Drunken Path

by CoolHandLuke140

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A Drunken Path

Adventure Credit- Dalton Davidson

Art Credit-

Prosperous Innkeeper- Eric Deschamps

Jaded Sell-Sword- Randy Vargas

Mountain- Sarah Finnigan

Solve the Equation- Lie Setiawan

The above are from https://www.artofmtg.com/

Any works referenced in this work (Not Another DnD podcast, Magical Mishaps by T.R. Appleton, Deck of Minor Things, and Outclassed- NPC Stat Block Compendium) belong solely to the owners of those works. Links to the homebrew works are listed where appropriate. I take no credit for these and rather encourage you to check them out (most of them have free options).

Due to them not being my work, I reference them here, but do not share their details, with the exception of R-Caine and Giant Shredder. I created my own mechanics for these and got permission from the 2-Crew to use their general ideas and names.

All NPCs can be found in Appendix A.

All items can be found in Appendix B.

All monsters referenced in this work can be found in Appendix C.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.

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Quest Summary

A humorous one shot about recovering an amulet that was lost during a drunken night out. Easy to add into any campaign or use as a standalone one shot experience. Guide your players as they follow the haphazard and often strange steps of their “employer” through his night of rough carousing.

Running This Adventure

As with all material, the DM running the game should take all of the advice I have put into this adventure as just that, advice. Please take this and make it your own. I hope I have given you some tools to make this a fun one-shot or welcome addition to your homebrew campaign.

Some things you should remember while running this adventure:

  • There is a big emphasis on roleplay in this adventure. While there is some combat, and you can add more, it is mostly meeting funny NPCs and seeing what havoc the quest giver made during a drunken night out. Be sure to work towards this humour aspect by giving the NPCs silly voices or habits.
  • Due to not having a lot of combat, if you use experience for leveling your PCs up I recommend attaching experience to the social encounters that are adequate for your players levels. Assign a difficulty to the social encounter and award the appropriate experience for how they handled it. If they handled the encounter poorly, reward easy encounter experience. If they handled it excellently, reward them with hard or deadly encounter experience.
  • If you enjoy this adventure it is very simple to reuse it for future one shots or campaigns while changing it up. You can change the location of the amulet (perhaps the vault at The Kobold’s Lair, or inside the Giant Shredder game, maybe the succubus that charmed Florin has it in her possession). You can also add more combat encounters, or expand upon the characters to make this a multiple session adventure. You could have Angela request the players complete a task for her for repayment of the damage that Crosby caused. You could have the succubus be a part of a Cult to Asmodeus that is slowly supplanting members of the populace to build an uprising. Explore the options that come to mind!
  • I recommend reading the full adventure a time or two before attempting to run it. It will make the gameplay smoother, and make you more relaxed.
  • Most importantly, have fun!

Notes

In this document you will find the following visual cues:

Words in Bold are typically monsters or items.

Note Block

Text in a block like this are extra notes for DMs as they are reading through the adventure. They typically have helpful notes that aren't essential to know.

Description Blocks

Text in a block like this is meant to be read to the players as is. It is recommended the DM read through these first if they are changing anything about the setting or characters being described.

Setting

This adventure was built to be very open ended so it could be placed in any setting. The best recommendation I have is to place the tavern in a large city near a large body of water. It requires the least amount of adjustments to the story. But if you want this to be a popular tavern on a crossroads you can easily adjust the adventure to make it fit. You could also add it to a dark, vampire-ruled demiplane and change the tavern to be more ominous and gloom. Following around Crosby, the owner of a dilapidated shop on the edge of town, who got drunk on too much wine and angered a bunch of commoners can be a good way of offering some comedic relief into a dark setting. You can work this into nearly any setting with minimal work!

Adventure Hooks

The quest-giver for this adventure has contacted the party to assist him with retracing his steps from the night before in search of his missing amulet. How the party has been contacted and why is up to you as the DM. I originally created this to be used in an Adventurer’s Guild format where the party is an established group hired by various people through the Guild using contracts. Crosby Friis, the quest giver contacts them in this way. Below I have a few other suggestions on how you can introduce the party to Crosby.

Quest Summary
  • The party stumbles upon the drunken Crosby laying in the gutter on the street early in the morning. This can be shortly after he returned to the tavern in search of his amulet or sometime before.
  • The party enters the tavern and observes Crosby arguing with the tavern owner, Gimble Scheppel, about his missing amulet.
  • After a night of carousing, the party members wake up hungover and very exhausted. Crosby is with them and explains they were out carousing together that night. He notices his amulet is missing and asks for help in finding it.

You can also leave Crosby out altogether. After a night of carousing, the party members wake up hungover and very exhausted. They quickly realize a precious item of theirs is missing.

How'd This All Start

Crosby Friis, a male dwarf with fine clothes and reeking of alcohol. He contacts the party and requests their help in finding his father’s amulet, a golden necklace with a bear pendant (see Appendix B). The necklace was given as a gift by his father when he first opened his store many years ago. He went out drinking the night before with his friends. Crosby remembers the following of the previous night:

  • He went out with Colborn Jostad and Florin Pasitius (found in Appendix A).
  • They went to The Kobold’s Lair.
  • The tavern was busy but Crosby remembers the following patrons:
    • A beautiful human woman who sat at the bar (Crosby does not know this was a succubus).
    • A couple of thuggish humans who sat together at a corner table (Crosby does not remember these are the men who took them to the gambling rooms).
    • A couple of well-dressed Tieflings who sat at a table to the side by themselves. (Crosby does not know these are agents of a Cult to Asmodeus).

Crosby offers to reward the party for their troubles with coin (100 GP) and the selection of one magic item from his shop. The following are example items you may give: Bag of Holding, Javelin of Lightning, Immovable Rod, Ring of Mind Shielding, and Robe of Useful Items.

Completing the quest will also win Crosby over as a willing ally and contact if you use this adventure in a larger campaign.

What Happened That Night?

As a DM it helps to formulate a full story on what exactly happened during this night of drunken misadventures. I have given you my version of the story below. Change details to suit your group/campaign.

Crosby went to The Kobold’s Lair with his friends, Colborn and Florin. They got extremely drunk and did a few recreational drugs (recommend using R-Caine found in Appendix B). Crosby doesn’t remember the rest.

Crosby continued drinking and partying on the main floor. He spoke with the barman, Erdan, about local magic shops.

Florin was invited upstairs by a female human (actually a succubus in disguise). He was charmed by her and made to be her servant. Florin awaits her command in her room on the third floor of The Kobold’s Lair.

Colborn was invited downstairs to the gambling rooms. Crosby and Colborn both went down and played. Colborn lost all his money and owes another 50 GP to Gunnar. A couple of thugs guard him in A12. Crosby had already left at this point, but a letter was delivered to his home telling him to bring the money or they will hold Colborn until he does.

Crosby, meanwhile, heads out into the alley from the basement door.

He wanders to the magic shop, The Bizarre Shop of Wonders. The door was left unlocked, so he entered the store and messed with several magic items. He let off the glitterbomb, threw the bouncy ball, and activated the quake sphere (all found in Appendix B). After being knocked over by the sphere he exits the shop, leaving it in complete disarray. He decided to go to the city stables to see the horses. He waddles to the stables where he wanders into several stalls accidentally letting several horses escape the stable. He falls in the stable and loses his amulet here. He then drunk walks back to his home and falls asleep in the gutter outside. Once he wakes up he has little memory of the night before and notices his amulet missing. He returned to the tavern to look for it with no luck.

Changing History

All of this is of course up to you. I'm just giving one version of events for you to build from. Some other suggestions:

  • Change the location of the amulet. You can have him lose the amulet in the game of Giant Shredder, or maybe at The Bizarre Shop of Wonders. If you change the location of the amulet, my recommendation is to change the order of events to lead them there last.
  • Change the main cast of characters. Have an important NPC in your campaign? Maybe they're one of the friends that are lost. Suddenly a lost item is old news, and they're off to find their friend.
Quest Summary

The Kobold's Lair

The Kobold's Lair is a popular inn and tavern that works as an excellent location to meet new people, find new adventures, and make new contacts.

