An Adventure for DnD 5e
Created by Some Dude (MrAlfalfaSprouts)
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
Special thanks to reddit user u/1ucKet and DungeonDraft by Megasploot for creation of the maps.
About the adventure
This is a short adventure that should only last a single 3-4 hour session. It is balanced for a party of four 5th level characters but could definitely work for parties of 4th or 6th level. The adventure has a small amount of investigation and roleplay but is more weighted towards combat, and the final encounter is likely to be a large combat gauntlet.
Balancing Notes
If running with a lower level or smaller party, consider the following:
- The final enemy, Alastair can cast lightning bolt multiple times. You may want to reduce his number of 4th and 3rd level spell slots to one or two, as that spell hits hard.
- There are a few key enemies with resistance and immunity to non-magical attacks, so ensure the adventurers are capable of dealing with them.
- If the party is in combat with Humantown denizens, there are usually notes on adding reinforcements each round. Try not to exceed twice as many party members as that will certainly overwhelm them. And to avoid overwhelming the party you can play up the idiocy of the denizens as they should easily get confused in combat and have a complete lack of tactics.
Background
Alistair Porridgepot was never taken seriously by the magical elite. It wasn’t that he was an unskilled wizard, it was that his ideas were considered ridiculous or highly dangerous. Alistair was obsessed with the origin of life and how to recreate it. Of course, conjurers can summon all manner of elemental and fey spirit, however none have been able to replicate true, intelligent life and Alistair wanted to be the first to boast that achievement.
After being laughed out of the Conservators of Erudition, the Reverence Academy and even the Three-Eyed Sect of Hermit Hags, he abandoned society in pursuit of his quest, setting up a small laboratory far from any city. The work started small and innocent. He studied plants and animals, becoming an expert in all manner of living things. Dissections, behavioural studies, selective breeding; no matter what he did, it was no closer to his goal. Eventually, as his madness began to emerge like a blackened tumour in his mind, his experiments moved onto human subjects.
He captured, killed and dissected dozens of unlucky travellers passing nearby. Flesh Golems were the first product of these endeavours, but the results were more necromantic. Puppetting dead flesh was not the same as creating life. Other terrible constructs emerged from his never-ending tinkering. Huge living mounds of plant matter, flesh-dissolving black oozes and other hideous golems. At this point, years into the research, Alistair was no longer a sane man and his creations reflected that.
However, progress was made. Almost by pure chance, Alistair was able to concoct a substance of mildly intelligent slime. If enough sentient creatures were consumed by ochre jelly (a type of carnivorous slime), it would begin to develop some semblance of consciousness. It was far from what he wanted, but Alistair began producing many of these entities. They were even able to shapeshift, taking the form of animals or humanoids and could even speak. Lacking any true intelligence, they simply mimicked what they heard and learnt from their creator.
These human slimes (who will be referred to in this module as Humantown denizens) when left to their own devices built a small town. All they had to go on was observations of their creator and many took up professions in the town even if they had no need to herd livestock or run a tavern. They labelled the small society, Humantown, as they lacked any creativity. This obscure place, sat nestled in a few hills on the edge of a large prairie, would have gone unnoticed in history if it wasn’t for curious adventurers.
Introducing the Adventure
It is open ended in how the dungeon master can introduce this scenario. The important factor is that the adventurers have a good reason to want to investigate the town, as passing adventurers will likely avoid it due to how creepy it is. However, do not be deterred with having Humantown as a weird stop the adventurers pass in their travels, making it a silly side-track on a larger campaign. Curious players will likely want to uncover the secrets of the town.
A recommended adventure hook is where a fellow adventurer goes missing while exploring Humantown and the adventurers wish to discover what happened to them and possibly rescue them. This module assumes dungeon masters are using this hook and it is detailed in Opening: A lost friend. Other hooks could include:
- A local druid has sensed corruption that may be threatening the town and wishes for the adventurers to find and exterminate it. The druid is unaware the unnatural aura is the town itself.
- As Humantown appeared out of nowhere, a local land baron has taken interest in trying to open trade with the town but has growing concerns as any couriers sent have gone missing. For this hook, have one or more of the couriers captured somewhere in the town (similar to A lost friend hook) so the adventurers also need to rescue them.
Avoid any introductions that reveal Alistair Porridgepot resides within the town, as that is meant to be the main mystery that pushes the adventure along. This adventure works a lot better if the players have no idea what the Humantown denizens are or their origins.
