Exit Pursued by

Five Adventures Inspired by the Bard

Production and Layout by E. R. F. Jordan Written by Ashton Duncan, Noah Grand, Jessica Marcrum, Tessa Simpson, and R. Morgan Slade Edited by Adam Hancock and Lauren Campbell Art by E. R. F. Jordan Template by nathanaël Roux

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2018�2019 by theExit Pursued by Owlbear authors and published under the Community Content Agreement for Dungeon Masters Guild.

Sample file A Catalogue of the Stories Contained in this Volume

Introduction...... 3 Act III: If We Shadows Have Offended...... 19 Appendix A: Statistics ...... 20 Using This Book...... 3 Appendix B: Magic Items...... 20

The Rose of the Fair State...... 4 Much Ado About Cookies...... 21 Adventure Overview...... 4 Adventure Overview...... 21 Adventure Background ...... 4 Adventure Background ...... 21 Dramatis Personae ...... 5 Act I: Pirates of a Very Warlike Appointment .....6 Adventure Hooks...... 22 Dramatis Personae ...... 22 Act II: Poison in the King’s Ear...... 7 Act I: A Sweet Summer Tale...... 23 Act III: A Promised March...... 8 Act II: Fearsome Forest ...... 24 Finale ...... 9 Finale ...... 27 Resolving the Hooks...... 9 Further Adventures ...... 27 Further Adventures ...... 9 Appendix A: Statistics ...... 28 Appendix A: Statistics ...... 10 Bubble, Bubble, Toil and Trouble ...29 A Shrew’s Vengeance...... 11 Adventure Overview...... 29 Adventure Overview...... 11 Adventure Background ...... 29 Adventure Background ...... 11 Dramatis Personae ...... 30 Dramatis Personae ...... 12 Act 1: A Desert Place ...... 31 Act I: An Occasion of Revenge...... 12 Act 2: A Drunken Hope ...... 33 Act II: The Taming School...... 13 Act 3: A Damned Spot ...... 34 Act III: Pastime Passing Excellent...... 14 Aftermath...... 36 Finale ...... 15 Resolving the Hooks...... 36 Resolving the Hooks...... 15 Further Adventures ...... 36 Further Adventures ...... 15 Appendix A: Statistics ...... 36 Appendix A: Statistics ...... 16 Appendix B: Magic Items...... 37 Appendix C: Graymalkin (Warlock Patron)...... 37 If We Shadows Have Offended ...... 17 Adventure Overview...... 17 Adventure Background ...... 17 Dramatis Personae ...... 17 Act I: Forests and Faeries...... 18 Act II: Puck’s Farewell...... 19 Sample file Introduction or, Five Old Stories Made New Again A funeral and a wedding, one after the other: scandal be human—have allowed them to live far beyond their overwhelms the furthest reaches of the Ophelia’s original performances. Even in other mediums, the home. The late king’s brother, Claudius, succeeds him and Bard persists: his plays have become books, paintings, marries his wife in one fell swoop; the young prince, Hamlet, operas, films, and so on. If you can think of a medium, despairs the loss of his father and the treachery of his uncle, Shakespeare’s work has probably made a home there. distancing himself from Ophelia and spiraling in his oath of This collection is a continuation of the long tradition vengeance. If Ophelia doesn’t act quickly, her entire world is of converting Shakespeare’s works to new mediums, at risk of falling apart—but she has a plan, and a crew of adapting five of his most famous plays into adventures adventurers in the wings are ready to help. for 5th edition Dungeons & Dragons. These adventures will approach the Bard’s stories from angles you’ve Throughout the land, nobles whisper of the marriage of never seen them, allowing you to prevent the tragedy Petruchio and Katherine—known to some as Kate the Curst of Hamlet, help Katherine escape her “taming” and for her assertive manner and utter resistance to the bullying enact revenge, and play in the presence of Puck, among of an oppressive world. While some paint this marriage in other dramatic delights. colors of amusement and mirth, Katherine knows the truth But enough preparation: adventure awaits. In of it: the gaslighting, the abuse, and the refusal of food or Shakespeare’s own words, “if music be the food of love, clothing or sleep until she would submit to Petruchio’s will. play on”—and where food and music play, games are But this abuse will carry on no longer: Katherine has had never far behind. enough, and she knows just how to exact her revenge. Using This Book In the depths of the enchanted wood, the pixie Puck slumbers, Exit Pursued by Owlbear is a collection of five adventures his dreams full of games and mischief. Unbeknownst to him, reinterpreting the classic works of the playwright a party of travelers have fallen into his dreamscape to William Shakespeare. To run these adventures, you conduct the very game he has dreamed of playing for so long. need the fifth edition Player’s Handbook, ’s Guide,and . Before you sit down In the outskirts of a sleeping city, the faerie dragon Avon with your players, familiarize yourself with the text of listens intently to the hushed speak of two conspiring villains, the adventure, learning the characters and making eyes widening as she realizes the extent of their cruelties: a notes about things you might change or emphasize. staged affair, a ruined wedding, and a duel under false TheMonster Manual contains statistics for the majority pretenses. She quickly rushes from the scene of the confession, of creatures and characters that appear in this book. mind already spinning with punishments for these foul beings—but first, a little snack to soothe her sweet tooth!

In the undersea leagues of Bryntun, King Duncan celebrates Text that appears in a box like this is meant to be read the close of a long . His soldiers are tired and his aloud or paraphrased for the players under a particular resources depleted, but his enemies are scattering to the set of circumstances, as described by the surrounding currents; finally, it is time to return home and enjoy the text. peace he has worked so hard for—that is, if the ocean doesn’t have a darker fate in store for him.

ive stories, told throughout the When a monster's name appears inbold type, that's a ages. Five plays, written and rewritten for visual cue pointing you to the creature's stat block in every medium under the radiant sun. Five the Monster Manual. Descriptions and stat blocks for new adventures, each waiting for you to new monsters appear in an appendix at the end of their join the table and play out their action respective adventure. If a stat block is in an appendix, like actors upon the storied stage, an adventure's text tells you so. exploring their worlds from angles heretofore unseen. Spells and nonmagical objects or equipment From the midst of the European Renaissance to the mentioned in the book are described in thePlayer's daySample you’re reading this introduction, the works of Handbook. Magic items are describedfile in theDungeon William Shakespeare have resonated in the hearts of Master's Guide, unless the adventure's text directs you to readers, writers, actors, and audiences all over the an item's description in an appendix. globe. Something about the works of the Bard of Avon—something vital that peers into what it means to

3 The Rose of the Fair State By Ashton Duncan

his adventure, based on William Running the Adventure Shakespeare’sHamlet , centers around Ophelia, a lady of her kingdom, taking This adventure is intended for a party of four 5th-level charge of her destiny and that of her characters. country. The adventurers are hired to Once Ophelia has made her offer and the party enable Ophelia’s political machinations, accepts, the events “Pirates of a Very Warlike including pirates, players, and a coup d’état. Appointment,” “Poison in the King’s Ears,” and “A Promised March” proceed in order. Ophelia’s role in the adventure and ensuing violence depends on the Adventure Overview hook chosen. This adventure is broken into the following sections: Adventure Hooks • Act I: Pirates of Very Warlike Appointment • Act II: Poison in the King’s Ears Ophelia’s Offer • Act III: A Promised March Ophelia sends a discreet emissary named Horatio to the adventurers. Adventurers of too much renown would Adventure Background be useless to her here, but Ophelia has heard of the There’s something rotten in the kingdom, and no one party’s recent deeds and believes they can help. She is knows that better than Ophelia. Once privately cautious, meeting them in a secluded corner of a local promised to the future king, Hamlet, Ophelia’s future inn and disguising her identity as a lady of the court, as queen—and the future of the country she would rule though she reveals it to the party. over—has come into question. The late king, also In this hook, Ophelia has a clear plan: isolate named Hamlet, accumulated lands and riches for the Hamlet—the kingdom’s heir and father of her child— kingdom but died four months ago. His death was from dangerous elements that include himself, remove under suspicious circumstances, and no one stood to Claudius before he can produce another heir and for gain more than his brother, Claudius, who summarily the dual crimes of fratricide and regicide, and secure took the crown and the late king’s wife as his own. the throne for herself and Hamlet. Horatio, a scholarly Young Hamlet, distraught, believes his uncle, now his half- and friend to Hamlet, acts as a messenger in this stepfather, is guilty of his father’s assassination, call to action and may tag along for “Pirates of a Very supposing to have seen his father’s ghost. In his Warlike Appointment” to accompany Hamlet back to distress, he has distanced himself from his mother and his university. Ophelia offers the party the following Ophelia, and he killed Ophelia’s father, Polonius, substantial reward: 500 gp and two common magic believing he was Claudius. Some would have this be the items of their choice from her family vault. SampleOphelia in this hook is knowinglyfile committing high end of Ophelia’s story, too, but Ophelia knows something no one else does: she is pregnant with treason and has political acumen far beyond her Hamlet’s heir. Despite her sadness, frustration, and description in Shakespeare’sHamlet . Horatio should be anger, Ophelia is determined to save her country, her surprised by Ophelia’s new, cutthroat behavior, which people, and the reckless prince she loves despite herself. represents not a change in personality, but a change in

4 behavior. Ophelia is still very much capable of playing Dramatis Personae the docile court lady, but mistaking her as one could be a deadly mistake. Ophelia Ophelia is a beautiful young halflingnoble dressed in Ophelia’s Prayer fine silks. She wears fresh flowers and botanicals in her Ophelia—lacking the experience and contacts to enable hair, which she picks herself from the castle change, but determined nonetheless—has prayed for greenhouse. These blooms generally reflect her mood. help. What appears to be a deva (which may or may not actually be a deva, at the DM’s discretion— Personality Trait: If using Ophelia’s Offer hook: Ophelia recommended other entities include Shakespeare is a risk-taker, taking action where others would favorites like hags or powerful witches) approaches a flounder.If using Ophelia’s Prayer hook: Ophelia party member in dreams and implores them to help innocently believes the troubles of her country can be her. The deva promises fair compensation. In this resolved peacefully and wishes it to be so. hook, the party members do not meet Ophelia until Ideal: At heart, Ophelia believes her country is they return to her kingdom in “Poison in the King’s sickened with envy-driven malice and that all will be Ears.” She is reticent to discuss her prayers or the being set right once everyone is in their proper positions. that answered them but is thankful for the party’s Bond: Ophelia is grieving and intends to limit the actions and offers them the following reward: 200 gp, damage of future violence on her remaining family. four art objects worth 25 gp each (roll on the table in Hamlet, the life growing within her, and her brother Chapter 7 of the Dungeon Master’s Guide), one art Laertes are her family. Saving her country and object worth 250 gp each (see DMG), and one common position is secondary, but still crucial to her family’s magic item of their choice from her family vault. continued wellbeing. This Ophelia is perhaps more in keeping with her Flaw: If using Ophelia’s Offer hook: Ophelia is deceptive, Shakespearean counterpart and could be roleplayed as a politically savvy player in a larger game who has more sheltered, both from the world and from the been pretending to be a pawn.If using Ophelia’s Prayer actual—likely violent—actions of the party. “Poison in hook: Ophelia’s sheltered life has led to a trusting the King’s Ears” should be prompted by the nameless outlook that has potentially endangered her and deva. Be sure to emphasize the sinister nature of the removes agency from her own realization that regicide should the deva be another entity in disguise. something has gone awry in her country. Hamlet Hamlet is a halfling prince (bard,see Appendix A) with dreamy eyes wearing a fine doublet in an unfashionable pattern but of the finest quality. A small pair of gilt spectacles is perched on his nose.

Personality Trait: Hamlet is single- minded, and can act thoughtlessly— without regard to long-term consequences—when something stands between him and his goal. Ideal: Hamlet is a lifelong scholar and believes that life’s problems can be solved by deep, introspective consideration. Bond: Hamlet wants justice for his father’s assassination. SampleFlaw: Hamlet’s indecisionfile is legendary.