Overview

It is a stone building with a slate roof and three chimneys. The ground floor is the common room and the bar. There is a corner set aside for a band or other entertainment. The second floor has further room for patrons to drink and socialize with an open balcony looking down on the first floor. There are a few rooms on this level for private parties. The third floor is for patrons to rent a room. There is also a wine/ale cellar for food and drink in the basement. That's also where staff have their own rooms and where the gambling rooms are.

1st Impression

"Entering the tavern one is immediately hit with the acrid smell of smoke, the strong stench of alcohol, and an odor unique to a mass of bodies in the middle of joyful carousing. The tavern is lit by two fireplaces and several lanterns hung up throughout. The dark red woodwork of the tavern gives the room a warm, comforting feeling. The main room has several long wooden tables for patrons to sit, eat, drink, and talk. The bar is directly in front of the door. To the right down a few steps is a large round room with several tables and a stage for entertainment. There are stairs here leading upward and a set leading downstairs. A band plays a joyful melody on stage."

Common Features:

  • Each floor is approximately 10 feet tall.
  • The walls and floor are made from thick dark wood.
  • The lighting is provided by torches on the main floor and lanterns on other floors as well as the fireplaces.
  • Doors are wooden unless otherwise stated and can be broken down with a DC 15 Strength (Athletics) check.

K1: Main Bar

There are six long tables in this main tavern room. The bar is located here across from the entrance. The majority of day-to-day patrons will sit in this room to eat and drink. There is a fireplace next to the bar giving off a warmth and comforting light. There is a small kitchen accessed by a door that is behind the bar. To the right there are three steps leading down into a large circular room with a stage.

Treasure: Behind the bar is a safe on the floor with money from that day. The tavern owner, Gimble, or the barman, Erdan, will place earnings from patrons immediately into this safe. The only ones with keys are Erdan and Gimble. Every 12 hours the safe is emptied and the days earnings are taken to the safe room in the basement (K17). There is typically 4d6 x 10 CP, 4d6 x 10 SP, and 2d6 x10 GP in the safe by the end of 12 hours. I recommend rolling this beforehand or deciding on a number. The safe can be opened with a successful DC 15 Dexterity (Sleight of Hand) check using Thieves Tools.

Special: A succubus is currently polymorphed as a human female and sitting in the bar area. She is looking for future victims. She is assisting a cult to Asmodeus that has been in the area.

K2: The Stage

This is where patrons go to enjoy nightly entertainment and drink. There are 8 round tables in this room. There is a fireplace on the far side from the entrance giving warmth and light to the room. On the south side of the room are a set of stairs leading up to the next floor. Underneath these are steps also leading down to the basement.

K3: The Balcony/Second Floor

This is extended space for patrons to drink. There is an open balcony on this floor looking down onto the stage and first floor. There are a series of small round tables around the balcony and three long tables in the main area. The chimney connected to the fireplace in K1 has a fireplace here as well warming the room. There are several private rooms (K4) on this floor accessed from this area.

K4: Private Rooms

These rooms each have a long table for private parties. Keys to this room are available from Gimble or Erdan.

The Kobold's Lair

K5: 1-31 The Inn Rooms

These rooms are available for rental for a period of time by speaking to either Gimble or Erdan. There are 31 rooms total. They each have a bed, small dresser, and mirror.

Special: During the quest, a succubus is staying in one of these rooms. She is currently polymorphed as a beautiful human female sitting in the bar area. Her latest victim, Florin Pasitius, is in her room charmed. If found, Florin will ignore any attempts to speak to him.

K6: The Storage Closet

This is a storage closet used to hold linens and cleaning supplies.

K7: Gunnar's Room

This room contains a bed, dresser, full length mirror, and a chest. The chest is locked, but can be unlocked with a successful DC 15 Dexterity (Sleight of Hand) check using Thieves Tools.

This is where Gunnar can be found if he is not working in the gambling rooms.

Secret: There is a secret wall panel on the west wall. It can be found with a successful DC 20 Wisdom (Perception) or Intelligence (Investigation) check of the wall. If the creature doing the check has prior knowledge there is a wall panel the DC is lowered to DC 13 and they have advantage on their check. The wall panel contains 3 bottles of red R-Caine and a key that goes to the chest.

Treasure: The chest contains various fine clothes, a bottle of blue R-Caine, a dagger, and a sack containing 150 GP, 200 SP, and 150 CP.

K8: Ella's Room

This room contains a bed, mirror, and chest. The chest is not locked and contains 15 SP and 40 CP.

K9: Empty Room

This room contains a bed, a dresser, and a mirror. The room is otherwise empty.

Special: During the adventure there are two thugs guarding Colborn in this room. He is uninjured and still a little drunk from the night before. He requests the player characters pay his fine or contact Crosby on his behalf. The thugs will not listen to any persuasion attempts to free Colborn. They tell the party to speak with Gunnar.

K10: Erdan's Room

This room contains a bed, a chest, a full length mirror, and a dresser. The dresser contains clothing. The chest contains a dagger, 20 GP, 5 SP, and several seemingly random items: a tattered hat, a mismatched pair of ruby cufflinks (worth 10 GP), a bottle of scarlet ink, a bottle of mixed powder containing red, blue, and yellow colors (The Bad Stuff R-Caine), and a wrinkled flyer for “The Bizzare Shop of Wonders”.

Erdan can be found here if he isn't working in the bar area.

Plot Development

Speaking with Erdan (who can typically be found in his room) will reveal he and Crosby had discussed the shop of magical oddities, "The Bizarre Shop of Wonders", during the night. Crosby seemed very interested in it, as he is obsessed with magical items himself. This can lead the players to the shop.

K11: Gambling Room 1

This room contains two large circle tables for team games and card games.

There are typically two thugs working as peace keepers in this room. Gunnar will occasionally enter this room while overseeing the games.

K12: Gambling Room 2

This room contains several small two seat tables for one on one games as well as extra chairs for viewers. There is also a large wooden box on the east side of this room with a brightly colored sign above it that says “Giant Shredder”. No one appears to be using it.

There are typically two thugs working as peacekeepers in this room. Gunnar typically stays in this room while overseeing the game.

Giant Shredder: The large wooden box is the Giant Shredder game. On the floor in front of the game are 5 teleportation circles. The front of the box has a shining clear mirror. As characters approach the box a small hole opens in the front and the mirror shows “Place your bets”. After players place their bets they are then instructed to step into the teleportation circles. See the Gambling Room Games section for more information on Giant Shredder.

K13: The Vault

The door to this vault is made of solid iron and has two key holes. Opening the door without the keys requires a creature to succeed on two consecutive DC 20 Dexterity (Sleight of Hand) checks using Thieves Tools. On a failed check both locks reset. This room can only be accessed by using two keys. One key is always with Gimble and the other is in the chest in his room. Every 12 hours he assists four thugs in unloading the daily earnings from the bar safe to the vault. Winnings from the gambling rooms are secured at this time as well. The door to this vault has an AC of 19, damage threshold of 10, immunity to poison and psychic damage, and 90 hit points. A creature can break it down with a successful DC 27 Strength (Athletics) check.

The Kobold's Lair

Trap: If a creature enters the room without using the proper keys, a trap is triggered. If a creature enters the room with the keys but fails to say the pass code within two rounds after entering the room, the trap triggers. The pass code is “Never gonna give you up”. An intense blast of air strikes all creatures in the vault or within 10 feet of the vault door. They must make a DC 16 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save and being pushed back 10 feet from the center of the vault and half as much on a successful save. In addition, the trap can be heard from up to 300 feet away. A Detect Magic spell reveals the secret to disabling the trap: a tiny magical glyph is inscribed in the middle of the ceiling. If this glyph is dispelled with a successful casting of Dispel Magic (DC 16), the trap ceases to function.

Treasure: The vault contains two sacks containing 500 GP each (1000 GP total), one sack containing 500 SP, and three sacks containing 300 CP each (900 CP total). There are 5 gold bars (100 GP each), a set of gnome-size studded leather armor, a set of Versatile Leather Armor (see Appendix B), a mace, a shortsword, 4 daggers, and a shortbow. There is also a quiver with 30 arrows. The daily earnings from the last drop off are also in the room (see K1).