Opening: A Lost Friend
Jaylen, a human fighter (use statistics for Veteran), noticed a small town existed right on the edge of the large prairie, The Summer Expanse, even if it was not on the map. After a small amount of research, he discovered there is no history or indication of the town ever existing and none of the nearby town locals knew it was there. As curiosity got the better of him, he travelled to the town, leaving a message to a few close friends of where he was heading.
He quickly discovered its adverse nature and began further investigation. However, after a day in the town, Alistair got wind of what Jaylen was up to and ordered the denizens to capture him. After a small struggle, he was subdued while exploring the Museum of Human History. Since then, he has been restrained and interrogated by Alistair, as the mad alchemist tries to determine whether others know of his town’s whereabouts.
Feel free to change the identity of the friend, especially if this adventure is part of a longer campaign; your players probably have many allies you could use. However, the ally is put in great danger during this campaign so be careful with who you choose.
Denizens of Humantown
The denizens are the focus of the adventure and who your players will be interacting with the most. They are the initial mystery as the players attempt to work out what they are and how they relate to their friend’s capture and the mysterious town. The first interaction the players have should immediately establish these denizens as inhuman.
Each denizen of Humantown is a semi-intelligent yellow slime transformed into a human. Apart from their mannerisms, at a glance, they look exactly like humans. However, their skin is clammy, and they smell faintly of sweet fruits. A keen-eyed adventurer may notice their clothing is grafted to their skin, their eyes don’t quite make eye contact and their mouths are a little off sync with what they are saying. You may want to ask for DC 13 Wisdom (Insight or Perception) checks or give this information freely. Add any other visual cues you can think of to play up the creepiness of these creatures.
The denizens do not talk or act in any way human. They simply attempt to mimic human behaviour and conversation. The opening statement the players hear should be something along the lines of:
- “Isn’t it great to have hands? They can do so many things,” as a denizen shakes their hand.
- “The sky is very blue today; I hope it remains blue for the rest of the week.”
- “Isn’t it wonderful to have skin. Mine is sweating right now to keep me cool in this heat.”
Each denizen only knows a small amount about the world (usually related to their occupation) and if conversation persists, they will quickly sound like a broken record, repeating the few facts they are certain of. They parrot any facts the players tell them, seemingly at random. There is also a huge lack of general knowledge; For example, a denizen will not be able to tell the difference between a cat and a dog. They constantly state the obvious, are oblivious to their own stupidity and act overly chirpy. Denizens are confused easily if players start talking about things that they are unaware of. When this happens, have the denizen space out for a moment then rapidly change topic to something they know about. Denizens are also easily tricked or convinced to do things; any deception or persuasion checks should have a DC no greater than 10, however the denizens do fear reprimand from straying from their assigned tasks and will not do so for long. Denizens do not have names and will give a random name if asked but will not answer to it.
No denizen will ever mention Alistair by name, where he is or anything about the experiments. They genuinely do not know this information and do not know their own origin. Some of the denizens will remember a traveller coming to the town and can describe a few features that are similar descriptors to the adventurer’s lost friend, Jaylen. None know his fate or where he is, except for the tavern owner who will simply say he was arrested for breaking a law (he does not know which law) and was taken to the jail. The tavern owner will feign ignorance initially and will only reveal this information if pushed and there are successful Charisma (Persuasion or Intimidation) checks. He will act like a guilty Labrador when revealing this information.
The denizens will report the adventurer’s arrival to Alistair if they feel threatened, are getting upset by the adventurer’s actions or the adventurers have been in town for more than one day without an adequate explanation. If Alistair is notified of the adventurers’ existence, he will send the tavern owner and five other denizens to arrest the adventurers. The tavern owner will first politely ask the adventurers to come with them to the jail. If the adventurer’s refuse, it will follow them politely around for an hour before attempting force.
If the players wish to attack the denizens immediately, which is a very fair response to these creepy entities, there are a few ways you can minimise the “burn-it-all-down” attitude. Firstly, remind the players that causing early violence may alert the town and both endanger their friend as well as cause all the town’s denizens to descend upon them. Secondly, you can play up the unknown factor of these denizens, so players are hesitant to attack something they do not know the capabilities of. Thirdly, emphasise that the denizens are currently non-hostile and will be easier to work with while friendly. However, maybe mass violence is the solution. Just keep in mind the town will go on high alert if Alistair becomes aware and things will get more difficult for the players.