5 Act I: Pirates of a Very Aboard the Ship Warlike Appointment Once aboard the ship, combat takes place in the osencrantz and Guildenstern, two following waves. Hamlet is at the back of the ship and well-groomed lightfoot , escort can be spotted with a successful DC 15 Wisdom Prince Hamlet back to his university, (Perception) check. His own rapier is drawn, and removing his grief and violence from the Rosencrantz and Guildenstern (bothnobles ) brandish court. While Rosencrantz and theirs as well, protecting him from outside attacks. Guildenstern were once Hamlet’s friends, If either of the following waves ends too quickly or Ophelia suspects there is something rotten afoot. needs increased difficulty, feel free to add crew Anything could happen on a sea voyage, after all, and members (commoners), who leave their positions to Ophelia is determined that Hamlet’s safety be secured. attack. Hamlet or the ship’s captain can order the She proposes a whimsical plan that the party attack the fighting to cease if they are rendered non-hostile by ship Hamlet sails on disguised as pirates, capture the magic or a successful relevant Charisma-based skill prince, and deal with Rosencrantz and Guildenstern check made at disadvantage. Rosencrantz and however they see fit. She lends her family’s fastest ship Guildenstern do not willingly surrender Hamlet. to the adventurers and implores them to embody the First Wave.The four officers of the ship attack role and fly no flag—or else a black one. (nobles). Once at least two of them are dead or Ophelia’s ship is anchored in a hidden, smuggler’s unconscious, the second wave begins. cove not too far from the castle. Aboard, they find Second Wave. The ship’s priest and captain (bandit Horatio and a hired crew. Horatio, a noncombatant captain) enter the fray. Once the party slays the half-elf commoner with proficiency in water vehicles, captain of the Undiscovered Country or render him wears an embarrassingly colorful and fancifully unconscious, Rosencrantz or Guildenstern realize this imagined pirate’s wardrobe. He wears a brightly is their opportunity to kill Hamlet and pin it on the colored cloth at his waist, a large hat that continually pirate attack and turn on him. tips over his eyes, and a comically oversized scimitar. Rosencrantz and Guildenstern fight to the death, and Horatio informs the adventurers that he and the crew they also attempt to kill Hamlet before that happens, will not participate in any combat necessary to secure hoping Claudius reward their families if they die in his the prince, but will aid in the pirate “illusion”—however service. Hamlet realizes their treachery when one of much indignity it requires. The crew is 25commoners them turns on him, and shouts insults at them. These who only attack if attacked. are up to the DM’s discretion, but please see theHamlet text or the “Shakespearean Insults” sidebar below for inspiration. Hamlet has a vivid imagination and a sharp Attacking the Ship tongue, and these insults comprise his Taunt action, as It takes two full days of travel to catch up to Hamlet’s well as any casting ofvicious mockery. ship. These days have clear weather and are uneventful. Once Hamlet’s ship is spotted on the horizon, the ship springs into action. Both ships aresailing ships (see SIDEBAR: SHAKESPEAREAN INSULTS Appendix A) and are equipped with one mangonel for Shakespeare’s jabs and insults are among the most colorful ship-to-ship fighting. Begin this sequence when the in the English language. To fill your games with his vibrant ships are 270 feet away from each other, which will profani�es, roll on the table below. require at least 6 move actions at full sail health to traverse. Once within 15 feet, the crew of Ophelia’s d12 Insults ship lays down ladders to board Hamlet’s ship. 1 “I desire that we be be�er strangers.” Hamlet’s ship, theUndiscovered Country, carries one 2 “Poisonous bunch-backed toad!” 3 “Thou art a boil, a plague sore, an embossed captain (bandit captain), a first mate, a bosun, a carbuncle!” quartermaster, and a cook (allnobles ), and 25 sailors 4 “Thou art unfit for any place but hell!” (commoners), in addition to Hamlet, Rosencrantz, 5 “Thou sodden-wi�ed lord! Thou hast no more and Guildenstern. If the ship’s hull is reduced to less brains than I have in mine elbows.” than 300 hit points, roll a d20 on each further 6 “You poor, base, rascally, chea�ng lack-linen mate!” mangonel hit. On a 1, Hamlet is struck and knocked off 7 “A pox on your throat, you bawling, blasphemous, incharitable dog!” the ship into the water, unconscious, and will drown in 8 “You are not worth another word, else I’d call you 3 rounds. knave.” Horatio can be convinced to join the party—though 9 “The tartness of your face sours ripe grapes!” not partake in violence—if they succeed on a DC 15 10 “Out of my sight! Thou dost infect my eyes.” Sample11 “You beetle-headed flap-earedfile knave!” Charisma (Persuasion) check. This check is made with advantage if the persuader’s logic involves protecting 12 “You are as a candle—the be�er part burnt out!” Hamlet, Horatio’s friend and prince.

6 Resolving the Attack All the World’s A Stage If Hamlet is dead, the adventurers return home failures. The manner of performance the adventurers choose However, this means that Ophelia’s unborn child is— is up to them. Some suggestions they may consider while illegitimate—the heir to the throne. Claudius will include theater, feats of skill, or magical displays. never recognize her child’s legitimacy, but if Claudius is Whatever the skill chosen, ensure that each adventurer dead and Gertrude succeeds him as sole ruler, she rolls at least one skill check during the duration of their believes Gertrude may recognize her child as her heir. performance. Ask the players to describe what their This is a massive blow to Ophelia, who has also characters are doing and, after the roll, describe the recently lost her father, and also deals a heavy blow to royal audience’s reaction to the performance. her country’s stability—both now and in the future. As a result of an excellent performance, the troupe Ophelia gives the adventurers half of their reward and may be invited to stay for the royal feast and perhaps sends them away, but they may choose to finish this also a warm place to sleep in the castle. These options adventure nonetheless. provide them with an opportunity to kill Claudius in If Hamlet returns with the adventurers, Horatio and the night. If the content of the adventurers’ Ophelia both attempt to keep him away from the court, performance has been shocking in any way, Claudius as his chaotic actions may disrupt future plans. retires early, providing them with an opportunity to Alternatively, if the adventurers succeed on a DC 15 slay him even if they have only been invited to the Charisma (Persuasion) check, Hamlet may return to nightly feast. school. This check is made with advantage if Horatio The two sections following provide two possible returns with him. This keeps him away from danger. ways to resolve Claudius’s assassination. The first is If more than 5 crew members on Hamlet’s ship died, violent and loud, attacking Claudius openly and they require some of the crew from Ophelia’s. There braving the keep’s guards. The second is a stealthier are plenty of volunteers to deliver the prince safely to option, involving sneaking into Claudius’s bedchamber his university, but the return journey takes an extra day while he sleeps and eliminating him. Whichever option for the adventurers. Additionally, any damage sustained they choose, they must remain in disguise the entire by either ship may also affect travel. The next part time. If a character’s disguise fails in the act of killing begins when the adventurers have returned to court. Claudius and there are witnesses to the assassination or escape, law enforcement places a 100 pp bounty on the Act II: Poison in the adventurer’s head. Unless they have completed their task with the King’s Ear utmost discretion and stealth, the characters may wish ue to the late Rosencrantz and to flee after completing their violent task. The kingdom Guildenstern’s behavior, the party may is in a state of high alert for the 2d10 days until Hamlet already know that King Claudius is returns, at which point Hamlet declares an end to any plotting against Hamlet. When the party mourning or search for the assassins in the country. returns to Ophelia, she informs them of the king’s betrayal and tyranny. Killing Claudius: Exit, Pursued by Depending on the hook your players are following, she Soldiers may know this information through her spies in the The characters could decide to openly kill King court or through the extraplanar entity aiding her. Claudius. The king is aspy and is constantly Ophelia is firm in her belief that the only way to right surrounded by 3knights . Additionally, there are 2d10 Claudius’s wrongs and ensure he does not further harm guards throughout the castle at any given time, who her family is to kill him. She and her agents cannot be come when alerted to danger. seen to be actively involved in his death—and all the Claudius does not accept a challenge to a duel, as he is better if his death appears accidental—so she proposes a a higher status than the characters and would not risk plan. The adventurers must leave the castle noisily, the throne to outsiders. declaring their plans to pursue other ventures far, far Killing Claudius: to Die, to Sleep away. Instead, within the week, they must return as a traveling troupe of performers, completely disguised. The castle has fourguards on patrol, roving the castle The troupe will be allowed to play for the court, and grounds in pairs. Reaching the king’s bedchamber granting them access to the castle. requires a successful group Dexterity (Stealth) check Either during their performance or in the night, they made contesting the guards’ Wisdom (Perception) must slay Claudius once and for all, ridding the country rolls. Failure requires fighting the guards. If combat of his malice. No matter the hook chosen, Ophelia with a group of guards is completed in two or fewer Samplerounds, the other guards are notfile alerted, and the expresses regret that this is the only solution but is insistent on her decision. If the party wishes to back characters can attempt another Dexterity (Stealth) away at this point, she pays them half of their promised check versus the remaining two guards on patrol. If pay. combat surpasses two rounds, the other guards on patrol (or in the castle, should this be the characters’

7 second failure) are alerted. 2d10guards are in the On the Field of Battle barracks outside the castle. Threeknights guard Claudius’s door as he sleeps. Ophelia sends the characters on a scouting mission into They do not let anyone except Queen Gertrude pass for the nearby forest. The mission requires stealth, and, any reason, but offer to wake the king should the should the characters choose not to employ it or fail on characters describe a situation of urgency. If the a DC 15 Dexterity (Stealth) group check, they run into characters kill or incapacitate the knights using stealth a scouting party and patrol from the opposing side of and combat in a single round, Claudius does not the coming battle. They encounter 5scouts and2 awaken and the characters have a surprise round knights who encircle them. The characters can make a against him. If he wakes up, he prepares to battle. successful DC 15 Intelligence (History) check to discern Claudius is aspy . If Gertrude is present (anoble ), she that these knights wear the heraldry of the northern attempts to escape and alert the guards throughout the territory, which was invaded by Old Hamlet many castle, who arrive in six rounds. If Claudius retired years ago. These soldiers aim to knock the characters early, Gertrude is not present. unconscious, not kill them. If the characters are taken After eluding the guards on patrol, the characters can captive, Fortinbras brings them, shackled, to the attempt to climb the tower to the king’s bedroom. following encounter. Doing so requires three successful DC 15 Strength If the characters succeed on their group stealth check, (Athletics) checks. With a grappling hook, climber’s they are successful in their scouting mission. They kit, or pitons, the climb requires only one successful return to Ophelia with the news that there is a large DC 10 Strength (Athletics) check to climb the rope. encampment of soldiers in the forest. As they approach These checks are made with disadvantage unless the the castle, the adventurers bear witness to a volley from character has or some other way to see in the army surrounding the castle. It appears to be a the dark. Unless the characters cause an abnormal warning shot, as it misses entirely. The characters can amount of racket while scaling the tower, Claudius (a push through to the castle gate to witness the following spy) is surprised when attacked. He calls for the scene. knights outside the door on his turn, as does Gertrude (anoble) if she is present. Ophelia, clad in resplendent armor and her pregnancy obvious, and Hamlet, similarly armored but seemingly Act III: A Promised less comfortable, speak to a human man also dressed for battle. All three wear crowns, but the unknown man’s March worn and scraped armor is emblazoned with a bright he final act of this adventure, like heraldry. in Shakespeare’sHamlet , could have ended with multiple deaths and a blood feud started by Old Hamlet coming to fruition. The characters can make a successful DC 15 Instead, when Fortinbras—the son of a Intelligence (History) check to discern that this is local lord slighted by the late king— Fortinbras, heir to the northern territory. The three appears at the court with a host of soldiers, Ophelia is seem to be arguing when another man, Ophelia’s ready for him. brother, Laertes, storms up to them. He is dressed in The characters fortuitously return on the same day clothes fit for traveling, but not for war. and are present to witness and participate in the Hamlet, Ophelia, Fortinbras, and Laertes stand on following scenes. the battlefield. Each of the men look angry with the Sample file