K14: Gimble's Room

This room contains a large bed, two side tables on either side of it, a dresser, a mirror, and a chest. There is also an ornate vanity with a stool on the south side of the room. The top drawer of the vanity has a key in it that goes to the chest. The dresser has clothes in it. The chest can be unlocked with a successful DC 15 Dexterity (Sleight of

Hand) check using Thieves Tools. The chest is trapped, see below.

Trap: The chest is trapped. A DC 20 Intelligence (Investigation) check reveals a small latch on the right side of the chest. If this latch is not undone before lifting the lid, a poison gas trap will trigger. A DC 25 Dexterity (Sleight of Hand) check with Thieves tools can disable the trap without setting it off. Turning the key all the way to the left and then all the way to the right will lower the latch and unlock the chest without setting off the trap. Setting off the trap causes a 15 foot cube of gas. This cube does not go around corners or through walls. Any creatures in the cube must succeed on a DC 13 Constitution saving throw or take 3d10 poison damage, taking half damage on a success. The gas disperses after 1 round.

Treasure: The chest contains a key that goes to the vault (K12). It also contains mementos from Gimble’s days as an assassin working for the city. He keeps notes on several nobles and high officials that are up to date. Taking 20 minutes to read through his notes and a DC 15 Intelligence (Investigation) check will reveal 2 important details about nearby nobles or important affairs (up to DM discretion). This could be the transfer of a large sum of treasure from a noble house to a bank vault, or a plot to assassinate a prince, etc.

Plot Essential?

I added the last notes there to give DMs a tool to reveal some plot essential information they party may not have found otherwise (maybe they ran right past an important journal in the last dungeon?) If this is a one-off adventure, or you don't feel like making up some special information for them to find, just ignore that last bit and toss in a fun item or extra gold.

K15: Storeoom

This room contains storage for food, dried goods, cleaning supplies, and other such items.

K16: Ale Cellar

This room contains storage for various ales, wines, spirits, and other alcoholic drinks.

K17: Storage Room

This room is used to store spare tables, chairs, dressers, etc.

K18: Storeroom 2

This room is used to store extra linens, cleaning supplies, cooking supplies, and other such items.

The Kobold's Lair

Gambling Room Games

Who doesn't like a little gambling in their games? Below I have compiled a list of games that I have been using for some time, or I have made myself. My personal favorite is Giant Shredder, but as a warning that can easily turn into a whole session if you let it. I made these so they can be dragged and dropped into any campaign as desired. So have fun!

Giant Shredder

If you're unfamiliar with Giant Shredder, it was originally featured as a fun minigame in the podcast, Not Another DnD Podcast. It was a really fun episode and I wanted to recreate a little of that magic in my home games, so I made a new set of mechanics for the game. I still encourage you to check out the show if you like this because the DM, Murph, has a ton of awesome ideas and he is a great DM. Now on to the game!

Giant Shredder is a minigame where players dive into a demi-plane and fight giants while snowboarding down a mountain side. I would really encourage you make this silly, almost cartoonish. The mechanics of the game prevent the part from dying here, so use it as a free pass to really dish out some hurt and damage to the PCs. I would also not use a battlemap for this. You can, but I have found it works better as Theatre of the Mind.

Starting the Game

To start the game, the players step upon the teleportation circles in front of the game box. They will then be transported to a demi-plane that houses the game. Before starting, the players will be asked to contribute gold which will double at each checkpoint in the game. After the gold is entered and the players step into the rune circle, the players are transported to a long half-pipe like mountain trail and are on snowboards. As they start boarding down the mountain, two Frost Giants burst out of the trees and crash down onto the trail on their own snowboards. Players roll for initiative.

Checkpoints

At the checkpoints throughout the game, signified by a big banner across the trail that says "Continue? OR Cash Out?", the players have the options to cash out (for double the money they put in) or continue. As soon as the players cross the checkpoint the trail changes slightly so every level is a new terrain. The game continues until all the players are dead, the players decide to cash out at a checkpoint, or until the giants have both been killed. For ease, I usually lump all the players gold together, but you can track gold individually to make them worry a little.

Just a Game

Players health points and spells are all returned when they leave the game, but luck points spent in the game are spent for real.

New Mechanics

The players can snowboard up to the giants (ignore movement if using ToM) and attack them normally, or they can opt to do either a sick trick or a super sick trick before their attack. Both tricks grant the player extra damage if they succeed but cause damage to the player if they fail.

The players do a sick trick by doing a D16 Dexterity (acrobatics) or Strength (athletics) check and can then add an additional 3d6 board damage (bludgeoning) to the damage they do normally, but failing means they beef it and take damage. A "super sick trick" Is a DC 22 Dexterity (acrobatics) or Strength (athletics) check which results in a guaranteed critical hit. A failure means the player beefs it. If a player beefs they cannot take their second attack (if they have the Extra Attack feature), or use a Bonus Action, and their turn is done. Players take 2d6 bludgeoning damage if they beef it.

The player must declare what they are aiming for before they roll. If they make a sick trick, the player must still roll to see if their attack hits and then roll for damage. Players may roll for their damage if they succeed on a super sick trick.

When a player dies in the game, they reappear on a team members board, forcing the two to play in tandem unless the dead player decides to just quit losing their money. The formerly dead player gives the main player on the board a (-4) to Dexterity (Acrobatics) or Strength (Athletics) checks on the tricks rolls, but can still do attacks and take turns.

When the group passes a checkpoint, the giants are tossed potions of healing (2d4 + 2 hit points recovered) from "off screen" to restore health. They can use these as a free action for the purposes of the game.

Levels

Each level should consist of two rounds. If you want the minigame to move quicker make it one round per level.

Level 1

Level one is a long-trail reminiscent of a half-pipe. There are no real hazards on this course.

Gambling Games

Level 2

Leaving level one, the players take a sharp turn on a curve and are greeted by the new terrain in level two. The trail turns into a cliff, with four very long rails about six feet apart from each other. The rails go from the top of the cliff to the bottom. Players must grind on these rails all the way down to the bottom. Beefing it on this level most likely means you end up falling into the abyss and dying. If a player chooses not to do a trick they are guaranteed to not fall. If a creature takes damage on the rail they must succeed on a Dexterity Saving Throw with a DC of 10 or half the damage, whichever is more. On a failed save the creature falls off their board and falls into the abyss.

Level 3

Level three is composed of a glade with a very narrow path. The players are forced to do a slalom through trees. Additionally, the trees in the glade are swinging at the players and giants as they snowboard through (use awakened tree stats). Do one attack roll for all trees attacking the players and giants per round.

Level 4

Level four begins with the players hurtling down a hill which turns into a ski jump, launching the players into the air. The entire level is played while soaring through the sky. The level still lasts 2 rounds, with the players landing at the end of their turn on the second round. If a player beefs here they will take the most damage out of any of the previous levels. At the end of the level they must stick the landing by doing a super sick trick or suffer the max falling damage.

If the players manage to make a super sick trick landing and the Frost Giant(s) do as well, the players must just duke it out (no snowboards) with the Frost Giants to see who wins.

The remaining players collect their reward money upon exiting the game. In my games, the players win and lose together. If one player survives all of their bets are increased by the appropriate amount. To add some drama or tension, you can track money separately.

Adaptability

This game is easily adaptable for other settings (like perhaps a raging tsunami or massive sand dune) or other enemies (other types of giants, merrow, etc.)

You can make this your own by substituting creatures or settings. To adapt the levels you can keep the same general ideas, or add complete new ones. The damage values I would keep close to the same, simply because I've run this several times and it works well for level 5+ characters.

Luck's Favor

All players roll 2d6. If they add to 7 or 12, the player with that total wins. Gamblers can double the bet to add 1d6 to the original total. The pot remains if there is no winner and another round ensues. This continues until someone wins.

38's

All players ante in, and roll a secret d20. A round of betting occurs after which players can raise bets, call the bet, or fold (similar to poker). A secret d12 is rolled and the round repeats as before. Then a secret d6 is rolled and again the round repeats as before. Players total their dice together; a 38 (20,12,6) beats everything. A 3 (1,1,1) beats everything else. Otherwise the highest number wins.

Stones

This game is for two players. Each player rolls 4d6. Whoever has the higher number is winning after the first round. Both players may reroll to try and get a better score, but lose 1 die (i.e. roll 3d6). If they tie, then both reroll with 1 less die (i.e. roll 3d6).