For some example Denizen dialog and more tips on role playing them, see Appendix D: Example Denizens.
Humantown
There are no paved roads that lead into the town. As the adventurers approach, they will see a large sign erected some ways out of the town that states: Welcome to Humantown. From the sign, they can see a spread of farms leading to the small collection of buildings that is the town. The large windmill can be seen a little behind the town. At this point, one of the Humantown farmers tending to cattle will notice the adventurers and waves at them.
General Town Buildings
Apart from the buildings listed further on, all the town buildings are residential. There is no general store, blacksmith or other commercial buildings. They are of simple, boxy construction; usually comprised of 1-3 equally sized, almost cubic rooms. The interiors are mostly empty with maybe one or two pieces of furniture. Adventurers will find no clothes, food, cooking supplies or other standard household items in any of the homes. Any adventurer proficient in carpenter’s tools can determine none of the buildings are more than a year old and many were built in the last few months. The homes will rarely be occupied by a denizen as they are more likely to be wandering about doing “work”.
Surrounding the town there are over a dozen paddocks filled with cattle. These are not ordinary cattle but are some of Alistair’s creations (see Appendix A, Cow Slime). At a glance they do look like cattle but give off the same sickly sweet smell of the denizens and are sticky to the touch. They also let off low ‘moo’ sounds without moving their throat or mouth. If the adventurers are trying to not draw too much unwanted attention, they may consider asking for work within the town. If they do, a denizen will direct them to these paddocks where they will be asked to keep an eye on the cows and occasionally direct them between paddocks. Call for a DC 12 Animal Handling check during this time. On a failure, 1d4 cows will attack the adventurers.
The Tavern
T1: Dining Space
This tavern is meticulously ordered; each table has four seats; the stools are perfectly spaced at the bar front and the shelves along the back wall have glassware ordered in size. The tavern will be regularly frequented by the denizens and will usually be half full, even through the night. Many of the denizens will simply sit at the tables having (very) idle conversation with one another. Some will play cards, but if watched, it will become clear they are simply randomly placing, shuffling and moving cards around on the table with no recognisable order. The denizens can eat and drink, but only a small amount.
T2: Kitchen and Storage
The shelves are sparse, and whatever food is there is vegetables and fruits that have been sitting out for days. However, even in its decay it is well-ordered and neat.
T3: Stables
Empty stables apart from a pile of heavily mildewed hay, a single pitchfork laying on the ground and a few stiff coils of rope. A DC 13 Wisdom (Animal Handling) or Intelligence (Nature) check will determine this stable has never been used by animals.
T4: Adventurer's Room
If the adventurers stay for the night the tavern owner will lead them to an empty room with a single bed no matter how big the party is. If confronted on this, he will simply state: “the other rooms are occupied”.
T5: Guest Rooms
There have been several travellers that have met their unfortunate demise in Humantown, so their belongings are still in their rooms. All equipment and items have been taken out of their bags and arranged neatly on each bed as if ordering them by object type. If the adventurers wish to investigate, they will find mostly mundane items. Things of interest include 6 iron bars a dwarf was planning to sell a village over, two shortswords, a fine fur coat owned by a noble and approximately 25 GP in assorted silver, copper and gold coins. Keep in mind any workers of the tavern will become upset at the adventurers if they are caught ransacking the rooms.
T6: Jaylen's Room
Through the use of friendly discussion or trickery, the adventurers may discover which room Jaylen was staying in from the inn keep or a worker in the tavern. Like the other guest rooms, Jaylen’s equipment has been laid out neatly on his bed, though none of his weaponry or regularly used adventuring gear is present. A small notebook describes Jaylen’s discoveries within the town (which at this point is nothing much more than him being creeped out by the denizens). The last entry tells of him planning to go to the Museum next as he heard something large shuffling around inside.
T7: Bathroom
A meticulously clean bathroom with two buckets, a basin and a cupboard with a few bars of soap and some rags.
Jail
The jail is a simple 20 ft. by 20 ft. cube with two 10 ft. by 10 ft. cubic metal cages in the centre. The tavern owner carries the key for both cages. If the players are captured by the denizens, they will simply be left in the cages without a guard and all the denizens will promptly forget about them.