8 rest, and their voices are beginning to raise. Ophelia Ophelia’s Deal (Deva) steps between them. Ophelia’s child, when born, is an aasimar. This is considered a mark of favor by the court and a symbol “We are all and each of us fatherless,” she says. “Alone that the corruption that once plagued the kingdom has on the battlefields they made us. Hamlet, you killed my been cleared. At the DM’s discretion, this sign may also father—and yours, his.” She points to Fortinbras. convince Ophelia to strengthen her faith, potentially “Laertes, would you kill my child’s as well?” Ophelia building a temple to her god or becoming a cleric. places a hand on her stomach. “This ends now. We make Hamlet declared “get thee to a nunnery” in the original a better future. No fatherless children fighting battles. Hamlet, and in the aftermath of this hook, Ophelia may Can we join our bloodied hands and make peace?” well decide to join a monastery and follow a different path. Her speech seems to deflate the tension in the air, and Ophelia’s Deal (Other Entity) the group warily walks into the castle. The characters The first option for this hook is that the entity that may join Ophelia for their reward once diplomatic talks Ophelia struck a deal with demands their reward once are over. See “Aftermath and Resolving the Character she is crowned: her first-born child and heir to the Hooks” for more information about the future of the kingdom. The entity appears in the court (either country. physically or through illusion) and threatens to reveal to everyone Ophelia’s role in the second regicide and Finale piracy unless she assents. The specifics of the monarchs’ reaction and the impact on their relationship are up to Unless he has died, Hamlet is crowned king. Depending the DM, but see their personality traits, ideals, bonds, on the hook chosen, Ophelia may play a powerful role and flaws above to inform that reaction. See “Further in shaping the country to come, or she may otherwise Adventures” should the party wish to intercede in the focus on less earthly matters. Hamlet does not know aftermath. the full role the adventurers played in his good fortune Another potential outcome for this hook is that and the weight off his conscience but rewards them Ophelia’s deal forged a pact between her and an with his trust and a place in the court should they want otherworldly entity, making her a warlock. Depending it, or else a letter of recommendation (see “Other on the entity, this brief turbulence could be the start of Rewards” in chapter 7 of the Dungeon Master’s Guide). real trouble for her kingdom, but a warlock queen However you decide to portray the relationship could also prove of great benefit. Depending on the between Hamlet and Ophelia, Ophelia’s child becomes entity chosen, Ophelia’s child may be impacted by Hamlet’s recognized heir. The country experiences a fiendish or other extraplanar influence—consider this period of unprecedented enlightenment, growth of when deciding the child’s race. A child may be infrastructure, and increased public education. Hamlet regarded as a sign of continued corruption in the court may never see Old Hamlet’s ghost again, or perhaps the and may have real political repercussions for Ophelia ghost returns once more. Claudius, too, may return to and her family. haunt the castle. If Hamlet is dead, there are a few options. Gertrude may become queen, Ophelia may become queen, or Further Adventures either might become regent for Ophelia’s unborn child. Ophelia’s Offer Any of these choices should have political Ophelia is far from done rooting out corruption and consequences in the country and depend on the type of inequality in her kingdom. Righting acts of injustice Ophelia you have chosen to portray. perpetrated by Claudius’s former cronies and acting as Ophelia’s escort on diplomatic missions to other Resolving the Hooks kingdoms are possible future paths for this hook. Ophelia’s Offer Ophelia’s Deal (Other Entity) Ophelia graciously delivers the promised reward to the The adventurers could well abandon the child and party and promises them a letter of recommendation Ophelia to the fate she wished for, but should they wish once she is married and her coronation solidified. to intercede, they will need to track the entity to its lair Should they wish to stay in her court, she offers them and kill it. Alternatively, they could strike their own seats at the coronation and positions as defenders of the deal with the entity. realm, which could include future work in addition to monthly pay. NeitherSample Ophelia nor Laertes forget that Hamlet file murdered their father, but both set aside their anger for the benefit of the child. For now, an uneasy peace holds in the kingdom.

9 Appendix A: Statistics Sailing Ship Any creatures, characters, or significant objects like Gargantuan vehicle (100 �. by 20 �.) vehicles that appear inThe Rose of the Fair State are given statistics below. Stat blocks are sorted in Creature Capacity30 crew, 20 passengers alphabetical order. Cargo Capacity100 tons Other Sources.The bard’s statistics are reprinted from Travel Pace 5 miles per hour (120 miles per day) Volo’s Guide to Monsters, while the sailing ship’s statistics STR DEX CON INT WIS CHA are reprinted fromGhosts of Saltmarsh. 20 (+5) 7 (-2) 17 (+3) — — —

Damage Immuni�espoison, psychic Condi�on Immuni�esblinded, charmed, deafened, Bard exhaus�on, frightened, incapacitated, paralyzed, petrified, Medium humanoid (any race), any alignment poisoned, prone, stunned, unconscious

Armor Class 15 (chain shirt) Hit Points 44 (8d8 + 8) ACTIONS Speed 30 �. On its turn, the ship can take 3 ac�ons, choosing from the op�ons below. It can take only 2 ac�ons if it has fewer than STR DEX CON INT WIS CHA twenty crew and only 1 ac�on if it has fewer than ten. It 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) can’t take these ac�ons if it has fewer than three crew.

Saving ThrowsDex +4, Wis +3 Fire Ballistas. The ship can fire its ballista. SkillsAcroba�cs +4, Percep�on +5, Performance +6 Senses Passive percep�on 15 Fire Mangonel. The ship can fire its mangonel. Languages any two languages Challenge2 (450 XP) Move. The ship can use its helm to move with its sails.

Spellcas�ng. The bard is a 4th-level spellcaster. Its HULL spellcas�ng ability is Charisma (spell save DC 12, +4 to hit Armor Class 15 with spell a�acks). It has the following bard spells prepared: Hit Points 300 (damage threshold 15) (at will): friends, mage hand, vicious mockery CONTROL: HELM 1st level (4 slots): charm person, healing word, heroism, sleep, Armor Class 18 thunderwave Hit Points 50 2nd level (3 slots): invisibility, sha�er Move up to the speed of one of the ship’s sails, with one 90- Song of Rest. The bard can perform a song while taking a degree turn. If the helm is destroyed, the ship can’t turn. short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as MOVEMENT: SAILS well. Armor Class 12 Hit Points 100; -5 �. speed per 25 damage taken Taunt (2/Day). The bard can use its bonus ac�on on its turn Speed (water) 45 �.; 15 �. while sailing into the wind; 60 �. to target one creature within 30 feet of it. If the target can while sailing with the wind hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, a�ack WEAPON: BALLISTA rolls, and saving throws un�l the start of the bard’s next turn. Armor Class 15 Hit Points 50

ACTIONS Bolt. Ranged Weapon A�ack:+6 to hit, range 120/480 �., Shortsword. Melee Weapon A�ack: +4 to hit, reach 5 �., one one target.Hit: 16 (3d10) piercing damage. target.Hit: 8 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon A�ack:+4 to hit, range 80/320 �., WEAPON:MANGONEL one target.Hit: 5 (1d6 + 2) piercing damage. Armor Class 15 Hit Points 100

Stone. Ranged Weapon A�ack:+5 to hit, range 200/800 �. (can’t hit targets within 60 �.), one target.Hit: 27 (5d10) Samplebludgeoning damage. file

10 A Shrew’s Vengeance By Jessica Marcrum

atherine and Petruchio have been have revitalized her assertive nature and she is ready to unhappily married for just over a year. A act at last. distraught Katherine, exhausted from a year of walking on eggshells to placate her Running the Adventure abusive husband, has reached her This adventure is for characters for levels 3-5 and is breaking point. She secretly commissions optimized for four players with an average player level a team of adventurers to teach Petruchio a lesson and (APL) of 4. possibly eliminate him entirely.

Playtesters: Andrew Sinsheimer, Daniel Moller, Ryan Adventure Hooks Campbell A Sister in Need Characters are hired by Bianca, a noblewoman, to help CONTENT WARNINGS her sister Katherine escape an unhappy marriage. This adventure contains gasligh�ng, references to in�mate partner abuse, and neglect. Ensure that your table is Bianca promises them 20 gp apiece and future prepared to deal with these topics before running this undercover work for her husband Lucentio if they adventure. succeed. A Letter from an Old Student Adventure Overview Katherine has contacted a party member, one of her This adventure is broken into the following sections: former tutors from Padua, as she has heard they are traveling in the area. As one of the only people who • Act I: An Occasion of Revenge praised her assertiveness since her mother, she feels she • Act II: The Taming School can trust them. She asks for their assistance and is • Act III: Pastime Passing Excellent willing to pay 30 gp to them and any helpers they deem necessary. Adventure Background Petruchio’s Boast Having begun his infamous “taming” of Katherine a Characters overhear Petruchio bragging to a room of year ago, Petruchio spent the the early weeks of people that no one can “break” a woman better than he marriage gaslighting his wife and denying her basic can. He runs a seminar out of his home and invites necessities. For her own survival, Katherine, formerly interested parties to attend, for a 5 sp a person. At the nicknamed “Kate the Curst” for her assertive behavior, seminar, Petruchio shows off the submissive nature of adoptedSample a submissive attitude around her husband his wife. Concerned characters file may seek her out and while secretly nursing resentment for him. A recent inquire if she needs assistance. reconnection with her sister and a new friend in town

11 Dramatis Personae Act I: An Occasion of Katherine Revenge Katherine is a humanmartial arts adept (see ne way or another, characters Appendix A), and uses she/her pronouns. arrive at Katherine and Petruchio’s manor and are hired to assist Katherine Personality Trait: Though insecure due to the events in her pursuit of vengeance. of the past year, Katherine still maintains her razor- sharp wit. Ideal: Don’t get mad, get even. Bound to Serve, Love, and Bond: She has never been close with her sister Bianca, Obey but they are starting to form a relationship. Flaw: Every grudge is worth holding. Katherine refuses to speak a word against Petruchio in his presence and expresses anxiety about her plan. She Petruchio synopsizes the beginning of her marriage, namely how Petruchio is a humanknight , and uses he/him Petruchio denied her food, sleep, clothing, and pronouns. friendship, as well as gaslighting her on everything, even whether it was day or night (for more Personality Trait: Charismatic and arrogant, information, refer to Act IV of Taming of the Shrew). Petruchio makes friends easily and has endless Katherine wants to give Petruchio a taste of his own confidence in himself. medicine, but is both wary of his temperament and Ideal: Money makes the world go around. loathe to resume the mantle of “Kate the Curst'' if she is Bond: Petruchio used to travel the world with his best seen to be outwardly aggressive to her husband. She friend Hortensio and misses him terribly since both asks the adventurers to, under the guise of perfect of their marriages. admiration, torment Petruchio in a similar regard to Flaw: Petruchio is violent, narcissistic, and stops at the way he treated her over the past year. She offers nothing to get what he wants. them the run of the house, suggesting they disguise themselves as tutors, decorators, or famous Count Christopher Sly, entertainers from another country. She informs them a.k.a. Callidus Aerin to take anything they may find useful in taking Count Sly is a shapechangingcopper dragon (see vengeance upon her husband. Appendix A for their statistics), and uses they/them If asked why she waited until now to take her pronouns. vengeance, Katherine responds that she was beginning to feel resigned to her fate until her sister rekindled Personality Trait: Callidus has a joyful heart and is their relationship and a new friend moved to town. always up for a laugh. Connection with people outside Petruchio’s circle Ideal: Protect those in need, then cheer them with a reminded her of who she was before and who she can silly pun. be again. If asked about the friend, Katherine reveals Bond: Callidus was inspired to create Count Sly from a their name as Count Christopher Sly, a noble recently character in a play. They love the theater and are moved to town. Characters who succeed on a DC 12 eager to take part in plays, pantomimes, and improv. Wisdom (Insight) check sense Katherine feels a deeper Flaw: It is hard to only punch up with your humor connection to Christopher than she implies. If asked when you are the most powerful one around. what she likes about Christopher, she shares that they Callidus can accidentally take their jokes too far. make her laugh. Succeeding on a DC 15 Charisma (Persuasion) check causes her to reveal she feels accepted by Christopher and safe to be herself. My Goods, My Household Stuff Petruchio’s manor has several rooms ripe for exploration, including, but not limited to, a great hall, an interior courtyard, multiple bedrooms, a music room, a kitchen, a wine room, a guardhouse, servants’ quarters, and an outdoor garden. All servants Sampleencountered in the manor havefilecommoner stats. Guards haveguard stats. Friends of Petruchio, if “Petruchio’s Boast” was used, havenoble stats. Characters wishing to investigate any of the rooms must succeed on a DC 12 Intelligence (Investigation)