Gambling Games

The Bizarre Shop of Wonders

This is a shop of odd, common, magical items. Though the items aren't extremely useful to adventurers, they can be entertaining.

Summary

It is a wooden building with a wood slat roof and one chimney. The ground floor is the shop with a back room for special items. The top floor is where the shop owner resides.

1st Impression (Normally)

Entering the shop, one is greeted with the whirring and whizzing of various magical items. The shop is bright and filled with shiny metal objects, objects of unknown design, seemingly common items with unknown abilities, and colorful knick knacks of all shapes and sizes.

1st Impression (On Quest)

Entering the shop, one is immediately aware something disastrous happened. Many of the items that were presumably on the shelves are knocked over on the ground. There is a small rubber ball bouncing all around the shop. The room is an explosion of glitter that covers most surfaces. Lying on the floor is a small hand held mirror that seems to catch your eye from every angle.

Common Features

  • Each floor is 10 feet tall.
  • The walls and floor are made of wood.
  • Light is provided by candles.
  • Doors are wooden and can be broken down with a successful DC 15 Strength (Athletics) check.

B1: Shop

This room is the main shop area. It contains a variety of magical items with functions both known and unknown. There are two large tables with elegant, green table clothes. On the tables are a large number of magical items. The more fragile of these are on soft green cushions. On the wall to the left and directly in front of the door are shelves with even more magic items. There is a bar to the right where Angela Kilner, the owner, can usually be found fiddling with one magical item or another. There is another shelf behind Angela with various craftsmen tools and items.

There is a set of stairs in the northwest corner of the room heading to a second floor.

Traps: There is a mirror just to the left of the entrance that can be activated with a command word. While activated it can capture the image of anyone that enters the room and looks toward the mirror. This lasts until the command word is said. An image of creatures seen can be shown later using the command word.

Treasure: There are various common magical treasure items here. For ideas on what your players could find see Appendix B.

Creatures: There is a Medium mechanical servant (see Appendix C) positioned behind the bar as to not be seen by customers. It acts as a guard for the shop on Angela’s behalf. It is shaped like a mechanical gnome. When the shop door is locked the servant is hostile to all unknown creatures.

Quest Conditions

  • The rubber ball is a magical bouncy ball with 100% bounce efficiency. It takes a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to catch the ball. A DC 10 Intelligence check can lower the DC by 5 if a creature observes the ball's movements for at least five minutes.
  • The mirror is a Mirror of Mockery. Anyone that looks in the mirror must make a DC 13 Wisdom Saving throw or take 1d4 damage and have disadvantage on their next attack or ability check roll.
  • The glitter catches on clothes and is very difficult to remove. If left on clothing it gives a creature disadvantage on Dexterity (Stealth) checks. A creature can take ten minutes carefully picking off the glitter once leaving the shop. The glitter may still pop up from time to time but there is no longer enough to give disadvantage.
Bizarre Shop of Wonders

B2: Back Room

This room contains a large table where Angela experiments with various magical items. There are three more shelves here and a dresser. The shelves mostly contain various arcane tools, books, and notebooks. On top of the dresser is a ledger where Angela tracks her successful and failed experiments. If a player takes five or more minutes to read it they glean the following:

Most of Angela’s experiments work toward improving day-to-day life and have nothing to do with adventuring or combat. She seeks to improve the quality of life for common people in an inexpensive way.

Angela has had difficulty making her experiments inexpensive and as such continues to work to improve her inventions and find cheaper ways of mass producing them.

Angela has many, many failed experiments and a few are listed below:

  • The automatic dog shit collector is working excellently, if only I could get it to stop throwing its “collections” at the neighbors.
  • My self-cooking pot exploded again today, it’ll take me hours to clean the tomato soup off the ceiling.
  • My attempt at creating an easy way of lighting and snuffing candles is an utter failure. My “clap-on” solution works only about 30% of the time, and works when I don't want it to 100% of the time.

Treasure: Inside the top drawer of the dresser is a large silk, black handkerchief. This is actually Portable Hole. Inside the portable hole is where Angela keeps her money and various magical items:

  • 500 GP, 250 SP, and 400CP in neat piles.
  • Goggles of Night
  • Potion of Water Breathing
  • Optional: Deck of Minor Things

B3: Leisure Room

The set of stairs from the first floor sit in the northwest corner of this room. This room contains a round table with 3 chairs, two armrest chairs with foot stools, a large rug under the armchairs, a fireplace and a bookshelf. There is a fireplace on the south side of the room and a door to another room in the southeast corner.

B4: Bedroom

This room is Angela’s sole bedroom. It contains a large bed, 2 dressers, and a chest. The chest is unlocked and contains a few books on well-known artifacts (up to DM’s discretion), everyday use for magic, and the history of the continent. It also contains 150 GP, 73 SP, and 112 CP.

Plot Developments

If a player enters the store with Crosby, Angela will recognize him and be hostile but not violent. She demands payment for her losses (300 GP). If the players catch the bouncy ball she becomes less hostile. If they take 1 hour to clean the glitter and replace the items in their places she calms down, but still requests the gold. Crosby will agree to pay Angela the gold if the party does not.

Angela explains that she had fallen asleep working in the back room. She woke up to the sound of her merchandise being knocked off the tables and shelves in the shop. She walked in just as Crosby was leaving. She began to follow but tripped on the merchandise and was hit in the head by the bouncy ball. She was able to see what happened in the store using her security mirror. Crosby threw the glitter bomb which threw glitter all over the place, threw the bouncy ball, and then activated the Quake Sphere which caused a 30 ft range seismic effect. This knocked the box of the Mirror of Mockery off the shelf and broke it open.

Angela did hear Crosby mention wanting to "visit the beautiful horses." She assumed he meant the city stables.

Bizarre Shop of Wonders

City Stables

Stables where the city horses are kept. Horses for carriages, guards, deliveries, etc. rest here. There are also stalls available for rent. This is a massive building with three wings of stalls (30 stalls in each wing). The center has an office and storage of feed and tackle.

DM Discretion

If you have this quest placed somewhere that doesn't haven a city stable, perhaps Crosby wandered back to the Kobold's Lair and their stables, or a similar location.

1st Impression

The stables have a stone base structure with painted brilliant blue wooden walls, and a slate tile roof. It is a busy place even at night with stable hands, owners, etc. coming and going at all hours.

Searching

Players may attempt to search each stall, which takes nearly 4 hours or ask around at the office. A stable hand, Johnathan Sureton, can be seen wearing the necklace. He can be persuaded or intimidated to return the necklace to Crosby with a DC 15 Charisma (Persuasion or Intimidation) check. If that fails he offers to sell it for 20 GP.

Ending the Quest

At this point the quest could reasonably be ended. Especially if Crosby has been following the party around. To provide some assistance on handing out the party's award I have also included Crosby's shop/home, The Winking Gnoll. This can be included or excluded as needed.

You can find it after the Returning the Amulet section.

Returning the Amulet

If the party successfully locates the Friis Amulet and returns it to Crosby he will reward them with the promised 100 GP and one item of their choice of Bag of Holding, Javelin of Lightning, Immovable Rod, Ring of Mind Shielding, or Robe of Useful Items. Crosby will take them back to his shop, The Winking Gnoll (a shop of fineries such as silk clothing, silver cutlery, fine furniture, etc.). His residence is right above the shop and he will collect one of the items for the party.

Some Last Notes

As you end this adventure, you can change some things up based on your needs. In a few of my run-throughs of this adventure, it was a one shot. In that case I omitted handing out magic items, because it wasn't all that necessary to do.

I have used this adventure in two of my campaigns as well, in which case I have used this as an opportunity to hand out some specific items of use to the party that I wanted them to have. This is also a good opportunity to create some good connections with some of the NPCs.

If you are using this adventure in the main city of your campaign, then Gimble, Angela, or even Crosby can be powerful allies to have for low-level adventurers. Having a safe house (The Kobold's Lair), artificer friend (Angela), or a local merchant (Crosby) can give both the players and the DM some tools for further in the campaign.

Last Notes

The Winking Gnoll

The Winking Gnoll is a shop for fineries only affordable to the wealthy. It supplies exquisite rugs, tapestries, fine silverware, ornate furniture and much more. It is owned by Crosby Friis, a young dwarf man with a lust for life. He lives in the level above his shop.