Warehouse of Rejects
The two story warehouse is filled with loose boxes, barrels and broken furniture. This is where Alistair has left many of his failed experiments and it is filled with warped versions of the Humantown denizens. Most of them are semi-formed (half humanoid, half slime) and do not have the Shapechanger ability. Some are stuffed into barrels or other containers in such ways they can’t even get out. They are generally non-hostile; simply shuffling around and moaning. However, they will attack the adventurers if threatened. If the adventurers do end up in a fight, they should face approximately 1d4 + 1 Humantown denizens and one horrifying amalgamation of multiple denizens (use statistics of an ochre jelly).
Entrance to this warehouse is locked; with a DC 15 Dexterity (Thieve’s tools) check to unlock. Adventurers that succeed on a DC 15 Wisdom (Perception) check will hear the rejects shuffling around inside. Any denizens will be upset if they notice the adventurer’s breaking in or navigating inside without an adequate reason.
Museum of Human History
Alistair would create exhibits of his experiments in this building. He obsessed over the day his work would eventually be appreciated by others and there were many days where he wandered the rooms pretending to be a tour guide to a non-existent audience. However, over the last few months he has not maintained or returned to the museum due to absolute focus on his “successful” experiments.
Externals
The building has three floors, each with windows of frosted glass making it impossible to see inside. With the exception of the top floor which is noticeably a conservatory; where the walls are lined with tall windows and the roof is sections of glass pane. Plants growing wild can be seen pushing against the glass from the outside and a few branches have broken through the roof’s windows. The front door is locked, DC 15 Dexterity (Thieve’s Tools) to lockpick, with a ‘closed’ sign hanging from its doorknob and there is no backdoor. There is a faded sign above the door: “Museum of Human History”, a name provided by the denizens. With a DC 10 Wisdom (Perception) check, adventurers will notice a single broken window on one side that leads into area A4. It has been boarded up and has a torn piece of fabric that adventurers would recognise as a piece of Jaylen’s clothing.
A1: Reception
There is a single desk, without a chair, that sits in the centre of the room. Investigation reveals there is no paperwork or equipment found in the drawers of the desk and each drawer has the smell of new wood as if it had been never used. On the backwall are multiple framed letters of rejection from various magical universities.
A2: Alchemist's Display
Along the walls of this room are over a dozen glass display cabinets. Inside are many small pieces of material or ore, each floating in the centre of its display under a permanent levitation spell. Materials include; small crystal veins, metal ores and stones that magically glow various colours. Each material is in a small enough quantity or impure enough to not be worth selling on its own. However, there is a small piece of Coruscite (see Appendix B, Coruscite) that can be identified with a DC 15 Intelligence (Arcana) check.
A3: Black Pudding Room
This room is empty except for a slightly upraised platform in the centre, atop of which has 3 large black pots of copper alloy. Each pot is 5 ft. tall, 3 ft. in diameter and contains the remains of a black pudding which has long since starved to death. Opening any of them releases a gag-inducing sweet smell. For higher level parties or if you wish for more combat in your adventure, you could have one of the black puddings still be alive and strike when the pot is opened.
A4: Taxidermy Room
Hanging from the ceiling are hundreds of stuffed animals ranging from sparrows to foxes. Each is directly above a small plinth with a journal on top. Quick perusal of any of the books reveals meticulous notes on the animal’s behaviour and various experiments performed. The notes switch between Halfling and Common at random making them hard to follow.
A5: The First Creation
A huge rounded glass cannister, approximately 7 ft. in diameter is positioned in the exact centre of the room. Inside is a roiling mass of yellow slime. Soft murmurings can be heard coming from the glass jar. If adventurers watch the entity for long enough, they will see a distorted face emerge and then disappear into the folds of yellow flesh. The monstrosity will attack immediately if they break the glass (see Appendix A, The First Slime).
B1: Flesh Golem Room
Seven large humanoid forms stand frozen in random points throughout the room. They are Flesh Golems where all, but one, are deceased. If players enter with a light source the living golem will immediately move and attack them. If players enter without a light source, they require either a DC 20 Wisdom (Perception) check or DC 15 Wisdom (Medicine) check to notice one of the golems breathing softly. Otherwise, the golem will attack them as they get near and the adventurers will be surprised.
B2: Dissection Rooms
Each of these four rooms has a dissected humanoid on display: three humans and one dwarf. Every dissection has been performed in a different horrific manner; one has their chest opened like you would dissect a frog, another has had their organs cleanly removed and cut into small cubes and another has had their skin and muscles stripped away into two separate layers and the bones laid out neatly on the floor. Each dissection has a plaque with a single number to indicate which experiment.