12 check. Anyone investigating the courtyard and/or Courtyard & Garden garden may instead choose to investigate using Successful investigation of the courtyard or garden Wisdom (Survival), also at DC 12. If a character reveals a scroll of hallucinatory terrain andascroll of plant succeeds at DC 15+ or if multiple characters succeed on growth. investigating any given area, they find the scrolls in that location plus something from the appropriate d4 Item location’s table. 1 A small marble statue�e worth 50 gp Characters with poor investigative skills may benefit 2 Poisonous herbs from speaking with servants, who are persuaded to 3 Balled up scrap paper, reading “rough winds do shake the show secrets that a certain area holds by succeeding on darling buds of fate” a DC 12 Charisma (Persuasion) check. 4 A staff of flowersXGE orstone of good luck Bedrooms Successful investigation of a bedroom reveals ascroll of Exeunt calm emotions andascroll of dissonant whispers. When adventurers have successfully investigated at least three areas, Petruchio arrives on the scene. If d4 Item “Petruchio’s Boast” was used and he is already home, he 1 A feathered hat, somewhat torn discovers the characters and asks why they ran off in 2 A robe of useful items the middle of his lecture. Otherwise, he returns home 3 A golden locket with a portrait of a woman resembling Katherine, worth 25 gp from partying with friends. 4 A sha�ered silver hand mirror, worth 20 gp if melted down Act II: The Taming Great Hall & Music Room School Successful investigation of the great hall or music room nless “Petruchio’s Boast” is in play, reveals a scroll of hideous laughter andascroll of dancing Petruchio is initially confused as to why lights. there are strangers in his home, but he is always eager to impress the newcomers. d4 Item He calls for Katherine and demands she 1 A small amber bracelet with a broken clasp, worth 20 gp order the servants to cook an elaborate 2 A small silken purse embroidered with an “L”, containing 20 sp and 5 cp feast for their guests, chastising her for not having properly greeted them beforehand. 3 A pipe of smoke monstersXGE orpipes of haun�ng Katherine is nearly silent in all scenes where 4 Sheet music, beginning “I’ve Come to Wive It Wealthily in Padua” Petruchio is present. Characters with passive Perception 12+ see she flinches when he speaks to her. Kitchen & Wine Room If Petruchio dies at any point in Act II, proceed to Successful investigation of the kitchen or wine room “Finale”. reveals a scroll of create or destroy water andascroll of grease. ‘Twere Better Both of Us Did Fast d4 Item 1 A po�on of poison Servants bring bottles of wine, pitchers of clear water, 2 Exo�c spices worth 10 sp and plates filled with elaborate cuisine. This is an ideal 3 An excellent bo�le of wine that provides a +1 bonus on time for characters to do a number of things to mess the next Charisma or In�mida�on check a�er imbibing it. with Petruchio, including, but not limited to: 4 Finely boiled tripe • Utilize create or destroy water to remove the beverages, Guardhouse & Servants’ Quarters but claim the glasses are still full • Insist the food isn’t good enough for a noble like Successful investigation of the guardhouse or servants’ Petruchio and have it sent away quarters reveals a scroll of chill touch andascroll of • Poison or overspice the food to the point of suggestion. discomfort while insisting it tastes incredible d4 Item • Using minor illusion to hide his utensils or make him 1 A signal whistle second-guess the location of his chair 2SampleA scrap of paper on which is scrawled “Women: How to file Wow” No matter what tricks characters play, Katherine 3 A small co�on purse containing 5 cp supports them, backing up their claims and expressing 4 A shortsword +1 concern for her husband’s well-being. If characters resort to violence, Petruchio is quick to

13 respond to an attack accompanied by four household him any longer, stating the events of today have guards. Characters wishing to placate him must reminded her of who she really is and also showed her succeed on a DC 15 Charisma (Persuasion or exactly how pleasurable it must have been for him to Deception) check or combat ensues. torment her in the first place. Katherine will not stay with Petruchio and is financially unable to live on her This Gallant Will Command own without resources. Characters wishing to steer her the Sun from her plan with Count Christopher Sly must succeed on a DC 16 Charisma (Persuasion) check or Following dinner, Petruchio wants to show off his roleplay exceptionally well. Thus convinced to change beautiful estate and invites characters to follow him on her mind, Katherine suggests robbing her husband and a tour of his estate. This is an excellent time to give becoming an adventurer. Proceed to “The Anger of My Petruchio a taste of his own medicine. Ideally, Heart.” characters have acquired items and spells from their In a situation where adventurers choose to fight previous investigation to mess with his head. Katherine to put an end to her for vengeance, she Possibilities include, but are not limited to: summons Petruchio and fourguards to defend her. Though cruel to her, Petruchio fights any he perceives • Casting hallucinatory terrain on the grounds, but as a threat to his property and defends Katherine to the acting as if all is normal death. • Casting dancing lights and challenging him on the number of lights shown (there are four) Thy Life, Thy Lord, Thy • Causing him to slip by castinggrease , then praising his gracefulness Keeper • Insulting his clothing as unfashionable, then cutting Count Christopher Sly arrives, grinning. Katherine his attire to ribbons to “improve” it reveals her plan to kill Petruchio and have the Count take his place. She confesses she doesn’t love the Count, Petruchio wants to maintain the appearance of control but their presence in her life has made her open to the at all times. He frequently reasserts his masculinity in possibility of affection. Count Sly sees the whole affair toxic ways as a response to japes at his expense. as good fun, and is happy to help do away with an Petruchio is so desperate to appear “in the know” and abusive jerk. Characters who doubt Sly’s ability to “in on the joke” that he is willing to go along with assume the role of Petruchio must succeed on a DC 14 increasingly asinine charades rather than admit cruel Charisma (Persuasion) check to convince them to jokes are being made at his expense. He cannot accept reveal they are a dragon and can assume any shape they the idea that someone might not like him, or worse, please. Otherwise, they simply reassure the concerned mean him harm. characters that appearances can be deceiving. Characters who enjoyed tormenting Petruchio but Exeunt balk at murder in cold blood can persuade Katherine to find an alternate route by succeeding on a DC 16 After Petruchio has been humiliated to a point where Charisma (Persuasion) check or roleplay exceptionally either characters begin to feel uncomfortable or he has well. Count Sly is up for anything, as long as Katherine taken at least 18 points of damage, Katherine suggests is safe and everyone except Petruchio has a good laugh. Petruchio rests until he is recovered. He goes to his Proceed to “The Anger of My Heart.” bedroom, leaving Katherine and the adventurers alone. Characters willing to kill Petruchio find him asleep in bed, giving them a surprise round of attack. As soon as Act III: Pastime Passing he awakens, Petruchio summons fourguards . Count Excellent Sly waits outside the door, ready to assist in case things ith Petruchio resting, an get too dangerous for adventurers, for example if an ecstatic Katherine thanks the adventurer is rendered unconscious or Katherine is adventurers for their help and states she harmed in any way. hasn’t felt this alive in a year. She eagerly Once Petruchio and any summoned guards are asks the party if they are ready to take defeated, Sly assumes Petruchio’s form. Proceed to her plan to the next step. “Finale.” If the party is interested in hearing about “the next step,” Katherine reveals asending stone and messages The Anger of My Heart Count Christopher to say “they’re in.” Katherine refuses Dissuaded from murder, Katherine requires help to answerSample questions about what “the next step” is until looting her home. She asks adventurersfile to either guard Count Christopher arrives, but implies it will be great Petruchio’s door and distract him when he wakes up, or fun. Proceed to “Thy Life, Thy Lord, Thy Keeper”. collect valuables worth 200 gp from the home while If the party expresses remorse for the treatment of she stands guard. If the party chooses to take both jobs, Petruchio, Katherine is angry. She refuses to live with Katherine packs a suitcase.

14 If Count Sly is present, they assist with guarding and wakes up and wanders around, any servants or guards distracting Petruchio, as that sounds more fun. Sly is spoken to by characters inform him the manor is being partial to their new town and is reluctant to go on the looted. lam with Katherine. They say their home is always open to her, though. Adventurers who truly believe the SIDEBAR: LOOTING AN EMPTY HOUSE two are meant to be together can convince the couple If all four items from each Act I random table is found prior to run away as a couple by succeeding on a DC 20 to Act III, characters who succeed on their searches in this act instead find 50 gp per room in coins and random art Charisma (Persuasion) check or roleplaying objects. exceptionally well.

Guarding the Door Once 200 gp in coin or items is collected or Petruchio is Petruchio is sleeping, but is awakened by loud noises. defeated, proceed to “Finale.” Adventures must succeed on a DC 10 Dexterity (Stealth) check when approaching the door and keep their voices low. Any loud sounds within 100 feet wake Finale him. Once awakened, Petruchio demands wine to help Katherine is either living happily with her new dragon his headache. If left unattended, he wanders husband in the guise of Petruchio, or set to live the life throughout the manor, checking that things are where of an adventurer. they should be. If he finds anything missing, he calls for It is undesirable to have Katherine and the real Katherine and sixguards to arrest the burglars. Petruchio stay together due to the abusive nature of Katherine does not fight against the party, but does not their relationship. If characters insist on Katherine speak on their behalf, either. staying with her husband, the bleakness and danger of this ending should be impressed upon them. It is a sad Distracting Petruchio ending. Playing a game (dice, cards, etc.) with Petruchio distracts him for 30 minutes. Juggling, singing, telling Resolving the Hooks jokes, or playing music distracts him for a length of A Sister in Need time based on the quality of the performance. Succeeding on a DC 10 Charisma (Performance) check If Callidus Aerin takes Petruchio’s place, Bianca is distracts him for 10 minutes. The DC increases by 5 for surprised that her sister was able to make things work every further 10 minutes that characters wish to with her husband. She lacks confidence in how long the distract him. peace will last, though views the party as brilliant Petruchio is also distracted by a repeat of the negotiators. She rewards them as promised and offers gaslighting from Act II, though it causes him great to hire them for future missions that require a velvet distress. Successfully casting three illusion spells causes glove. him to doubt his reality and go back to sleep If Katherine becomes an adventurer, Biana bemoans immediately. Successfully casting two illusion spells and her sister’s fall in station, but admits she is happy that succeeding on a DC 10 Charisma (Deception) check has Katherine is safe from an abusive partner. She rewards the same effect. the party as promised and offers to hire them for her husband’s future “second story work,” possibly assisted Looting the House by her sister. Characters investigating the bedrooms must succeed on A Letter from an Old Student a DC 10 Dexterity (Stealth) check prior to their investigation or Petruchio wakes up. Characters are Katherine is grateful to her tutor and their friends for now familiar with the manor and may perform the all the help. If she has replaced Petruchio with Lord Sly, same DC 12 Intelligence (Investigation) and Wisdom she pays them as promised. If she becomes an (Survival) checks from Act I at advantage. Failed checks adventurer, she regrets she can no longer afford to pay result in a loud noise or something breaking as a result them. Instead, she offers to accompany them for a time of the search. Servants always come to investigate loud and repay their kindness with action. noises and clean upon broken objects, asking for Hook 3: Petruchio’s Boast information regarding how an object broke. Failed Regardless of what happened to Petruchio, his Taming investigations made in bedrooms, the great hall, the School is closed for good. music room, and the courtyard wake up Petruchio. Investigations made in the rest of the house are too far for him to hear. Further Adventures OnceSample again, characters may investigate by speaking • A new job from Bianca and Lucentiofile with servants and guards as in Act I, though there are • Introducing Katherine to the mercenary life heightened risks to this. Servants speaking within 100 • Friendship with Callidus Aerin, famed prankster feet of Petruchio’s bedroom may wake him up among dragons accidentally while speaking. Additionally, if Petruchio

15 Appendix A: Statistics Callidus Aerin (Human Form) Any creatures, characters, or significant objects like Medium humanoid (human), chao�c good vehicles that appear inA Shrew’s Vengeanceare given statistics below. Stat blocks are sorted in alphabetical Armor Class 18 (plate) order. Hit Points 184 (16d12 + 80) Speed 30 �. Other Sources.The martial arts adept’s statistics are reprinted fromVolo’s Guide to Monsters. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 17 (+3) Callidus Aerin Saving ThrowsDex +6, Con +10, Wis +7, Cha +8 Callidus Aerin is an adult copper dragon. When they SkillsDecep�on +8, Percep�on +12, Stealth +6 shapechange into a humanoid, use the statistics printed Senses Passive percep�on 22 here (right). Otherwise, their statistics are as presented Languages Common, Draconic in theMonster Manual, with the addition of the Challenge9 (5,000 XP) “Shapechange” trait (as written in their Human Form Legendary Resistance (3/Day).If Callidus fails a saving throw, stat block). they can choose to succeed instead.