Common Features

  • Each floor is approximately 10 feet tall.
  • The walls and floor are made from wood.
  • The lighting is provided by candles, lanterns and the fireplace.
  • Doors are wooden unless otherwise stated and can be broken down with a DC 15 Strength (Athletics) check.

W1: The Shop

This area is where Crosby trades his goods. There are two long tables that hold the smaller items, such as silverware, flatware, and mirrors. There are seven shelves along the walls that hold more fine items, including rolls of silk, small rugs, ornate chests and jewelry boxes, etc. On the walls hang large tapestries for sale. There is a small bar in the northwest corner where Crosby sits and watches over his store. The door behind the bar leads to area W2.

W2: The Back Room

This is a storage room for items that don’t fit in the shop, as well as where Crosby keeps his ledger and other work documents. There is a safe in the southwest corner of this room where Crosby keeps his daily earnings. A creature can unlock this safe with a successful DC 15 Dexterity (Sleight of Hand) check.

Treasure: The safe in this room typically holds 4d8 x 10 CP, 4d8 x 10 SP, and 2d10 x10 GP. This safe is emptied and taken to the bank (or other destination of the DM’s choosing) once a week.

W3: Living Area

This area holds a fine display of Crosby’s luxurious life. He has three plush armchairs seated in a semi-circle in the middle of the room. There is a glass cabinet on the north wall displaying various magical items (that have never found use with Crosby). These are the items available as an award for completing the quest. The glass cabinet can be unlocked with a successful DC 20 Dexterity (Sleight of Hand) check using Thieves’ Tools. A failure of 5 or more shatters the glass (see Trap below). There is also a fireplace on the north wall. On the south wall is a bookshelf with a collection of interesting tomes and novels. The walls are adorned with tapestries and beautiful artwork.

Trap: If the glass of the cabinet is broken the shards turn into 10 animated shards of glass as if the Animate Objects spell was cast. They are considered Tiny objects for the sake of the spell. Once activated they will attack the creature that broke the cabinet until they are dispelled or the creature drops to 0 hit points. The animation lasts one minute if not dispelled.

Treasure: The glass cabinet holds a Bag of Holding, Javelin of Lightning, Immovable Rod, Ring of Mind Shielding, and Robe of Useful Items.

W4: Bedroom

This room is Crosby's bedroom. There is a bed, a chest, a dresser, and a bookshelf. The chest at the foot of the bed holds several pairs of fine boots and shoes. The dresser holds several sets of fine clothes. On the bookshelf are many tomes of various topics.

The Winking Gnoll

Appendix A: NPCs

This section lists all of the important NPCs from this adventure. Unless otherwise stated all NPCs use the commoner stat block.

Crosby Friis

Male Dwarf (NG), He/HIm

Crosby is a shop owner (Winking Gnoll). He is the quest starter for this adventure. He lost his father’s amulet, a golden necklace with a bear pendant. He has contacted the party to request their assistance in finding it. Crosby is a heavy drinker and doesn’t remember many things when he gets into his drinking.

Gimble Scheppel

Male Forest Gnome (CN), He/Him

Gimble is an excitable male gnome with a love of alcohol, though he rarely gets drunk himself. He owns the tavern, The Kobold’s Lair. He is a social butterfly that prides himself on meeting his regulars and knowing who (& what) comes into his tavern. Gimble uses the assassin stat block. His AC is 13 unless he has his Versatile Leather Armor on (see area K13).

Voice Notes: Gimble has a high-pitched, excitable voice.

Gunnar Hexum

Male Copper Dragonborn (LN), He/Him

Gunnar runs the gambling ring in the basement of The Kobold’s Lair. He has a knack for catching cheaters and punishes them harshly. He doesn’t drink a drop of alcohol at the tables, but drinks heavily when he is not working. Uses Veteran stat block (found in Appendix C.)

Voice Notes: Gunnar has a deep, gruffy voice. He takes long pauses between sentences.

Erdan Galanodel (Moonwhisper)

Male Wood Elf (CG), He/Him

Erdan is the bartender/barman of The Kobold’s Lair. He is quiet and not very talkative, but a hard worker and loyal to Gimble. Although Erdan is kind, he is also a kleptomaniac. He has several items from patrons in his room. He and Crosby spoke about the The Bizarre Shop Wonders, and Erdan stole a leaflet from Crosby about the shop. He put it in his room. Voice Notes: Erdan has an airy, quiet, and soft spoken voice.

Ella Folkan

Female Rock Gnome (CG), She/Her

Ella is the innkeep for The Kobold’s Lair. She assists patrons with whatever they need and cleans and prepares

rooms for new patrons. Ella enjoys playing tricks on the rowdy tavern patrons, sometimes going too far. Ella uses commoner stats, but learned Prestidigitation and Minor Illusion from a friend who studied to be mage. She often uses this in her cleaning duties and her pranks.

Some of Ella's favorite pranks are listed below if you want your players to experience them:

  • She bought a bag of fizzy rocks which she places in some patrons drinks. After a few minutes the rocks begin to dissolve in the drink and the drink pops and overflows.
  • Ella uses Prestidigitation to change the flavor of patrons' food and drink.
  • Uses Minor Illusion to make food "dance" on plates.

Voice Notes: Ella has a lively and giggly voice. She finds most things humorous and laughs often.


Assassin

Medium humanoid (any race), any non-good alignment


  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistances Poison
  • Senses passive Perception 13
  • Languages Thieves' cant plus any two languages
  • Challenge 8 (3,900 XP)

Assassinate: During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion: If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Appendix A

Sneak Attack: Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.


Gimble Scheppel

Small humanoid (forest gnome), chaotic neutral


  • Armor Class 13 (15 if wearing Versatile Leather Armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 14 (+2) 11 (+0) 10 (+0)

  • Saving Throws Dex +6, Int +5
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistances Poison
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Thieves' cant, Common, Gnomish
  • Challenge 8 (3,900 XP)

Assassinate: During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.


Evasion: If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack: Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Innate Spellcasting. Gimble's innate spellcasting ability is Intelligence (spell save DC 15). Gimble can innately cast the following spells, requiring no material components:

At will: minor illusion

Speak with Small Beasts. Through sounds and gestures, Gimble can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Actions

Multiattack. The assassin makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.

Florin Pasitius

Male Human (LG) He/Him

Florin is a dock worker (use another profession if your setting has no large bodies of water). He is friends with Colborn and Crosby. He has short wavy, brown hair with brown eyes. On the night of the carousing he was wearing grey breeches and a white open chest shirt. Florin has been targeted by a succubus that has been slowly attempting to corrupt his soul over several months. She finally decided to take him during the night of the carousing.

Voice Notes: Florin speaks with his lower jaw jutted out.

Appendix A

Colborn Jostad

Male Mountain Dwarf (LG) He/Him

Colborn assists Crosby at his shop, The Winking Gnoll. He has short, red hair and a trimmed red beard. He has brown eyes. On the night of the carousing he was wearing black pants and a brown shirt with green trimming.

Voice Notes: Colborn speaks with a relaxed town and hums often.

Johnathan Sureton

Male Human (N) He/ Him

Johnathan works as a stable hand at the city stables. Avid drug user (suggest his addiction to be R-Caine, which can be found in Appendix B).

Voice Notes: Sighs with exhaustion a lot.

Angela Kilner

Nonbinary Human (CN) They/Them

Angela is a curious human with a discerning eye for magical items. Rather than taking an interest in powerful weapons and artifacts, they enjoy clever everyday items (self-cleaning clothes, an automatic broom [Broomba if you will], beads that purify water, etc.) or entertaining trinkets (glitterbomb, a quake sphere, Super Bouncy BallTM, Mirror of Mockery, etc.). They hate mundane activities and prefer to pay others to do those activities for them, or better yet, find magic that can do it instead.

Angela's stats are based on the Attuner from Outclassed- NPC Stat Block Compendium with changes by me.

Voice Notes: Easily distracted, and often loses their train of thought while speaking.


