention of leaving, but will leave if characters succeed a DC15 Persuasion check, to which she follows the party. If the adventurers are present, one of the adventurers will escort her out.

23. Treasury

Lyra awaits in the treasury with her two controlled Stone Golems, playing with magic items and waiting for them on the two beds she found and moved to the treasury. The magic items in the room are a necklace of fireballs, a cloak of many fashions, a clockwork amulet, a goggles of night, an instrument of illusions, and mithral armor.

As you walk into the room, you can see piles of gold and magical items strewn about. It looks like this room was used as a treasury to hold gold and other interesting items. A female figure looms at the end of the room, sitting on a bed, "Congratulations, you're the first ones who got here right? Who knew you all were able to get through this."

If the adventurers are present, read the following dialogue instead:

"Congratulations, who knew the most clueless adventurers would be able to get through my entire dungeon, and you brought friends..!"

Lyra will start walking to them, at this point they notice that she is a succubus.

"Now.. I won't be letting you get to the princess without a fight, would I?"

The rest of the adventurers will join the fight, there are about 8 of them and will fight with the party.

If Lyra gets down to 10 hp or less, she will say one final goodbye before teleporting away. She drops the key to get into A24 and teleports to A24, putting on a dress and pretending to be the princess.

A24. Prison Chamber

Lyra will teleport here and don a dress to pretend to look like the princess, the chamber is locked from the outside. A character with a passive perception of 15 or passes a DC10 Perception check will notice the false wall in the chamber and that they are not the princess, but Lyra, to which Lyra gives up and reveals the location to the real princess. Lyra will answer any question they give her.

The room is small, you can see a small prison chamber and a female figure in a princesses dress, she's sobbing.

What Lyra Knows
  • Lyra is 24 years old.

  • She hasn't found her true love in the time she has spent on Lovanthia.

  • She only did this to attract the attention of males, as she couldn't attract any males no matter how hard she tried.

  • She found the research center while sulking around, she purposefully put monsters in and tried to turn it into a dungeon.

  • She was able to speak from the sky by using the cantrip Thaumaturgy and flying high enough in the sky that she wouldn't have been seen and everyone in the festival could hear.

  • She can control monsters and used her ability to lead monsters to the center. She just found the golems here, and it looks like they defended the treasure and she just shape shifted into one of the people here.

A25. Hidden Chamber

Inside this room is the actual princess, she is tied up and in the corner of the room.

In the corner of the room is the actual princess, she's gagged and tied up.

If the adventurers ae present, some of them will try to take credit for the partys work. If the adventurers are not present, this is when the adventurers will catch up to them. The party will have to escort her out of the dungeon and lead her back to the party.

A26. I Love You

Players are not intended to reach this part of the map, as this is just a decoration.

Conclusion

After hard work and enough luck, the party will have defeated Lyra and rescued the princess. Lyra is captured, and players can decide what to do with her, either way the princess returns to the festival safely. At this point, the princess chooses whoever to become their lover. The princess will choose the party member she feels that they worked the hardest to save her. Jane will either be still in the research center, or at the festival enjoying her time outside. The festival will throw a feast in honor to the adventurers who saved their princess and their blessing. The king will offer the party to be their appointed knights and defend the princess.

By the end of the adventure, the characters should have a large haul of gold and a variety of magic items. If you wish to continue playing their characters; they can accept their position as knights and serve the kingdom, going off on quests on their behalf or they can decline and wander as adventurers.

Appendix: Monsters & Magic Items


Ghast

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

  • Damage Resistance necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success


Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., passive Perception 8
  • Languages Understands All Languages It Spoke In Life But Can't Speak
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.


Gibbering Mouther

Medium aberration, neutral


  • Armor Class 9
  • Hit Points 67 (9d8+27)
  • Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Condition Immunities Prone
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 2 (450 XP)

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: (5d6) pierce damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by damage, it is absorbed into the mouther.

Blinding Spittle (recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flah of light on impact. Each creature within 5ft of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.


Phase Spider

Large monstrosity, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 32 (5d10+5)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 3 (700 XP)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10+2) piercing damage plus (4d8) poison damage. The target must make a DC 11 Constitution saving throw. On a failed save the target takes the poison damage, 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.


Mimic

Medium monstrosity (shapechanger), neutral


  • Armor Class 12 (Natural Armor
  • Hit Points 58 (9d8+18)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
17 (-3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

  • Skills Stealth +5
  • Damage Immunities Acid
  • Condition Immunities Prone
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 2 (450 XP)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). hile the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its adhesive trait

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage plus (1d8) acid damage.


Ochre Jelly

Large ooze, unaligned


  • Armor Class 8
  • Hit Points 45 (6d10+12)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistance Acid
  • Damage Immunities Lightning, Slashing
  • Condition Immunities BLinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8
  • Challenge 2 (450 XP)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6+2) bludgeoning damage plus (1d6) acid damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.