Shapechange. Callidus magically polymorphs into a Martial Arts Adept humanoid or beast that has a challenge ra�ng no higher than their own, or back into their true form. They revert to their Medium humanoid (any race), any alignment true form if they die. Any equipment they are wearing or carrying is absorbed or borne by the new form (Callidus’s Armor Class 16 choice). In a new form, Callidus retains their alignment, hit Hit Points 60 (11d8 + 11) points, Hit Dice, ability to speak, proficiencies, Legendary Speed 40 �. Resistance, lair ac�ons, and Intelligence, Wisdom, and STR DEX CON INT WIS CHA Charisma scores, as well as this ac�on. Their sta�s�cs and capabili�es are otherwise replaced by those of the new 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0) form, except any class features or legendary ac�ons of that form. SkillsAcroba�cs +5, Insight +5, Stealth +5 Senses Passive percep�on 13 Brave. Callidus has advantage on saving throws against Languages any one language being frightened. Challenge3 (700 XP)

Unarmored Defense. While the adept is wearing no armor ACTIONS and wielding no shield, its AC includes its Wisdom modifier. Mul�a�ack. Callidus makes two melee or ranged a�acks on their turn. ACTIONS Greatsword. Melee Weapon A�ack: +5 to hit, reach 5 �., one Mul�a�ack. The adept makes three unarmed strikes or three target.Hit: 10 (2d6 + 3) slashing damage. dart a�acks on its turn. Heavy Crossbow. Ranged Weapon A�ack:+2 to hit, range Unarmed Strike. Melee Weapon A�ack: +5 to hit, reach 5 �., 100/400 �., one target.Hit: 5 (1d10) piercing damage. one target.Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the Leadership (2/Day). For 1 minute, Callidus can u�er a special following addi�onal effects: command or warning whenever a non-hos�le creature that it can see within 30 feet of it makes an a�ack roll or a saving • The target must succeed on a DC 13 Strength saving throw throw. The creature can add 1d4 to its roll provided it can or drop one item it is holding (adept’s choice). hear and understand Callidus. A creature can benefit from • The target must succeed on a DC 13 Dexterity saving throw only one Leadership die at a �me. This effect ends if Callidus or be knocked prone. • The target must succeed on a DC 13 Cons�tu�on saving is incapacitated. throw or be stunned un�l the end of the adept’s next turn. REACTIONS Dart. Ranged Weapon A�ack:+5 to hit, range 20/60 �., one Parry. Callidus adds 2 to their AC against one melee a�ack target.Hit: 5 (1d4 + 3) piercing damage. that would hit them. To do so, Callidus must see the a�acker and be wielding a melee weapon. REACTIONS Deflect Missiles. In response to being hit by a ranged weapon LEGENDARY ACTIONS a�ack, the adept deflects the missile. The damage it takes Callidus can take 3 legendary ac�ons per round, and only at from the a�ack is reduced by 9 (1d10 + 3). If the damage is the end of another creature’s turn. Callidus regains spent reduced to 0, the adept catches the missile if it's small legendary ac�ons at the start of their turn. enoughSample to hold in one hand and the adept has a hand free. file Detect. Callidus makes a Wisdom (Percep�on) check.

16 If We Shadows Have Offended By R. Morgan Slade

he mischievous fairy Puck has most enjoyment, simply happy that the game is played fallen deep into a magical slumber that regardless of outcome. sweeps a resting adventuring group up into an ethereal Dreamscape. The only Adventure Hooks way to escape is to discover how to wake up from this midsummer night’s dream... A Midsummer Night’s Dream The next time the players take a long rest, when all the adventurers are asleep, they are transported to the Adventure Overview Dreamscape and awake there. Puck has accidentally This adventure is broken into the following sections: pulled them into the dream by falling asleep nearby, thus starting the adventure. • Act I: Forests and Faeries • Act II: Puck’s Farewell Puck’s Invitation • Act III: If We Shadows Have Offended Puck meets the adventurers and asks if they would like to play a game, earning rare treasures should they win. Adventure Background If the players accept, Puck tells them to get a good Puck, in their ethereal Dreamscape, is overcome with night’s sleep while they gather all the pieces. When the joy and wonder, unwilling to wake from this dream. adventurers next take a long rest, they wake within the Puck wants to have fun, and insists that a game of Dreamscape. Forests and Fairies is the only way they will wake. Both success and failure result in escape, but if the Dramatis Personae adventurers win Puck’s game, they will earn a powerful Puck memento for their efforts. Puck is a pixie(see Appendix A for their statistics).

Running the Adventure Personality Trait: I seek fun in every moment. Once the players have entered the Dreamscape and met Ideal: If we are all having fun, then everything is going Puck, Puck will invite them to play Forests and Faeries, to be okay. butSample will explain that the rules must be uncovered by Bond: It is my job to provide challengesfile to bring out trial and error during the game itself. The more rules the best in people. the players learn, the better chance they have at Flaw: Chaos means all things are possible. winning Forests and Faeries. The chaos of learning the rules while the game is played is where Puck finds the

17 With that, Puck turns invisible and flies 200 feet high Act I: Forests and above the clearing, but will laugh and cheer as the game Faeries continues. Notably, fireflies will gravitate to Puck, uck’s Dreamscape appears as an often revealing their location as they float over the 80-foot radius clearing surrounded by clearing. dense, impenetrable forest. Puck sits cross- With a successful DC 14 Persuasion check (or after a legged hovering in the air, admiring a soliloquy that results in earning a luck point), Puck’s wooden board game in their lap, excited to voice echoes throughout the clearing, revealing one of see the adventurers. Fireflies illuminate the the following clues: otherwise dark area. I see their knavery: this is to make an ass of you; to fright you, if they could. But do not stir from this place, You wake to find yourself within a dark forest clearing. do what you can: lift your heavy ego, and I will remove Dense overgrowth lines the clearing edge. Fireflies my crown, that I shall hear you are not afraid. illuminate the darkness, flitting around a cheerful fairy creature: Puck. You poor lot never had so sweet a changeling; and jealous Oberon would have your children as knights of Puck’s Dreamscape his train, to trace the forests wild; you must perforce withhold the loved ones, crown them with flowers and Puck’s Dreamscape has the following features: make them all your joy. Dense Surrounding Forest Any creature able to move 10 feet through the dense forest immediately exits into the same clearing from Fie! Damned firebugs! Ever lonely, desperate company! the opposite side. For example, a creature stepping into Will they not relent and leave me to mine hiding spot the forest from the southeastern-most point of the lest I be forced to find another, and another? clearing will re-enter the same clearing from the northwestern-most point. The rules of Forests and Faeries (discovered through Fireflies trial and error in-game rather than explained to the Low light is granted by hundreds of tiny fireflies, gently players) are as follows: swarming around all creatures. Beginning the Game. Once all of the adventurers move to the center of the clearing, the game begins Anti-Planar Travel immediately. One invisible “inner changeling” appears Creatures cannot leave Puck’s Dreamscape through in the center area for every adventurer present, in the extraplanar travel such asplane shift,astheyare image of their ten-year-old selves. Next, one Donkey- currently asleep and sharing Puck’s Dreamscape as one Double enters the clearing through the surrounding collective dream. Once Puck declares the game over, all forest for each adventurer present, functioning as an creatures inside the Dreamscape will return to their exact duplicate of the adventurer with the notable original bodies and wake. exception that their head is that of a donkey. Donkey Doubles.Each Donkey-Double moves and acts Forests and Faeries in mirrored unison with their matched adventurer Now that the adventurers have awoken within Puck’s instead of taking a traditional turn on their own. Dreamscape, the excitable fairy will explain the rules of Imagine a mirror permanently between each the game in question: Forests and Faeries. Puck says the adventurer/double pair for the purposes of matching following: movements, and any attack an adventurer makes against their own double will simultaneously occur from their double back at them, matching all roll I finally found all my pieces! Welcome, welcome! To the results, effects, and damage. It is important to note that victor go the spoils! And to the losers, well, hopefully no each Donkey-Double is wearing a copy ofPuck’s more than a bad dream wrought from a late-night meal Victorious Flower Crown(see Appendix B), but do not of bad cheese. The rules of my most favourite game, benefit from its effects. Forests and Faeries, are as follows: step into the centre, Changelings.At the end of each round, each figureSample out the rules, and survive to the end. Bonus points changeling travels 20 feet towardfile the outlying forest. If if you can hang onto your inner changeling. Simple! an adventurer is able to detect and see through a Good luck! I promise I’ll play fair! Oh, what fun! changeling’s invisibility, they will also see a projection of Oberon beckoning the changeling to them. This projection of Oberon is an illusion and cannot be

18 interacted with. Unless an adventurer is able to If there are surviving victorious intervene, any changeling that reaches the forest edge adventurers... immediately loses their inivisibility and is stolen away Puck recites a speech starting with the following, and by an illusion of Oberon at the end of the round. continuing below with “Puck’s Conclusion”: Revealing Changelings.Adventurers can reveal the changelings through magics that reveal invisible creatures. The changelings cannot be harmed, and are They never had so sweet a changeling; and jealous immune to physical and magical damage. The only Oberon would have the child knight of his train, to trace physical signs of their presence are fireflies hovering the forests wild. I will remember this, challenges and around them, and a warmth that radiates in a 5-feet- friends bested by the King of the Faeries! radius of the changeling. Flower Crowns. If a player motions to remove a If all of the changelings were taken by flower crown from their own head, their Donkey- Oberon... Double will remove their crown in kind. If a player is Puck recites a speech starting with the following, and able to successfully place their double’s flower crown continuing below with “Puck’s Conclusion”: on the head of any changeling, that changeling becomes visible, and moves toward their matched adventurer instead of moving toward the outlying forest. Then fate o’errules, that, one piece holding troth, a Any Donkey-Double that is not wearing a flower million fail, confounding oath on oath. I will remember crown will no longer make mirrored actions with their this, challenges and friends insurmountable this dream. matched adventurer. Instead, they take their own turn Lessons unlearned, and dreams unbound. immediately after their adventurer, using the adventurer’s stats as the basis for all actions. They make If none of the adventurers survived... every effort to render the adventurer unconscious. All actions an adventurer makes against their own Puck recites a speech starting with the following, and Donkey-Double are made with disadvantage. continuing below with “Puck’s Conclusion”: Ending theGame.The goal is to survive to the end, and to keep the changelings inside the clearing. The game ends when all the Donkey-Doubles are If we shadows have offended, think but this, and all is defeated, the adventurers are defeated, or all of the mended: that you have but slumbered here, while these changelings are stolen from the clearing by the visions did appear. And this weak and idle theme, no projections of Oberon. more yielding but a dream, gentles, do not reprehend. If for some reason, Puck is struck with lethal damage Thank you, one and all, for a wonderful game. Now, and would die, the game immediately ends. Jump awake! straight to “If We Shadows Have Offended” and all of the adventurers are afflicted with donkey ears, teeth Puck’s Conclusion and a donkey tail, which are visible to everyone and can only be reversed with a remove curse spell. If every Regardless of the above end result, Puck’s speech adventurer survived and no changelings were lost to concludes as follows: Oberon, Puck’s Wooden Game Board rests among the adventurer’s belongings (see Appendix B). Act III: If We Shadows Have Offended Act II: Puck’s Farewell he adventurers wake, safe and hen the game of Forests and sound, from their rest. Any adventurers Faeries ends, any remaining doubles, who perished during Forests and Faeries changelings, or projections of Oberon find themselves to have sweated through vanish. Any flower crowns removed their sheets, but otherwise no worse for from Donkey-Doubles remain within wear. Any adventurers not only survived the clearing. Any adventurers that have but also prevented their changelings from disappearing fallen unconscious, or have died, vanish as well, leaving into the forest wake with their own copy ofPuck’s only the surviving victorious adventurers. Puck Victorious Flower Crown on their bed as a memento of appears suddenly, overjoyed regardless of outcome and their victory. Any adventurer who perished awakes announces to the survivors (or to themselves in the with donkey ears, teeth, and tail, which only they can event of no survivors): see whenever they see their reflection, and can be Sampleremoved with a remove curse spell.file And those things do best please me that befall prepost’rously! I will remember this, challenges and friends met!

19 Appendix A: Statistics Appendix B: Magic Items Any creatures, characters, or significant objects like Any magic items that appear inIf We Shadows Have vehicles that appear inIf We Shadows Have Offended are Offendedare detailed below in alphabetical order. given statistics below. Puck’s Victorious Flower Crown Wondrous item, rare While attuned to this flower crown, your Charisma Puck (Pixie) score is 19. It has no effect on you if your Charisma is Tiny fey, chao�c good already 19 or higher. This crown is protected by fey magic and cannot be destroyed by anyone except Armor Class 15 willingly by the original owner. Hit Points 4 (8d4 - 16) Speed 10 �., fly30 �. Puck’s Wooden Game Board STR DEX CON INT WIS CHA Wondrous item, rare 2 (-4) 20 (+5) 7 (-2) 10 (+0) 14 (+2) 15 (+2) Once per day, a creature can concentrate on the game board for 1 minute in order to activate it. For the next SkillsPercep�on +4, Stealth +7 10 minutes, illusory wooden pieces materialize on the Senses Passive percep�on 14 board marking the location of all creatures on this Languages Sylvan, Common plane of existence within an 80-foot radius of the Magic Resistance. Puck has advantage on saving throws board, including invisible creatures. The illusory pieces against spells and other magical effects. are all identical and shift to match the movements of the creature they represent. Additional creatures that Opposed to Violence. Puck abhors weapons and would enter the board’s area of effect while it is active are sooner flee than get into a physical alterca�on. revealed and tracked by the board in the same manner. Enraptured by Soliloquy. Whenever Puck overhears a creature speak the word “soliloquy”, Puck can use their Spotlight ac�on on that creature as a reac�on (see below).