Angela Kilner

Medium humanoid (human), chaotic neutral


  • Armor Class 12
  • Hit Points 66 (12d8 +12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 17 (+3) 11 (+0) 11 (+0)

  • Skills Smith's Tools +5, Tinker's Tools +5
  • Senses passive Perception 15 (while wearing Eyes of the Eagle)
  • Languages Common, Gnomish, Dwarvish
  • Challenge 3 (700 XP)


Superior Attunement. Angela can attune to four magic items maximum, instead of three. These items grant them the following effects:

  • Boots of Striding and Springing. Their walking speed is 30 feet, unless higher, and speed isn’t reduced if encumbered or wearing heavy armor. They can jump three times the normal distance, though they can’t jump farther than their remaining movement would allow.
  • Eyes of the Eagle. They have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, they can make out details of even extremely distant creatures and objects as small as 2 feet across.
  • Necklace of Adaptation. They can breathe normally in any environment and have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapon of some dragons).
  • Ring of Jumping. They can cast the jump spell from the Ring of Jumping as a bonus action at will, but can only target themselves.

Actions

Thunder Cannon. Ranged Weapon Attack: +4 to hit, range 150/500 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d6) thunder damage. This is a magic weapon.

Blase Wave (Recharge 5-6). Angela releases energy from their cannon in a 15-foot cone. Each creature in the cone must succeed on a DC 13 Strength saving throw or take 14 (4d6) thunder damage and be pushed 10 feet away from them.

Reactions

Aid Me, Servant! When a creature targets Angela with a melee attack and their mechanical servant is within 5 feet of the creature, Angela can command their mechanical servant to make a melee weapon attack against that creature. The mechanical servant's attack hits before the target creature's attack.

Appendix A

Appendix B: Items

This section contains various items found in this adventure. The items included here can be implemented within this adventure and beyond. As a special note, while the mechanics of R-Caine are my own creation, the idea spawned from NADDPOD (Not Another DnD podcast). Check them out!

R-caine

R-Caine can be a bit complex as an item, so I have left an entire section of this document for information on how it functions and how to implement it in your campaign. This is a drug within this adventure, and therefore I have created mechanics for addiction, withdrawal, and getting sober. This can be triggering elements for some people, so be sure to give your players fair warning before using these mechanics. This can be cleaned up to remove the addiction mechanics, if you do so treat each rarity as one step higher (uncommon becomes rare, rare becomes very rare) and make the availability of R-Caine lower to match the higher rarity. It can be a powerful item if you remove any negative effects. That being said, for many tables the Wild Magic effects could be enough to dissuade too much use. On to the item!

R-Caine

Wondrous item (drug), rarity varies

Created from the blood of sorcerers that have inherited their magic from chaotic sources such as the Feywild, this powdered drug creates a surge of magical energy in the body that takes different effects depending on the strand of R-Caine. Harnessing the magical effects is difficult and can cause a Chaotic Magic surge. The likelihood of a surge increases depending on the strand. Mixing strands of R-Caine leaves the possibility of the subject exploding, instantly killing them.

For attack rolls and spell save DC use the higher of your Wisdom or Intelligence as your ability modifier.

Spell save DC (8 + your proficiency bonus + your ability modifier)

Spell Attack Modifier (your proficiency bonus + your ability modifier)

A creature may use an Action to ingest R-Caine and gain the effects based on the strand. The different strands are listed below.

Red (Uncommon)
"A sudden surge of overwhelming heat radiates throughout the body. But instead of feeling painful or burning it feels like the body is reaching a zealous fervor. The magic of fire ignites in the veins".

Red R-Caine gives the subject the ability to use Hellish Rebuke for one hour (3 spell slots.) Each time this is used, roll a D20. On a roll of 5 or lower, roll on the Surge table.

Blue (Rare)
"Ice creeps from the chest throughout the body, extending to every point. It feels fresh and invigorating. The magic of ice crystallizes in the hands."

Blue R-Caine gives the subject the ability to use an 11th level Ray of Frost (3d8) for one hour (2 spell slots/uses.) Each time this is used, roll a D20. On a roll of 5 or lower, roll on the Surge table.

Yellow (Very Rare)

"An energizing jolt of electricity surges throughout the body instantly. The body feels revitalized and powerful. The magic of lightning jumps between the fingers."

Yellow R-Caine gives the subject the ability to use Call Lightning for one hour (2 slots.) Each time this is used, roll a D20. On a roll of 10 or lower, roll on the Surge table.

"The Bad Stuff" (Uncommon)

"An uncontrollable wave of energy drives into the core of the body. The flesh feels like it may rip apart at any moment. The magics of lightning, ice, and fire battle for control throughout the body."

"The Bad Stuff", mixed R-Caine, gives the subject the ability to use Call Lightning, Ray of Frost (11th lvl), and Hellish Rebuke for one hour (2 slots.) Upon using an action to ingest “The Bad Stuff” and/or use of any of the spells, roll a D20. On a roll of 10 or lower, roll on the Surge table. On a 1 the subject explodes, falling to 0 hit points and is knocked unconscious with a failed Death save.

Appendix B

Surges

You can use certain tables for certain chaotic sorcerers for the surges. However, I would also recommend checking out Magical Mishaps, which I use in my games. You can also use the Giggle Water table which is found later in this document. This will give much milder effects.

Using the Elements

For all strands the subject may choose to expend a spell slot to empower their melee weapon with the corresponding element on a melee attack. They may choose to do this after they hit a creature with a melee weapon attack, but before the results of that attack are revealed. Red does an additional 2d6 fire damage on hit, blue does an additional 3d6 cold damage on hit, and yellow does an additional 4d6 lightning damage on hit. Expending a spell slot causes the appropriate roll for a Wild Magic Surge. Using the "Bad Stuff" causes the element and damage to be random, roll a d12: 1-4 is fire (2d6), 5-8 is cold (3d6), and 9-12 is lightning (4d6).

Chaotic-er Surges

Using another dose of R-Caine before the effect is over does stack (increasing granted spell slots and spells available), but increases the chance of a Chaotic Surge by the amount listed (i.e. two doses of Red makes the chance 1-10, a dose of Red and a dose of Yellow makes the chance 1-15, and two doses of Yellow makes it an automatic roll on the Surge table.) Taking another dose extends the effect of both doses by another hour. Taking three doses of any strand within one hour of each other counts as "The Bad Stuff" for purposes of a risk of explosion.

Addiction

R. Caine is highly addictive. Using one dose requires a Constitution saving throw (DC 5) after each long rest for three days. If a creature does not require long rests this occurs every 24 hours. If the creature fails the saving throw they become addicted. Becoming addicted requires the user to ingest a dose of R-Caine within 3 days or suffer from withdrawal. Using another dose increases the DC by 5 for each extra dose. This stacks when doses are used within 3 days of each other (i.e. using one dose makes it a DC 5, using another dose within 3 days makes it a DC 10, using another dose within three days of the second dose makes it a DC 15.) The DC level for addiction decreases by 5 every three days that the creature does not fail its saving throw or use any more doses.

Withdrawal

When a creature is addicted and stops using R-Caine, it begins to suffer from withdrawal. The effects of withdrawal are worse if more than one dose was used within the last six days. When suffering withdrawal after one dose, the subject suffers one level of exhaustion. After two doses, withdrawal results in the user suffering two levels of exhaustion and is considered poisoned for 1d4 days. Suffering from withdrawal after three or more doses causes the subject to become incapacitated for 1d4 days, as well as, suffering from 3 levels of exhaustion and being poisoned for 1d4 days after recovering from being incapacitated. Withdrawal can be avoided if they succeed on the initial constitution saving throw, or they take one dose of R-Caine within 3 days of becoming addicted.

# of Doses (used within the last 6 days) Effects of Withdrawal
1 1 Level of Exhaustion
2 2 Levels of Exhaustion and poisoned for 1d4 days
3 or more Subject is incapacitated for 1d4 days. When they awake they suffer from 3 levels of exhaustion and are considered to be poisoned for 1d4 days.

Getting Sober

A greater restoration spell can cure the effects of active addiction and withdrawal, but the stacks of possible addiction remain (i.e. if currently addicted and cured with greater restoration the subject no longer needs a dose to avoid withdrawal, but must make the Constitution saving throw after each long rest.) The DC level for addiction decreases by 5 every three days. Once the DC level is 0 the creature is no longer addicted.