Feel free to leave these gorier bits out of the adventure, especially if you have younger players present. You could easily describe more Frankenstein-like experiments, with large hands in jars of liquid and a shelf of heads. Or you could omit the human experiments entirely and have the Flesh Golem room above take up the entire first floor.
C1: The Garden
The majority of the top floor is covered in a large garden. It is mostly composed of bushes and small trees. The plants were originally in troughs or large pots but have since outgrown them; with roots breaking through any ceramics and snaking across the floor. The trees’ branches weave together to make a shaded canopy. Lurking within the garden is a shambling mound which is an accidental by-product of Alistair’s botanical experiments. If the adventurers stay on the top floor for too long, the shambling mound will make a contested Dexterity (Stealth) roll with the adventurer’s Wisdom (Perception) in hopes to take them by surprise. The creature will not stray far from the garden. Optionally you can add two vine blights for a higher level party.
The trees and bushes are very dense, and you cannot see more than 5 ft. in, treat it as difficult terrain for anyone moving through it except for the shambling mound.
C2: Writing Desk
In the centre of the garden is a clearing that has a large desk and a few bookshelves. Papers are scattered everywhere, and a lot has been damaged by rain that would leak through a broken window above. There are also pieces of equipment that a knowledgeable adventurer will recognise as tools from an alchemist’s kit. This was Alistair’s original research station and it contains many notes concerning his initial research.
Roll Intelligence (Investigation) checks to determine how long it would take the adventurers to sift through the information. Information they can find includes:
- This location is a research centre into the origins of life and is solely run by Alistair Porridgepot.
- Alistair originally experimented upon animals and plants but in desperation moved onto people. The notes detail the dissections and experiments in a cold, clinical manner.
- Alistair was attempting to discover if there was a physical location or embodiment of the soul and whether a soul is necessary for a creature to have consciousness.
- Alistair moved away from necromantic and transmutative magic (which created the Flesh Golem and Shambling Mound) and moved onto conjuration magic. His main laboratory is now the mill.
While at the desk, call for a DC 15 Intelligence (Investigation) check and the adventurers will find a small bounded book filled with halfling phrases that at a glance seem like arcane incantations. Thirty minutes of study and a DC 13 Intelligence (Arcana) check will determine that these incantations are able to control several of Alistair’s constructs; the Flesh Golem and the Helmed Horror (see Appendix B: Construct Phrase Book). Players can also find another magical item here (consult Appendix B: Magical Loot Table) if the dungeon master wishes.
The Mill
M1: Surrounding Garden and Externals
The mill is surrounded by a 10 ft. high stone wall that is a square which is 150 ft. on one side. Within the walls is a large garden of alchemical herbs, fruits and flowers. Paths of stone snake throughout the garden and there is a single gate directly opposite the front door of the mill with a path leading directly to it. This gate is guarded at all time by two denizens. They can be easily tricked into letting the adventurer’s in but will promptly notify Alistair of the adventurer’s arrival by walking off without saying a word.
There are over a dozen Humantown denizen’s tending to the garden at all times. There are two guards at the front of the mill who will not let adventurer’s through, similar to the ones at the gate. The denizen’s do not need to sleep, so these numbers do not change during the night. It is difficult to sneak in as the denizens do have blindsight but due to their cluelessness the adventurers can pass unnoticed with a DC 15 Dexterity (Stealth) check. Denizens will not act immediately hostile if they notice the adventurer’s sneaking in, but simply wander up to them with clueless charm, greeting them. Alistair may hear any conversation in the garden. If hostilities occur, adventurers should be immediately engaged against 3 denizens, with 1d4 denizens joining the combat each round from random directions (to a maximum of 12). Any combat will certainly alert Alistair who can fire spells through the small windows of the mill.
The mill is an 80 ft. tall cylindrical structure made of bricks and is painted white. Its wall slope slightly to a domed top. The top is a 10 ft. radius, curved platform. The large wind turbine protrudes 50 ft. up the structure and has four sails made of wood and cloth that are 30 ft. in length and 10 ft. wide. The sails move slowly in the wind and the sound of grinding metal can be heard coming from within. There are several tall slits for windows running up the side of the building (2’ by 3 ft).
M2: Workshop
The workshop has one entrance which is the main entrance to the mill. This entrance has a permanent alarm spell cast upon it, which will ping Alistair if anyone but a Humantown denizen passes through the door.