Innate Spellcas�ng. Puck’s innate spellcas�ng ability is Charisma (spell save DC 12). They can innately cast the following spells, requiring only their pixie dust as a component:

At will: druidcra� 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

ACTIONS Superior Invisibility. Puck magically turns invisible un�l their concentra�on ends (as if concentra�ng on a spell). Any equipment Puck wears or carries is invisible with them.

Spotlight. Puck can target one creature that they hear speak the command word “soliloquy” and envelop them in a magical spotlight. Any creature outside the spotlight cannot see or hear the targeted creature, nor the spotlight itself, un�l the target moves 5 feet from their current posi�on, at which �me the spotlight vanishes. A compelling soliloquy spoken by a creature within the spotlight may earn a luck point from Puck, should they be sufficiently amused. Creatures may only keep one luck point earned through Puck’sSample ability. file

20 Much Ado About Cookies By Noah Grand

n Shakespeare’s classic play Adventure Background Much Ado About Nothing, Dogberry and the incompetent city watch managed to Familiar Story, Different Names overhear Borachio and his conspirators While this story is heavily drawn from the discussing Don John’s plot so they could be Shakespearian play, most character names are changed brought to justice, and no one dueled to present a more diverse world. Additionally, Claudio. In our story, the city watch was asleep. The Benedick and Beatrice are given more gender neutral only creature who overheard the plot is Avon, a faerie names: Jordan and Harley. DMs are encouraged to dragon. Friar Sudomo hires adventurers to chase after recast the iconic lovers as any gender they wish. the criminals while he forestalls the duel. Generic Setting Adventure Overview This adventure can take place in any large town or city. Baron Wolstan Brent (the Don John character) is a This adventure is broken into the following sections: noble of some influence, but not close to the ultimate authority. He could be inserted into a wide range of • Act I: A Sweet Summer Tale. Avon the faerie existing locations without being too disruptive. dragon overhears Vindonio gloating over Baron Wolstan Brent’s plot to humiliate Hero and her Running the Adventure family. She asks adventurers for help catching Vindonio, then sets up pranks to keep the Baron in This adventure is designed for a party of four to six town. 3rd-level characters. It incorporates all pillars of play, • Act II: Fearsome Forest. Adventurers come across a but leans most heavily toward the social interaction (relatively) friendly hag coven, satyrs, and harpies as pillar. If your group loves to hang out with NPCs, plan they search for Vindonio. a bit more time to run this adventure. • ActSample III: Much Ado About Cookies. The hag coven file has been working behind the scenes to undermine Baron Wolstan’s bullying. After apprehending Vindonio, the party has a chance to bring justice to the Baron.

21 Adventure Hooks Baron Wolstan Brent Wolstan Brent is a baron (knight), and uses he/him Guard Auditions pronouns. Count Claudio and Friar Sudomo have placed help wanted signs, offering a pay raise for guards who are Personality Trait: Bully, petty, confident actually competent. City guards are known for sleeping Ideal: I am the greatest noble, so all should kiss my nearby, blissfully unaware. ring. Bond: I am a jerk, so I had better pay my subordinates Family Connections well. Characters with a noble or soldier background may Flaw: I can’t get anyone to love me, so I hate the entire have seen the failed wedding between Hero and concept! Claudio a day beforehand and be asked to help the Friar mediate. Dee Bonegiggle Dee Bonegiggle is a chaotic neutralgreen hag,and Forest Adventure uses she/her pronouns. Harley left word with a local adventuring guild that she is off on a grand adventure. If someone really wants to Personality Trait: Jovial, maternal, prankster follow in her footsteps, they can look for Avon. Bring Ideal: Who says a hag can’t be the land’s best hostess? her the Friar’s cupcakes! Bond: Have you had enough to eat, dearie? Flaw: I rely on my sisters to do all the hard work. Dramatis Personae Serene Lorene Springscratcher Friar Sudomo Serene Lorene Springscratcher is a chaotic neutral Friar Sudomo is a gold dragonborn naturepriest ,and green hag, and uses she/her pronouns. uses he/him pronouns. Personality Trait: Diligent, aesthete, homebody Personality Trait: Guardian, nurturing, pacifist Ideal: Disguises are such a bother. Ideal: Everyone can find harmony with the world. Bond: One of us has to keep a roof over our heads. Bond: I can’t have kids, but I have a dragon, even Flaw: Sometimes I forget what being a hag is all about. though she’s technically older than me. Flaw: I care more about protecting others than my personal life. Stabby Sam Spotcleaver Stabby Sam Spotcleaver is a chaotic neutralgreen hag, Avon and uses they/them pronouns. Avonisablue faerie dragon, and uses she/her pronouns. Personality Trait: Defiant, idealistic, proletarian Ideal: Sisterhood works by majority. Personality Trait: Hungry, curious, prankster Bond: Eventually humans will learn how great coven Ideal: I love a good show, but I’d never knowingly hurt life is. someone. Flaw: I keep butting into other people’s business! Bond: All the world’s a stage! Flaw: I only give one performance a day, so I expect undivided attention! Sample file

22 creek in the middle of the trek unless someone asks Act I: A Sweet Summer about a walking path. It is a two-hour detour to the Tale nearest bridge. ll adventure hooks point the Friar Sudomo makes sure to remind the party that characters to Friar Sudomo, a gold Vindonio and his companions should be brought back dragonborn nature priest who is trying to alive if at all possible. defuse the conflict. He agrees to meet the party in his temple. It is a relatively plain Baron’s Bullying Interlude structure, in comparison to other parts of As characters start to leave the city, they see Baron the city. A strong aroma of cinnamon and sweetened Wolstan Brent (a knight) surrounded by 20guards . bread comes from the kitchen. Sudomo is happy to see adventurers. After a pro forma interview to ensure they are pure of heart, please As the party nears the city gates, a knight sitting astride read or paraphrase the following: a horse barks orders at twenty guards, all carrying shields with matching red and white crests and horribly Friar Sudomo takes a large cupcake out from his mismatched armor. The knight looks down from his knapsack and holds it aloft. A bit of icing on the left side horse and addresses the party: of the pastry disappears, and then something takes a “I am Baron Wolstan Brent, the most important lord large bite from the other side. A feminine voice starts of this realm, and I have a quest of utmost urgency. A gleefully laughing from above the cupcake, saying “Oh, small fey creature stole a cookie from me yesterday! you’re so sweet!” in Draconic. This is unconscionable! Anyone stealing from the great Then a foot-long blue dragon appears over Sudomo, Baron Wolstan Brent must be put to death!” grinning as she nibbles the rest of the cupcake from his hand. He orders them to stop in the name of justice! The Baron knows he isn’t the most important of nobles. If others in town build up their own power and Avon, a blue faerie dragon, saw Vindonio’s start to ignore his demands, he could easily lose all his confession. She took Baron Wolstan Brent’s plot to influence. He considers sweet, innocent Avon a deadly humiliate Hero, Claudio, and Leonato as a personal threat to his attempts to dominate the city. He has affront to the rules of comedy. Stealing a wedding cake heard Avon likes hanging around Sudomo’s church is funny, because humanoids can always run around to because of her sweet tooth. Adventurers were recently buy or make another cake. However, faking an affair to seen walking out of there, so he hopes they can help. ruin a wedding is cruel and can cause lasting damage. Besides, any new soldiers or adventuring types arriving As much as Avon wants to help bring the conspirators in the city must be put in their proper place: beneath to justice, she is smart enough to know she has a Baron Wolstan Brent! captive audience and wants to milk it for all she can. For all that Baron Wolstan Brent loves to drag down She asks adventurers to give her more sweets. competent or mirthful adventurers, he does not want Sudomo is happy to let adventurers use his kitchen; violence. After all, he could get hurt in a fight. Instead, his real test of the adventurers’ character is how well the Baron is desperate to bully others, because it is the they work together and whether they treat his best only way he can feel good about himself. His friend Avon well. A successful DC 13 Wisdom (Cook’s desperation grows more and more apparent if Utensils) check is needed to satisfy Avon, but anyone adventurers do not stoop to his level. Unlike the who specifies they are making “healthy” food instead of Shakespearean play (where Don John escapes), in this a dessert watches as she tries to spit the meal back in adventure the characters eventually get to confront him their face! After a successful dessert, Avon casts her for his treachery. once per daymajor image to show what she saw. Baron Wolstan Brent knows Jordan and Harley left The Friar knows this illusion spell clearly isn’t yesterday to track down his associates, but he insists enough evidence to arrest Vindonio. However, it was they will take a detour learning lessons in love from the enough to get Jordan and Harley to chase into the satyrs and will never want to come back. forest after him. Avon laughs so hard at the thought of As bad as the city watch is as investigators, they are the couple as investigators that she turns red, then formidable in a fight, particularly when Baron Wolstan invisible from embarrassment. The couple is probably Brent brings 20 of theseguards to enforce his petty going to spend more of their time investigating each demands. If adventurers try to fight, Baron Wolstan other very thoroughly than anyone else. Brent rides away while the guards beat them to AvonSample gives directions to the three sisters of the unconsciousness. He meets themfile in jail ten hours later wood, who are much more likely to have useful to taunt them while they are in shackles, and then information. Yes, they are hags, but they are such good Claudio escorts them out of the city to complete the cooks and always treat Avon with kindness! Because adventure, taking up to 20 gold pieces per adventurer Avon flies, she forgets to warn humanoids about the as a fine.

23 Dee Bonegiggle, Serene Lorene Springscratcher, and Act II: Fearsome Forest Stabby Sam Spotcleaver are a coven ofgreen hags,but hile people inside the city have they are all chaotic neutral instead of neutral evil. They been unable to rein in Baron Wolstan love welcoming people who flee the city and mocking Brent’s petty schemes, some hags of the humanoid standards of decency and order. forest are hard at work to undermine Lorene insisted on an elvish-style cabin to maintain a him. Unfortunately, the adventurers’ ruse, but her siblings know she just loves their sense of most likely allies have problems of their minimalist beauty. She does most of the work cooking own to deal with. and cleaning, so she gets to choose the décor. When characters enter the cottage, Lorene is finishing a stew Oh, Yeah, About That River and makes no effort to hide that she’s a hag. Sam, If adventurers followed Avon’s directions without however, is still in their disguise as a young adult wood double-checking, they come across a fast-moving creek elf with long, fiery red hair and tacky large gold after an hour of travel. (If they asked for the nearest earrings. bridge, skip this scene.) Sam and Lorene both expect Avon to send more humanoid visitors from the city their way. The two siblings encouraged the faerie dragon to steal Baron It is a merry journey, full of chirping birds and curious Wolstan Brent’s cookie, knowing this would infuriate deer, suddenly interrupted by the sound of loud crashing him and undermine the legitimacy of his orders. Sam is water. A 20-foot-wide river blocks the party’s path. returning from a secret meeting to replace the Downstream is a series of logs stuck on jagged rocks, monarchy with elections. each with sharp branches pointed out. The hags hosted Vindonio and his two companions in their guest room two days ago. Yesterday they Adventurers looking around can find two obvious hosted Jordan and Harley. They are happy to share ways to cross the river: where these groups went if the party is willing to stay for lunch and then play a game. All three members of • Logs. Anyone trying to run across the logs while the coven know humans tell stories of hags serving maintaining their balance must succeed on a DC 12 humanoid children as part of a stew. Dee and Sam both Dexterity (Acrobatics) check. tease Lorene about today’s “special stew” to see if • Stones. Trying to jump across a series of slick stones humanoids believe this superstition and hold requires a successful DC 12 Strength (Athletics) prejudicial views. A successful DC 14 Wisdom (Insight) check. check is needed to see through the ruse. Sam does not break character, but Dee and Lorene both back down On a failed check, that character slips and falls and explain the joke if characters start to leave or halfway through, at the deepest part of the river. The threaten violence. current pulls them 50 feet downstream, into a sharp branch dealing 7 (2d6) piercing damage. Then they can The Party Game gingerly pull themselves across the river without After lunch, the coven wants some of their guests to getting hurt again. Anyone trying to swim across must play a party game. Lorene never gets to visit the succeed on a DC 12 Strength saving throw or suffer the theater, so she asks two people in the party to give a same fate. dramatic or comedic speech. Whoever gives a better If adventurers want to look for an easier crossing, performance gets the same prize for good luck they can make a group DC 12 Wisdom (Survival) exploring the forest that Harley won yesterday. Lorene check. On a success, they find a shallower part of the suggests some topics: “My sister forgot to bring river ten minutes upstream, and can walk across the 2- supplies for the stew,” “Battles in interior decorating,” foot-deep path with no difficulties. “Taming the spiders, praising the shrew”. Whoever wins receives a scroll of enhance ability, which can be The Happy Hags given to anyone else in the party later. Once this game is over, Dee asks if she can perform. Adventurers learn that the local hag coven has become Because Dee prefers lewd and flirtatious performances, the protectors of the forest and anyone fleeing from Sam nominates the adventurer most obviously oppressive nobles like Baron Wolstan Brent. displaying a sign of piety and/or nobility as her partner. Sam asks the two performers to alternate back and The smell of freshly baked bread and sweetmeats wafts forth, giving short monologues where they hear fromSample a large log cabin in the woods, apparently of elven someone they are fond of is madlyfile in love with them. design. An older human woman with purple hair sits on (DMs, be sure to break character and check with that the front porch, petting her black cat. She beckons the player to ensure they are not in an uncomfortable adventurers to come inside and get some food after their position. Feel free to skip this game if your table would long journey. not enjoy it.)