Notes on R-Caine and Addiction

As said before, this can be a trigger for some for understandable reasons. You can easily scrap all of the addiction mechanics using the notes I made before.

It can also go the other way though. You can up the ante and remove the ability for Greater Restoration to remove withdrawal effects. It is a magical drug after all. If you do this, I would recommend increasing the power of the item further by allowing more flexibility in its use. This can include further spells useable or providing resistance to the element of the strand.

Appendix B

Other Items!

That was a lot on R-Caine, so now onto the other items I have! Some of these are marked with SRD, they are copied for your convenience here.

Bag of Holding (SRD)

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Broomba

Wondrous item, common

A creature may use its action to speak the broom's command word. The broom then works diligently to sweep the area around it in a 15 foot radius.

Friis Amulet

Wondrous item, common (requires attunement)

This amulet, a gold necklace with a bear head pendant, belongs to Crosby Friis. The pendant has the following properties; While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. This is done at the cost of health to the wearer. The wearer must make a DC 13 Wisdom saving throw. On a failed save, the wearer takes 2d4 psychic damage and half of that on a successful save.

Adventure Notes

Crosby is unaware of this effect as he received the amulet from his father who failed to mention it to him.

Glitterbomb

Wondrous item, common

This small cylindrical object is packed to the brim with bright, shiny glitter. A creature can use its action to throw the Glitterbomb up to 30 feet. Upon hitting a creature or object the Glitterbomb explodes spraying glitter in a 10 foot radius sphere. The glitter causes creatures to stand out until removed. Creatures covered in glitter have disadvantage on Dexterity (Stealth) checks. It can use its action and ten minutes to remove the glitter. The glitter might be found in the bottom of the creature's bag a few months later, but there is no longer enough to cause disadvantage.

Goggles of Night (SRD)

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Immovable Rod (SRD)

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Javelin of Lightning (SRD)

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Appendix B

Mirror of Mockery

Wondrous item, Uncommon

This mirror mocks anyone that looks into the mirror to see their reflection. Any creature that looks in the mirror must make a DC 13 Wisdom Saving throw or take 1d4 damage and have disadvantage on their next attack or ability check roll. Creatures without eyesight are incapable of looking in the mirror and automatically succeed. Invisible creatures do not activate the mirror. Creatures must stare deep into their own reflection for the mirror to work. As such, the mirror is impractical for combat, unless the creature willingly looks into the mirror as an action.

Potion of Waterbreathing (SRD)

Potion, uncommon

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Quake Sphere

Wondrous item, common

This is a silver sphere the size of a coconut. The bearer of the sphere can use its action to press a square button on the top, causing a wave of energy that shakes the ground in a 15 foot radius sphere. This is enough to cause small objects to move about, and make creatures unsteady. Anyone within the radius must succeed on a DC 7 Dexterity saving throw or be knocked prone.

Ring of Mind Shielding (SRD)

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Robe of Useful Items (SRD)

Wondrous item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

  • Dagger
  • Bullseye lantern (filled and lit)
  • Steel mirror
  • 10-foot pole
  • Hempen rope (50 feet, coiled)
  • Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

d100 Patch
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 10 gems worth 100 gp each
31-44 Wooden ladder (24 feet long)
45-51 A riding horse with saddle bags
52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 4 potions of healing
69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 2 mastiffs
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00 Portable ram

Security Mirror

Wondrous item, rare

A creature can use its action to speak the command word and activate this mirror. While activated it can capture the image of anyone that enters the room and looks toward the mirror. This lasts until the command word is said again. An image of creatures seen can be shown in the mirror later using the command word.

Self-Cleaning Flatware

Wondrous item, common

This flatware has been magically enchanted to remain clean. After being dirtied the flatware will instantaneously clean itself. Minor problem with slow eaters though, sometimes the flatware will magic away their food before they've finished eating.

Appendix B

Super Bouncy Ball

Wondrous item, common

The rubber ball is a magical bouncy ball with 100% bounce efficiency. It takes a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to catch the ball. A DC 10 Intelligence check can lower the DC by 5 if a creature observes the ball's movements for at least five minutes.

Versatile Leather Armor

Armor (leather), Uncommon

This armor is extremely small and crafted as one piece, but it is capable of stretching to fit up to a Large humanoid. It functions as studded leather armor and is considered magical in nature.

Giggle Water

When a creature drinks this clear, sweet smelling liquid they roll on the Wild Magic Surge table listed below. A creature can have two of these effects active at a time. If a creature drinks the Giggle Water while already having two effects the oldest previous effect ends and is replaced with the new effect.