The lower room of the mill has four long tables covered in carpentry tools and pieces of wood. Six denizens will be working in this room at any time, building tools and furniture for the town. In the morning an empty cart passes through the garden and up to the entrance of the mill. It is loaded with a few pieces of furniture and then returns to town.
M3: Laboratory
The upper room of the mill takes up the rest of the interior, so it is 60 ft. tall and has a 30 ft. radius at its base. In the centre of the room there is a huge iron basin that is 15 ft. in diameter and 20 ft. tall atop a platform upraised 5 ft. The pot is filled with yellow, living slime that churns and bubbles. The wind turbine is hooked up to a large mechanism that cranks huge blades that stir the contents of the pot. Any creature that falls into the pot will take 4d10 acid damage at the start of each of their turns. A creature must also make a DC 18 Strength (Athletics) check to pull themselves from the sticky substance and out of the pot.
Beside the iron basin are three barrels that each contain an ochre jelly. If the barrel is subject to 10 damage or someone succeeds on a DC 14 Strength (Athletics) check to open it, the slime is released. Alistair can mentally command the slimes, otherwise they act hostile to all creatures.
The walls are cluttered with shelving, cabinets and boxes that have hundreds of magical knick-knacks, bubbling chemicals in flasks, unstable crystals and laboratory tools. If a shelf is tipped over or an area of effect spell hits one, roll a d20 to determine if an unstable material explodes. On a 10 or higher, consult the arcane explosion table to see the effect (See Appendix C). On a successful DC 12 Intelligence (Arcana) check, adventurers can identify what elements are unstable and purposefully set them off. Feel free to add any sort of magical loot to the laboratory on this shelving, however you can consult a magical item table (Appendix B, Magical Loot Table) for more thematic choices.
A helmed horror stands guard at the top of the stairs leading into the room and will automatically attack any creature (including animals) who is not a Humantown denizen or Alistair. Three denizens will be aiding Alistair in his experiments and working at various parts of the room. If Alistair knows the adventurers are in town, he will be hiding behind the large pot on the opposite side of where the entrance is. Otherwise, he will be working at one of the desks. Alistair will always have mage armor cast upon him.
Jaylen has his legs and arms tied and is held aloft above the large iron pot. The rope that holds him is attached to a complicated lever system that can either swing him left and right or pull him up and down. If Alistair believes he is losing the fight he may run over to these levers and threaten to drop Jaylen if adventurers do not surrender. Jaylen is at half health and has one level of exhaustion but will help fight if freed.
If combat breaks out, any denizens in the workshop will join the fight by the third round. After this, if denizens are still in the garden, they may also join the fight. Have up to 1d4 denizens join every two rounds (to a maximum of 8).
Alistair can be killed quickly by 5th level adventurers. You can mediate this by having him cast blink and mirror image as soon as possible. If he knows the adventurers are nearby, he should precast these before engaging them. Keep in mind he is able to teleport out of the mill using misty step or his benign transportation through the thin windows. However, he will not stray far from the mill if combat ensues as he fears the adventurers will steal his research. If Alistair does die, all constructs will continue fighting, carrying out whatever last instruction they received. The denizens will continue to fight if they are endangered but can be persuaded to stop fighting.
Concluding the Adventure
Alistair cannot be negotiated with as he is mad beyond comprehension and will fight to the death. If players are really pushing for a diplomatic solution, he may start playing along for a small amount of time until seeing an opportunity to attack. Alistair only sees the adventurers as threats to his research or as new test subjects. After defeating Alistair, what happens to the town is up to the players, whether that be burn it down or leave it be. The Humantown denizens are harmless idiots without their master and if left to their own devices would continue running the town in its obscure mimicry of human society.
Appendix A: Enemies
Alistair
Small humanoid (halfling), neutral evil
- Armor Class 12
- Hit Points 49 (9d8 + 9)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 17 (+3) 10 (+0) 11 (+0)
- Saving Throws Int +6, Wis +3
- Skills Arcana +6, Religion +6
- Senses passive Perception 10
- Languages Common, Halfling, Primordial, Celestial
- Challenge 5 (1,800 XP)
Spellcasting. Alistair is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Alistair has the following wizard spells prepared.
Cantrips (at will): acid splash, fire bolt, mending, poison spray
1st level (4 slots): chromatic orb, grease*, mage armor
2nd level (3 slots): melf’s acid arrow, misty step*, web*
3rd level (3 slots): blink, lightning bolt, stinking cloud*
4th level (1 slot): fabricate
* Conjuration spell of first level or higherBenign Transportation (Recharges after Alistair casts a Conjuration Spell of 1st level or higher). As a bonus action, Alistair teleports up to 30 feet to an unoccupied space that he can see.