Wight

Medium undead, neutral evil


  • Armor Class 14 (Studded Leather
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Damage Resistance necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks That Aren't Silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages The Languages It Knew In Life
  • Challenge 3 (700 XP)

Sunlight Sensetivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or the body is destroyed. The wight can have no more than twelve zombies under its control at one time

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) slashing damage. Two handed

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage. One handed

Longsword. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage. Two handed


Adventurer

Medium humanoid (any race), any alignment


  • Armor Class 15 (leather armor, shield)
  • Hit Points 36 (3d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 8 (-1) 8 (-1)

  • Saving Throws Con +4, Dex +4
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)

Brave. The adventurer has advantage on saving throws against being frightened.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10+2) slashing damage. One Handed

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.


Stone Golem

Huge Golem, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Dex +5, Con +8, Wis +4
  • Skills Athletics +12, Perception +4
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages Giant
  • Challenge 7 (2,900 XP)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Defender. If anyone takes the treasure of the research center, they will be targeted by the Stone Golem.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC17 Strength saving throw or be knocked prone


Rock Catching. If a rock or somilar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.



Lyra

Medium fiend (shapechanger), neutral evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 120 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+2) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistance Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Abyssal, Common, Inferal, Telepathy 60 ft.
  • Challenge 4 (1,500 XP)

Telepathic Bond. Lyra ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.

Shapechanger. Lyra can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. Draining Kiss. Lyra kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.



Love Letter

Letter, common


A letter with a pre written poem.

The letter has nothing special to it, it is only a letter. The text on the letter reads, "Goblins are green, My tongue is blue, I love you."


Love Dust

Wonderous item, common


Throwing the dust into the air will guide you to find your true love.

Found in a small packet, this powder resembles pink sand. There is enough for one use. When you use an action to throw this dust into the air, it'll guide you to how you will find your true love. The love dust won't directly lead you to your true love, but it will help you find them.


Love Potion

Ale, common


If drank, you will automatically become drunk.

This "love potion" is just ale disguised in a heart shaped bottle. This item is only a scam and has no magical properties.


Heart Shaped Flowers

Flowers, common


Smelling these flowers grants no additional bonus, but look and smell nice.

These flowers have no magical properties, but are real flowers in the shape of hearts. The flowers smell and look nice.


Philter of Love

Philter, uncommon


The next person someone sees after drinking this philter will be charmed by that person.

The next time you see a creature within 10 minutes after drinking this philter, you become Charmed by that creature for 1 hour. If the creature is of a species and Gender you are normally attracted to, you regard it as your true love while you are Charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.


Peryroyl Tears

Tears of Healing, uncommon


You recover 6d4 + 6 if you consume Peryroyl Tears

These tears are actual tears that come from the deity Peryroyl herself, Peryroyl tears are only obtainable from a special pond in Lovanthia.


Blade of Lost Love

Wonderous item, sentient (requires attunement)


Phase Attack

While attuned to the blade, 3 times per day you can use an action to perform the following maneuver as long as you are physically holding it: You can teleport to an empty, 5 ft space behind a creature within 50 ft, you have advantage on the attack.

Battle Companion

You can use a bonus action to telepathically command the blade to levitate, by default it floats above your shoulder pointing forward. While it is levitating you can use a bonus action on a subsequent turn to telepathically command the sword to attack a specific creature within 80ft that you can see. The sword flies in a straight line at the speed of a crossbow bolt with an exact range of 80ft.

The blade communicates to its wielder telepathically. It communicates to its wielder to the handler's voice and personality of a deceased creature. To "Lock In" this personality, the wielder must attune to the sword, while attuned to the sword, no other creature can attune to it and its personality doesn't change. If the wielder unattunes, the sword's personality regains the ability to change based on who is handling it. If a cared for, deceased creature cannot be found, it remains dormant and functions as a normal rapier.

Player Dungeon Map

Credits and Thanks

This Valentines Day one shot was created by me, Phyx. Lots of learning, struggling, failing, and succeeding happened over the course of making this one shot so if you have any questions, criticism, or tips, please message me on my Reddit, u/Phyxcake. It is all greatly appreciated.

Playtesters

A huge thanks to my friend Atlas for writing Lyra's character and my playtesters Atlas, XRockItUpX, and NobleTurtle for playtesting and motivating me to write this Valentines day one shot.

Homebrewery

Special thanks to stolksdorf and the Homebrewery website. Thanks to this program it has brought my ideas to life and is the reason why I can publish my one shot.

Credits

I'd like to thank Brewski for the Blade of Lost Love, the Sacrafice of Innocence LMoP one shot campaign as my reference making this one shot, u/DevanT77's D&D themed carnival games, DungeonFong for their amazing dungeon creator, and u/Sobera for their 5th edition fonts.