d100 Minor Wild Magic Effects
1 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This effect lasts for one hour.
2 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
3 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect otherwise it changes back after 24 hours.
4 An eye appears on your forehead for the next minute.
5 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. This effect lasts for one hour.
6 You turn into a potted plant until the start of your next turn in combat, otherwise this effect lasts one minute. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
7 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
8 Your hair falls out but grows back within 1 hour.
9 For the next minute, you must shout when you speak.
10 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
11 You are surrounded by faint, ethereal music for the next minute.
12 Daisies start growing in your hair, they can be plucked but will slowly grow back. This can be removed with a remove curse spell otherwise the effect lasts for one hour.
d100 Minor Wild Magic Effects
13 For the next minute every second sentence you say must rhyme with the previous sentence.
14 You can't speak for the next minute, whenever you try, pink petals fall out of your mouth
15 For the next hour, you gain the ability to speak with plants as if you had cast speak with plants.
16 Your eyes begin to change color with your mood, they become red if you're angry, blue if you're sad, green if you're happy, and otherwise are orange. The remove curse spell removes this effect otherwise it lasts for one hour.
17 For the next minute you become invisible, but every other creature becomes invisible to you.
18 You grow a beard made of leaves. Shaving removes this effect.
19 You grow wooden antlers, they fall off after one hour.
20 Your skin turns a vibrant shade of green. A remove curse spell removes this effect otherwise the effect lasts for one hour.
21 Your skin becomes completely translucent and your veins start faintly growing blue. A remove curse spell removes this effect otherwise the effect lasts for one hour.
22 Breadcrumbs appear behind you wherever you walk for one hour.
23 Flower petals start falling from the sky for the next minute centered on your location.
24 Flowers start spontaneously blooming within a 30 ft radius of you for the next hour.
25 The clothes you are currently wearing turn bright pink for one hour.
26 You shed a dim blue light within a 10 foot radius (even when invisible) for the next hour.
27 You become extremely happy and filled with boundless enthusiasm for the next hour, no matter what.
28 Tears start falling from your eyes for the next hour. They are not accompanied by any emotional change.
29 You start dancing for one minute as if under the effect of Irresistible Dance.
30 The clothes you are wearing become incredibly fancy and regal looking and start sparkling for one hour.
31 You smell like lavender for 1d6 hours.
32 All of your movements leave color trails for the next minute.
33 Your jump distance becomes tripled for the next minute.
34 Your cranium becomes transparent for the next minute and your brain begins to glow green. A remove curse spell removes this effect.
35 You can no longer speak, but must sing whatever you say for the next 1d6 hours.
36 Harmless bright sparks erupt from the casters hands.
Appendix B
d100 Minor Wild Magic Effects
37 You can only speak beast speech for the next minute.
38 You repeat everything you say twice for 1 hour, you repeat everything you say twice for 1 hour.
39 .minute 1 for backwards speak must You
40 The tip of your nose glows bright red for an hour.
41 Your butt flashes yellow on and off for 1 minute.
42 You can't speak a deliberate lie for the next minute. You are aware of this effect and can thus avoid answering questions to which you would normally respond with a lie. You can be evasive in your answers as long as it remains within the boundaries of the truth.
43 You can't speak a deliberate truth for the next minute. You are aware of this effect and can thus avoid answering questions to which you would normally respond with a truth. You can be evasive in your answers as long as it remains within the boundaries of the deception.
44 You fall asleep for 1d4 minutes. And may only be awakened early by a kiss from your true love.
45 You become very hungry for bugs and gain a frog mouth for an hour.
46 Steam pours from your ears with an accompanying whistling noise.
47 Thou must speaketh in a strange vernacular as if thou livest in Ye Old England (speak like you were in a Shakespeare play).
48 For the next 1d10 hours,  a tiny celestial and fiend perch on your right and left shoulders, constantly advising you to perform various acts of good or evil.
49 8 spectral goats appear in a ring centered on you.  They remain adjacent to you at all times, moving as you do. They have an AC of 10 with 1 HP. When they are destroyed, they explode in a puff of smoke and sparkles.
50 Your mouth and navel trade places, and you grow a fabulous mustache & beard around both.The Remove Curse spell can remove this effect otherwise it lasts for 1 hour.
51 For 1 hour, you hover an inch off the ground. You can otherwise move normal, but you don't touch the ground.
52 Anything you eat or drink for 2d12 hours afterwards tastes like blueberries and stains your tongue purple.
53 Your hair starts to smell like roses and slowly begins to turn red. This effect ends when you next wash your hair.
54 Any water that touches your body for the next 1d4 days turns your skin blue. If you dry your skin it returns to its normal shade.
55 You gain a tattoo of a smiley face the size of a gold coin somewhere on your body. Immediately after you look at it it moves to another random location on your body. It disappears if you don't look at it or for it for 1 day.
56 For the next 1d10 days you know how to say "to drink" in a language understood by whoever you talk to.
d100 Minor Wild Magic Effects
57 For the next 2d12 hours your hair changes to a random color every hour, starting by changing at the beginning of this effect.
58 You grow a thick unibrow, which lasts for 1d6 hours before falling off. Shaving it causes this effect to end.
59 Any bags you are holding shrink to the size of an apple. You may use an action to retrieve any items from the bag similar to a Bag of Holding, though the interior capacity of the bag remains the same. The items retain their normal size and properties. This effect ends after 2d12 hours.
60 For the next hour you only speak in third person. If you already speak in third person you now must speak in first person.
61 For the next 1d4 hours other creatures regard and perceive you as the opposite gender (or a random gender if nonbinary). Your gender does not change and you perceive no changes.
62 You have uncontrollable gas for the next ten minutes.
63 An illusion of a grand feast appears in front of you. You are unaware that this is an illusion. Any attempt to interact with the feast causes it to disappear in a cloud of smoke, with a sound of laughter.
64 A dog suddenly appears near you. It immediately urinates on you and bolts away. This dog disappears after 6 minutes, the urine does not.
65 The sound of poorly played bagpipes can be heard within a 15' radius of you for the next ten minutes.
66 A very whiny disembodied voice can be heard commenting on your actions for the next hour within a 15' radius of you.
67 For the next minute steam shoots out of your ears.
68 For the next ten minutes, your speech is accompanied by smoke rings coming from your mouth.
69 A spotlight from the ceiling or the sky follows you for the next ten minutes.
70 For the next ten minutes your surface thoughts appear on your forehead as a shifting tattoo written in Common.
71 For the next hour you forget everyone's name.
72 Teleport 1000 feet upwards immediately. If you are falling at the end of your next turn (or six seconds) you teleport back to where you began. If there is no available space 1000 feet upwards this effect does not occur.
73 For the next hour you leave behind two sets of footprints wherever you walk.
74 For the next ten minutes a tiny rain cloud hovers directly over you raining constantly.
75 For the next hour all the clothes you are wearing become skintight. This has no effect on mobility.
76 Roll on the Reincarnate table. For the next hour you appear to be that race to yourself and those around you. This does not effect racial bonuses.
77 For the next ten minutes you smell strongly of vinegar.
Appendix B
d100 Minor Wild Magic Effects
78 For the next 1d4 hours, your shadows dances while no one is looking directly at it.
79 Your hair changes color based on your mood. This effect ends when next you wash your hair. The remove curse spell can also end this effect.
80 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice for the next 1d4 hours.
81 Your head becomes invisible for the next hour. You can still hear everything around you but no one can hear you or see your head.
82 When you try to speak your voice is instead the sound of a beautiful songbird. You can whistle any song you like to try to convey information to those around you. The effect lasts for an hour.
83 Your arms become very long and taffy-like, stretching to the floor for 1d4 hours. They are useable and have no ill effect on your combat or reach but look very out of control and silly, like one of those balloon guys outside a car dealership.
84 For the next 1d4 hours your gait is extremely odd, taking large steps followed by skips, marches, twirls, etc. There is very little pattern to it. It has no effect on your speed or stealth but is extremely noticeable.
85 For the next minute your body swells until you are completely spherical. As the spell comes to an end you are left with saggy extra skin that takes another 1d4 minutes to shrink back to normal. Your clothes are mostly unharmed but if you have buttons/clasps they mostly explode open.
86 For the next hour a grumpy disembodied voice follows you around and slings personal insults at you for the duration.
87 For the next 24 hours your hair and clothes billow as though being blown by a strong wind. The effect is more heroic looking than caught in a tornado-looking.
88 For the next 1d4 hours you believe you are wearing an incredibly elegant ball gown, one that is slightly bulky and very expensive. Any time someone tries to tell you that you are NOT wearing an elegant ball gown you only hear “That is truly an amazingly elegant ball gown you’re wearing”.
89 You are transformed into a frog. You are able to talk in a croaking voice and if you are a magic user you can still cast spells. The spell ends if you take any damage or after 1 hour.
90 Whenever you speak for the next 1d4 hours a loud clap of thunder and flash of lightning occur after you finish your thought, as if to ominously emphasize whatever you just said. This can be heard from 300 feet away.
91 You see dead people. For the next 24 hours you see ghosts wandering around that only you can see and talk with but cannot physically interact with. They don’t know they’re dead. Except the ones your party killed. They know.
92 You sprout large chicken wings that do not allow you to fly and flap quite vigorously, causing feathers to scatter wherever you go. They seem to grow through your clothes or armor without damaging them. This lasts for 1d4 hours.
d100 Minor Wild Magic Effects
93 You repeat everything the creature closest to you says for the next 10 minutes. You are still able to speak as well.
94 You now think you are the nearest intelligent creature to you when this takes effect. You will vigorously argue that you are the real [insert name] and match their mannerisms for the next 1d4+1 minutes.
95 You exchange consciousness with the nearest friendly creature for 10 minutes you assume the race, class, and features of the friendly creature and they do the same.
96 You treat a trinket that you own or small object near you as your “precious” and act like greedy little halfling, protecting it for the next 1d4 minutes.
97 For the next 10 minutes you follow up everything you say with a shrug and a cutesie sounding “I’m the [insert class], gotta love me!”
98 You speak in a demonic voice for the next 10 minutes.
99 You speak with a squeaky, high pitched accent for the next 10 minutes.
100 Nothing happens. But the DM acts like something very interesting just occurred.
Appendix B

Appendix C: Creatures

This section contains all the critters you may run into on this adventure. Many of these can be found within the System Reference Document and are copied here for your convenience.


Frost Giant

Huge giant, neutral evil


  • Armor Class 15 (patchwork armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)

  • Saving Throws Con +8, Wis +3, Cha +4
  • Skills Athletics +9, Perception +3
  • Damage Immunities cold
  • Senses passive Perception 13
  • Languages Giant
  • Challenge 8 (3,900 XP)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Mechanical Servant

Medium Construct, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 40 (5d8+18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2)


  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses blindsense 15 ft., passive Perception 11
  • Languages understands the languages of its creator but can't speak
  • Challenge 2 (450 XP)

Actions

Multiattack. The mechanical servant makes two attacks: one with its slam and one with its slash.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.


Succubus/Incubus

Medium fiend (shapechanger), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common, Infernal, telepathy 60 ft.
  • Challenge 4 (1,100 XP)

Telepathic Bond. The fiend 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.

Appendix C

Shapechanger. The fiend 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: 6 (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. The fiend 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.


Thug

Medium humanoid (any race), any non-good alignment


  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Appendix C

Veteran

Medium humanoid (any race), any alignment


  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 +18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Appendix C

Appendix D: Maps

I have attached my personal maps for this adventure. They are... less than ideal quality I'll admit. Plan on remedying that though! Just as soon as I can pull my map making software out and shake out the dust. For now, I hope these will do or at least inspire you to make some maps of your own to work from. Check in again in the future for some updated and much nicer looking maps.

The Kobold's Lair

Appendix D

The Bizarre Shop of Wonders and The Winking Gnoll

 

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