The First Slime
Use the statistics of an ochre jelly with 65 HP and the following ability:
Incessant murmuring. Any creature that starts its turn within 30ft of the jelly, must succeed a DC 12 Wisdom saving throw or become frightened of the jelly. While frightened, at the end of each subsequent turn they can retake the saving throw, ending the effect on a success.
Cow Slime
Large ooze, unaligned
- Armor Class 8
- Hit Points 25 (3d10 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 17 (+3) 1 (-5) 6 (-2) 1 (-5)
- Damage Resistances acid, lightning
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1 (200 XP)
Charge. If the cow moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Slimy demise. When this creature dies, it reverts to yellow slime.
Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) acid damage
Vomit (Recharges 6) The cow releases a torrent of acidic vomit upon a creature within 5 ft. That creature must succeed a DC 12 Dexterity saving throw or take 14 (4d6) acid damage, or half that much on a successful save.
Appendix A: Enemies (continued)
Humantown Denizen
Medium ooze, unaligned
- Armor Class 9
- Hit Points 22 (4d8 + 4)
- Speed 30 ft. climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 15 (+2) 5 (-3) 6 (-2) 3 (-4)
- Damage Resistances acid
- Damage Immunities lightning, slashing
- Condition Immunities blinded, deafened, exhaustion
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages Common and Halfling
- Challenge 1/2 (100 XP)
Shapechanger. The slime can use its action to polymorph into a medium human, or back into its true form. Its statistics are the same in each form. Equipment it is carrying does not transform, however the humanoid form is always clothed. It reverts to its true form when it dies.
Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Absolute obliviousness. The slime has advantage against charm and fear effects.
Spider Climb. The slime 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: 6 (1d6 + 2) acid damage
Reactions
Split. When a slime that is subjected to lightning or slashing damage, it splits into two new slimes if it has at least 4 hit points. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime. The damage of their attacks is reduced as they reduce in size.
If small: pseudopod deals 1d4 + 2 acid.
If tiny: pseudopod deals 3 acid damage.
Appendix B: Magic Items
Construct Phrase Book
To use this item, a creature must be able to speak Halfling. As an action, if either the Flesh Golem or Helmed Horror (that are in this town), are within 60 ft. you may say a verbal incantation from the book followed by a simple command which the construct will attempt to carry out until told otherwise. If Alistair is also within 60 ft. of the construct, make an opposed Charisma check each round to determine who can control the construct. While holding this book you may also attempt to calm a berserk Flesh Golem as if you were its creator.
Coruscite
Coruscite, or Wild Magic Crystal, is a pearly gemstone that glitters with all the colours of the rainbow. The crystal can be used as an arcane focus for a wizard, sorcerer or warlock. Whenever it is used as an arcane focus for a spell of 1st level or higher, roll once on the Wild Magic Surge table and then roll a d20. If you roll a 1, the crystal explodes. Each creature within 5ft must succeed on a DC 11 Dexterity saving throw or take 2d10 force damage, or half that much damage on a success.
Magical Loot Table
Here are potential magic items that your players can find in the town. In the mill’s main laboratory, you should roll up to three times on the table or select what you want your players to find. Alistair could even use any of the items when fighting the adventurers or adventurers could see them with DC 15 Wisdom (Perception) check to potentially use them in combat.