24 At the conclusion of these games, the hags explain the second saving throw is charmed by Tylete. The that Jordan and Harley chased Vindonio into a cave order is important, because Syraria is less interested in deep in the woods, past the satyrs’ stage. They murder. intentionally led Vindonio into a trap, knowing that thegiant spiders who live in the cave would knock Terrain humanoid interlopers unconscious. However, the hags A 20-foot-long, 4-foot-deep river gently flows from are too busy incessantly mocking anyone who gave a west to east. However, the river is at the bottom of a bad performance with their Mimicry to remind 30-foot ravine. As the waters have receded, each edge adventurers about the spiders. of the ravine has a 5-foot-wide strip of rocks and silt, so anyone falling into the ravine lands on a hard surface Satirical Exchange instead of the water. Adventurers start 40 feet in front of the ravine, as the tree line breaks enough for the Adventurers follow the hag coven’s directions and see a harpies to see them and start singing. wooden stage off in the distance. Twosatyrs dance Anyone falling into the ravine must succeed on a DC around a bound human with a bag over his head while 13 Dexterity saving throw to fall into the softer silt their leader Stratford (a satyr, he/him) glumly drinks instead of a rock. They suffer 10 (3d6) bludgeoning from his jug. damage from the fall, or half that on a successful save. The satyrs are holding Guillermo (abandit , he/him) Anyone climbing up the ravine who does not have a prisoner after he got separated from the rest of climb speed must make a DC 12 Strength (Athletics) Vindonio’s group when they encountered theharpies check. On a success, they can spend their action to on the riverbank. The harpies are holding one of the climb the full 30 feet, essentially taking the Dash action. satyrs prisoner under their luring song. Without a full On a failure, they cannot spend their action this way cast, the show cannot go on! and are a vulnerable target; any melee attack against Stratford proposes a simple trade. Adventurers bring them this turn is made at advantage. back the missing satyr, and they can take Guillermo to administer any kind of justice they feel is appropriate. Creatures Guillermo knows that he is in way over his bound Two harpies, the raven-haired Tylete and the blonde- head, but adventurers may be benevolent enough to haired Syraria perch near the cave. Tylete loves the grant him clemency and a chance to start a new life in a harpy way of life and kills indiscriminately, even if she place far, far away from here. He tries to tell a story that does not need food. She is proud, arrogant, and fights Syraria, the blonde harpy, is more interested in to the death because she could not live with herself companionship than feeding. after “submitting” to a humanoid in a peace accord. However, it is hard to talk with a bag over one’s head Eztili the satyr lies unconscious in their nest. and satyrs practicing the bagpipes. A successful DC 12 Syraria has grown tired of this routine and wants to Charisma check using any appropriate skill is enough feed on all kinds of emotions. She asks everyone she to get the satyrs to back off long enough for Guillermo charms to perform. If they all spend their next action to tell his tale. A successful DC 10 Wisdom (Insight) performing, Syraria flies to the other side of the ravine, check confirms he is telling the truth. On a failed check, ensuring her performers do not fall and kill themselves. Guillermo comes off as too nervous and willing to say She is happy to make any deal to save her life, anything to be freed. particularly if she is in danger. If Syraria has a chance to leave peacefully, she shares Harpies Hate Hunger that Tylete charmed Jordan an hour ago. He was about Apairofharpies, Syraria and Tylete, make their nest to plunge to his death when Harley joked that he was near the riverside cave where Vindonio is hiding out. such a bad soldier, he couldn’t even kill himself falling off a cliff. This vicious mockery broke the charm. Syraira laments that it would be a crime to kill someone as The hags said Jordan is a wonderful singer and witty and cruel as Harley, not fully understanding that performer, headed to a cave in a ravine. As the party the bard felt remorse for actually causing pain to save nears the edge of the forest, melodic, almost angelic their lover. singing tugs at the heartstrings. This is no ordinary bard; it’s the lure of a siren’s song!

While one harpy wants to kill all humanoids, the other is incrediblySample bored with luring idiots to their death. file Adventurers should make their Wisdom saving throws against the harpies’ luring song before rolling initiative. Anyone failing the first saving throw is charmed by Syraria and ignores Tylete’s song, while anyone failing

25 Jordan’s poison has worn off, but he only has 11 hit Act III: Much Ado About points and is playing dead. Harley’s poison wears off on Cookies round five. She has 9 hit points and three 1st level spell n this concluding act, adventurers slots remaining. Once she wakes up, he tries to break have a chance to bring both Baron Wolstan the web while she castssleep to try and neutralize the Brent and his underling Vindonio to justice. spiders. If adventurers have not taken a rest yet, remind them that this is a good time to take SIDEBAR:THE LOVERS AND GENDER a short rest. DMs are free to recast the gender of either character in this iconic Shakespearean couple. Humanoids Wanted All directions point to a cave down in the ravine, where giant spiders hold Vindonio and his men, Adjusting This Encounter Jordan, and Harley. When characters go into the cave, If you have six characters in the party, add a thirdgiant please read or paraphrase the following: spider. Results Spider webs cover the cave mouth and walls. Just inside Assuming the adventurers deal with the giant spiders, the cave is a wanted poster, held tightly in place by the they can keep Vindonio and his companions restrained webbing. Another piece of parchment lies in cinders at and take them back to town. Vindonio has learned that the cave mouth, next to slightly singed webbing. No if he begs for mercy, some time in jail is probably a lot sounds come from the cave, no signs of life. safer than living on his own in the forest. After a full day of adventure, the party probably needs a long rest. While the hags’ cabin is cramped, Terrain they are more than happy to accommodate. The cave has a 30-foot by 10-foot opening, then turns at a right angle, opening to a larger 50-foot by 30-foot Viva La Revolución! expanse. Fading sunlight provides dim light for the first Wherever the party decides to rest for the night, Avon section of the cave, but there is no light in the larger finds them to share that Baron Wolstan Brent was too room where the spiders keep their prisoners. busy chasing her to leave the city. Adventurers can arrive in the morning to bring him to justice! Wanted Posters If the party camps anywhere but the hags’ cabin, ask Identical posters are displayed every 10 feet in the first them to take watches. Anyone passing a DC 17 section of the cave. The text, written in Sylvan, declares Wisdom (Perception) check hears Avon giggling. that the giant spiders work for the protectors of the Otherwise, the party finds themselves missing one forest and any humanoid sedated in the webbing is a pastry or other treat before Avon reveals herself. If the prisoner under their authority; see Sam or Lorene for party doesn’t have anyone who speaks Draconic or prisoner transport. If characters can speak Sylvan, Sylvan, she points to the hags’ cabin to arrange for a remind them that Sam and Lorene are two of the hags translator. they met earlier. The Hags’ Cabin Creatures If the party spent the night at the hags’ cabin, Lorene Two giant spiders lie in wait along the walls of the translates Avon’s Draconic into Common. back room. They attack any humanoid that doesn’t The hags have taken turns watching the party’s entire speak in Sam or Lorene’s voice, paralyzing them and journey. If the characters put on a good show – witty waiting for their hag masters to return. A successful banter, particularly good or bad decisions, or other DC 15 Charisma (Performance) check can imitate their merriment – each hag gives the party a special charm to voices. Anyone who can speak to animals can convince use against Baron Wolstan Brent and his most loyal the spiders that they are the hags’ allies with a guards: successful DC 10 Wisdom (Animal Handling) check. If combat ensues, Vindonio (athug , he/him) and his • Dee’sCharm.A purple tulip. When crushed as an two accomplices (bandits) recover from spider poison action, the bearer casts Tasha’s hideous laughter ona on round three. Each has 7 hit points and is restrained target within range, using Dee’s coven spell save DC in webbing in the northwest corner of the room. Once of 13. The bearer must maintain concentration on theySample wake up, they each try to break out of the webbing the spell. file and run for their lives, abandoning their companions. • Lorene’s Charm.A chocolate chip cookie. When eaten Jordan (ascout , he/him) and Harley (abard asin as an action, that adventurer casts bless at second Appendix A, she/her) are restrained in a scandalous but level, targeting themselves and up to three allies. fully clothed position in a single web in the southeast. They must maintain concentration on the spell.

26 • Sam’sCharm. A ring shaped like an eyeball. When a while he thinks he has the upper hand. Because Baron non-evil creature spends an action to kiss the ring, Wolstan Brent can never admit that others are in a they cast moonbeam on a spot within range, using superior position, either in combat or morality, the Sam’s coven spell save DC of 13. The bearer must closest he gets to surrender is offering to let maintain concentration on the spell. Once adventurers leave town with their lives. He is prone to concentration is lost, the ring ceases to be magical. make this offer right before falling in battle. All of the Baron’s allies are sellswords working for Each charm expires within 24 hours, even if it is not the highest bidder and/or sticking with Baron Wolstan used. Brent out of fear. They would gladly flee if Baron Wolstan Brent is losing and adventurers accept that their role in combat is just business. Jordan and Harley are in the background, fighting additional thugs elsewhere. They can be included in combat if things are particularly dire. (Harley’shealing word may be a boon to parties with no healing.) If the adventurers brought Vindonio back to town alive to stand trial, Harley gives them each a Bardic Inspiration die (d6) before combat begins. Adjusting This Encounter If there are only four characters, remove athug .The remaining spy and thug only have 20 hit points. If there are six characters, add aspy . Finale dventurers must choose whether to kill Baron Wolstan Brent or knock him unconscious and leave him for trial, just as they chose what to do with Vindonio earlier. Regardless of what happens, The Grand Finale Leonato and Claudio pay the party 250 gp As adventurers arrive in the city – likely in the for their services, along with giving away the Baron’s following morning – Baron Wolstan Brent is nowhere stone of good luck. to be found. The party can make a group DC 12 If adventurers kill the Baron, Leonato firmly asks Charisma (Investigation) check. On a success, they can them to leave the city after paying them. Members of piece together enough rumors that the Baron spent so the city guard look at them as a genuine threat to order much energy chasing after Avon that he is resting at his if they ever return. Jordan, Harley, and the hags are a villa; characters gain advantage on initiative when little more ambivalent about the party, but can be confronting him. On a failure, Friar Sudomo finds the persuaded to give a second chance party and tells them of Baron Wolstan Brent’s location If adventurers let the Baron stand trial, he is found after the Baron has had his morning coffee. Either way, guilty after Avon, Vindonio (if alive), and Sam (in please read the following: disguise as Vindonio or one of his accomplices) all testify against him. The party is invited to Hero and Claudio’s wedding. Afterwards, Hero and Claudio are The Baron steps out of his villa, with far fewer guards awarded Wolstan Brent’s manor to live in, as he is than yesterday, but still barking orders. “This divested of his title and possessions. Both foolishness has gone on long enough! Robbery of a noble and hags are happy to offer the party additional work. cannot stand! You will pay for your role in this treachery!” Further Adventures Further adventures would likely center around Sam’s Terrain quest to replace the entire monarchy with a more A 60-foot square courtyard, with occasional statues that democratically elected system of government. They provide full cover for a medium creature to hide know adventurers often live outside the establishment behind.Sampleand might be natural allies. Asidefile from Baron Wolstan Brent, the nobles aren’t particularly evil, so adventurers Characters may prefer to side with the nobles instead of the hags. Baron Wolstan Brent (armed with astone of good luck) leads a spy, two thugs andanacolyte into battle. Baron Wolstan Brent is far too smug to offer peace

27 Appendix A: Statistics Any creatures, characters, or significant objects like vehicles that appear inMuch Ado About Cookies are given statistics below. Other Sources.The bard’s statistics are reprinted from Volo’s Guide to Monsters.