d100 | Loot |
---|---|
1-9 | Potion of Healing |
10-19 | Potion of Greater Healing |
20-25 | Spell Scroll of Melf's Acid Arrow |
26-31 | Spell Scroll of Stinking Cloud |
32-37 | Potion of Animal Friendship |
38-43 | Potion of Fire Breath |
44-49 | Oil of Slipperiness |
50-55 | Dust of Dryness |
56-61 | Dust of Disappearance |
62-67 | Elemental Gem (Water) |
68-71 | Amulet of Proof Against Detection and Location |
72-75 | Alchemy Jug |
76-79 | Decanter of Endless Water |
80-83 | Eyes of Minute Seeing |
84-87 | Wand of Web |
88-89 | Oil of Etherealness |
90-91 | Potion of Gaseous Form |
92-93 | Potion of Invulnerability |
94-95 | Leather Armor of Acid Resistance |
96-97 | Figurine of Wondrous Power (Bronze Griffin) |
98-99 | Heward's Handy Haversack |
00 | Nolzur's Marvellous Pigments |
Appendix C: Arcane Explosion
d10 | Effect |
---|---|
1 | A fireball spell is cast centred on the substance with a spell save DC of 12. |
2 | A blinding flash erupts from the shelves. Every creature with a line of sight must succeed a DC 12 Constitution save or become blinded for one minute. They may retake the saving throw at the end of their turn, ending the effect on a success. |
3 | Alchemical flames leap from the shelf. Every object that is not worn or carried within 10 ft. catches alight. Every creature within 10 ft. must succeed a DC 12 Dexterity save or catch on fire. While on fire they take 1d10 fire damage at the start of their turn and this effect only ends once they, or a creature within 5 ft., take an action to put the flames out. |
4 | Steam billows out in all directions and two steam mephits are summoned in unoccupied spaces within 10ft of the substance. They are hostile to all creatures. |
5 | Thick blue sludge bursts outward, covering a 20ft radius circular area. Creatures attempting to move through any of the squares must succeed a DC 12 Athletics check or they can only move 1 ft for every 5 ft of movement spent. This effect lasts for 1 hour. |
6 | The grease spell is cast centred on the substance with a spell save DC of 12. |
7 | Gravity no longer affects a 20ft radius sphere centred on the substance for 1 minute. |
8 | All creatures within 30ft of the substance are subjected to the Slow spell with a spell save DC of 12. |
9 | One grey ooze bursts out from the shelves. It is passive until Alistair’s turn where he can command it telepathically if he is within 30ft. |
10 | The web spell is cast centred on the substances with a spell save DC of 12. |
Appendix D: Denizen Examples
Example Denizens
Below outlines some of the example denizens that populate Humantown as a guide to how you should roleplay them. Each denizen has a very limited amount of knowledge and will repetitively say it. A good starting point is imagining a badly programmed robot that can speak with a limited vocabulary and finds even the most banal facts fascinating.
Tavern Owner
The tavern owner acts as the bar keep. If there are no people in the tavern, the owner will still serve drinks to the vacated positions. He will primarily talk about the day-to-day running of a tavern and will parrot generic small talk.
Example dialog
- “How many miles have you travelled? Travelling far will make muscles ache. I do hate it when my muscles ache.”
- “A tavern is a place for travellers to rest for the night. If you are tired, I can provide you with rooms.”
Cleaner
There is one denizen responsible for cleaning the hallway in the upper level of the tavern and will always be mopping the floor even if it looks perfectly clean. He will talk about his various chores in the tavern, but mostly focus on how to mop a floor.
Example dialog
- “I must keep everything ship-shape; which means clean and ordered.”
- “Do you need me to help you clean your hands before supper?”
Farmer
There are many denizens that work in the cattle farms surrounding the town. Their primary business is watching over the cattle and building new farmsteads. They will talk about why a town needs cattle and their labour.
Example dialog
- “Have you built any houses this year? Winter is coming and I need to ensure I build a house for it.”
- “I care for the livestock of the town. Our town needs cattle for food and milk.”
- “I do sweat so much from my hard work under the sun! Isn’t sweat annoying.”
Appendix E: Town Layout
Appendix F: Tavern Map
All maps can be found in image form in a zip (the image names include grid dimensions for applications for things like roll20): https://drive.google.com/file/d/1Ll1NrLaYW2XEqezG1SFVw4neEgUEclaU/view?usp=sharing
Maps were created by u/1ucKet using DungeonDraft by Megasploot.
Ground floor: Tavern
First floor: Tavern
Appendix G: Museum Map
All maps can be found in image form in a zip (the image names include grid dimensions for applications for things like roll20): https://drive.google.com/file/d/1Ll1NrLaYW2XEqezG1SFVw4neEgUEclaU/view?usp=sharing
Maps were created by u/1ucKet using DungeonDraft by Megasploot.
Ground floor: Museum
First floor: Museum
Second floor: Museum
Appendix F: Mill Map
All maps can be found in image form in a zip (the image names include grid dimensions for applications for things like roll20): https://drive.google.com/file/d/1Ll1NrLaYW2XEqezG1SFVw4neEgUEclaU/view?usp=sharing
Maps were created by u/1ucKet using DungeonDraft by Megasploot.
Ground floor: Mill, workshop (M2)
First floor: Mill, laboratory (M3)