Bard Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt) Hit Points 44 (8d8 + 8) Speed 30 �.

STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Saving ThrowsDex +4, Wis +3 SkillsAcroba�cs +4, Percep�on +5, Performance +6 Senses Passive percep�on 15 Languages any two languages Challenge2 (450 XP)

Spellcas�ng. The bard is a 4th-level spellcaster. Its spellcas�ng ability is Charisma (spell save DC 12, +4 to hit with spell a�acks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave 2nd level (3 slots): invisibility, sha�er

Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Taunt (2/Day). The bard can use its bonus ac�on on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, a�ack rolls, and saving throws un�l the start of the bard’s next turn.

ACTIONS Shortsword. Melee Weapon A�ack: +4 to hit, reach 5 �., one target.Hit: 8 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon A�ack:+4 to hit, range 80/320 �., one target.Hit: 5 (1d6 + 2) piercing damage. Sample file

28 Bubble, Bubble, Toil and Trouble By Tessa Simpson

his adventure is based on William last, no longer at war and King Duncan is free to return Shakespeare’sMacbeth . A drawn-out home, a prospect not all of Bryntun is looking forward undersea war has just ended, and the to. Some say that it was King Duncan’s arrogance that triton King Duncan wishes to kept them at war for so long; others still gossip about congratulate his general Macbeth for how once the going got tough, King Duncan got going. everything he did to help the war effort. Macbeth’s castle sits on the edge of Bryntun, where King Duncan hires the party to escort him to Lord and the ocean meets the land to form a salt-water swamp. Lady Macbeth’s house. Unfortunately, the king is This castle was given to Lord and Lady Macbeth ten murdered in the early hours of the day, and the lord of years ago, when Macbeth became the leading general in the house accuses the adventurers of treason. the army. Macbeth has been a stalwart champion for Bryntun since the start of the war, rallying troops, Adventure Overview leading battalions, and fighting in the name of Bryntun and King Duncan. Some of Bryntun’s citizens say that The adventure is divided into the following sections: the kingdom would no longer exist were it not for Macbeth’s leadership. • Act I: A Desert Place • Act II: A Drunken Hope • Act III: A Damned Spot Running the Adventure This adventure is intended for a party of four 5th-level Adventure Background characters. King Duncan rules the kingdom of Bryntun, an underwater civilization deep in the ocean. Bryntun has Adventure Hooks been in a long war with its neighboring kingdoms, A Prince’s Request Norwunder and Errlas. Ten years ago King Duncan left Prince Malcolm approaches the party while they are at his undersea castle for the safety of his secret fortress, rest. He has heard of their recent exploits, is impressed hidden far away from Bryntun and the bloody war. with their bravery, and wishes to hire them to escort Recently, the king of Norwunder sent a letter to King his father, King Duncan, across the land to their home Duncan, promising that Norwunder would submit to in the underwater kingdom of Bryntun. Prince Bryntun’sSample rule if Bryntun defeated Errlas. Thanks to the file Malcolm explains that the players are only required for hard work of King Duncan’s generals, Macbeth and the land portion of their travel. On the edge of Banquo, Norwunder and Bryntun’s combined soldiers Bryntun’s territory is Macbeth’s castle, about a two- defeated the Errlas army, sending scant survivors day’s journey from where they stand, and once the fleeing to further depths of the ocean. Bryntun is, at

29 adventurers deliver King Duncan to Macbeth’s castle, Dramatis Personae their task is complete and they are free to go. Prince Malcolm offers the party members 1000 gp each for King Duncan completing this task. King Duncan is a tall tritonnoble , standing 5’8”. His kingly robes are adorned with small blue-green scales A Sunken Dream that ripple in the light. He sees himself as a father figure One or more of the heroes experience a disturbing to the citizens of Bryntun. He is firm, insightful, and dream (or vision, for those who don’t sleep). sensitive, but sometimes he comes across as a naive This dream starts with the party member lying down royal, unaware of what troubles the common folk. He in smelly, brackish water. The muddy ground beneath is proud of his son, Prince Malcolm, and thinks he may them starts pulling them closer, and they begin to sink. be a great king someday, but he is in no hurry to give The fog is thick around them, and they see nothing that up the crown. Now that the war is over, he feels he has they can grab onto to escape. If they feel in the water much work to do. around them, or they sink chest-deep, they find a heavy, pole-like object stuck in the mud beside them. Personality Trait: The common folk love me for my Pulling this object out of the ground causes the water kindness and generosity. to swirl and start to drain until the character is standing Ideal: It is my duty to protect and care for the people in water only ankle-deep. A successful DC 15 Wisdom beneath me. If I am not well, they will not be well. (Perception) check reveals that there are ribbons of Bond: The common folk must see me as a hero of the dark red blood flowing through the muddy water people. where they retrieved the object. The object is a trident, Flaw: The common folk worry about insignificant made out of gold, covered in seaweed and decorated things and try to distract me with their troubles. with red and purple fish scales. A successful DC 12 They should have more faith that their king will Intelligence (Investigation) check reveals a motif of provide. auger shells along the center prong. After the water drains, a voice cuts through the fog, Prince Malcolm rough and cackling. “All hail, Thane of Cawdor.” Prince Malcolm is a taller-than-average tritonknight , Bubbles appear in front of the adventurer, growing in standing 5’5”. His princely robes are adorned with small intensity until a greatsword surfaces and floats on the blue-silver scales similar to his father’s, although not as water. The greatsword is also decorated with red and numerous. He has enjoyed his time on the surface but purple fish scales, and a successful DC 12 Intelligence worries that the king has been away from his kingdom (Investigation) check reveals a motif of auger shells for too long. He is friends with General Banquo, and is carved along the heart of the blade. eager to see him again after so much time apart. If the hero picks up the sword, the voice comes again, saying, “All hail, Thane of Glamis.” If the adventurer Personality Trait: I would rather make a new friend touches the sword to the center prong of the trident, than a new enemy. both weapons begin to glow. It begins to rain, and the Ideal: Respect is due to me because of my position, but player must succeed on a DC 15 Wisdom saving throw. all people regardless of station deserve to be treated On a success, the rain turns to drops of gold, and the with dignity. voice says, “All hail a living king. One who escorts him Bond: My loyalty to the people of Brynton is shall be made richer than his wildest dreams. Serve unwavering. Duncan to his castle and this shall come to pass.” Flaw: The surface world is a wondrous place, and I On a failure, the rain turns to drops of blood, and the wish to enjoy all its pleasures. voice says, “All hail a forgotten king. One who remembers him shall go with him and thusly be made Lord Macbeth more powerful than he can imagine. Serve Duncan to Lord Macbeth is a triton gladiator of average height, his castle and this shall come to pass.” standing 5 feet tall. His nobleman’s robes are decorated Whichever rain it is, it starts to fall harder and the with small silver and red scales. Lord Macbeth has been voice begins to laugh, a horrible cackling sound that acting as the leader of the Bryntun army for ten years seems to be coming closer and closer. The hero says, “I and feels underappreciated for his hard efforts. come, Graymalkin,” and begins vomiting seawater. The adventurer wakes up to the smell of saltwater and Personality Trait: I judge people by their actions, not blood, and finds a closed scallop shell in their pocket. their words. Opening the scallop shell reveals 1 gp and a message Ideal: In life, as in war, the stronger force wins. carvedSample into the top of the shell, reading, “I come, Bond: I would do anything for myfile wife and trust her Graymalkin.” judgement completely. Flaw: I have little respect for anyone who is not a proven warrior.

30 Lady Macbeth Act 1: A Desert Place Lady Macbeth is a tritonkraken priest (see Appendix f the party is escorting the king to A) slightly taller than average, standing 5’3”. She wears the Macbeth castle, Prince Malcolm meets a half-cape over her noblewoman robes, which are them in the morning with the rest of the decorated in the same fashion as her husband’s. She procession: 6 servants (commoners),4 carries a staff that is decorated in abalone shell. guards, and King Duncan, who travels in a Precious stones are inlaid at the top, alternating red and carriage. purple in colour. Lady Macbeth thinks her husband has If the adventurers had a dream, they run into the been an excellent leader and thinks King Duncan is a king’s escort, a carriage surrounded by the four guards. coward for leaving Brynton, although she does not The character who had the dream notices fish scales share this opinion in front of her king, of course. decorating the carriage, and one of the guards speaks to this party member. “Please come no further. King Personality Trait: I’ll settle for nothing less than Duncan is resting inside.” Prince Malcolm then arrives, perfection. looking haggard, and tells the guard that he has been Ideal: If I become strong, I can take what I want - what unable to find any suitable escorts for their journey. I deserve. Upon noticing the party, Prince Malcolm asks if they Bond: I love my husband more than anything. would be their escorts, offering them 500 gp each for Everything I do is for the protection and betterment their troubles. of him. If the party refuses, then one of them begins to suffer Flaw: I’d rather kill someone in my sleep than fight from the Black Spot (see Appendix D). fair. If the heroes try to talk about the dream with any of Banquo the king’s escort, Prince Malcolm discourages them, Banquo is a triton noble of average height, standing 5 saying, “I care not for dreams and visions. I prefer to feet tall. His robes, while of noble make, are not as keep my mind in the waking world.” If the heroes fancy as the those of the other nobles in the court and continue speaking about the dream, Prince Malcolm are decorated with small blue scales. His wife and ignores them until they stop. Fleance’s mother passed away three years ago, and The Journey Banquo has been raising Fleance on his own since then. It is a two-day journey from where they are to the castle in the swamp. On the first day, Prince Malcolm Personality Trait: Nothing can shake my optimistic talks with the party members. He has enjoyed living on attitude. the surface for the last ten years and is eager to share Ideal: I always try to help those in need, no matter his favorite parts of dry land and enjoys hearing stories what the personal cost. from the party as well. If asked, Prince Malcolm shares Bond: My son, Fleance, is destined for great things. I that although he has enjoyed his time on the surface, he am raising him to be better than his father. is eager to be going home where things will be ‘normal’ Flaw: My loyalty sometimes leads me to blindly trust again. those closest to me. On the second day, the party comes across three old Macduff women (green hags in disguise) sitting on a blanket Macduff is a tritonknight of below-average height, drinking tea on the side of the road. The old women standing only 4’10”. He thinks that King Duncan could wave the party down and ask if they have any have ended the war much sooner if he were just a bit chestnuts. Whether the adventurers have chestnuts or more ruthless. He believes mercy is something one not, the old women ask for a “pilot’s thumb.” A pilot’s shows to animals, not enemies, but he follows orders thumb is an object of their own creation, and the and upholds the law of his king. His plate armor is women do not describe what it is or what it does, only decorated with blue and green scales. that they desperately need one. If the heroes say they do not know what a pilot’s thumb is, the women request Personality Trait: I work hard, so that I can play hard that the adventurers fashion one out of their supplies. when the work is done. Witches Pleased Ideal: We all do the work, so we all share in the The party may make something, call it a pilot’s thumb, reward. and give it to the old women. If adventurers do, this Bond: My honor is my life. pleases the women and they thank the players Flaw: I follow orders, even if I think they’re wrong. profusely. Roll 1d6 on the Swamp Travel Encounters Sampletable (see next page), and havefile the rolled encounter occur once the characters continue their journey. The king escort arrives at Macbeth’s castle just after dinner.

31 A mist rolls in, shrouding the crocodiles’ escape. The SWAMP ENCOUNTERS TABLE mist does not touch the road, but any character who d6 Encounter enters the mist must succeed on a DC 13 Constitution 1 1 will-o’-wisp saving throw or suffer one level of exhaustion. If they 2 3 swarms of insects linger in the mist for more than five minutes, or if they leave the mist and then return, they must repeat the 3 4 bullywugs saving throw. The king’s escort arrives at Macbeth’s 4 1 giant crocodile castle in the middle of the night, waking the people of 5 Quicksand Underfoot.The party must succeed on a DC 15 the house. Dexterity saving throw or be stuck in the quicksand. It takes three creatures 30 minutes to pull one creature free of the quicksand. If less than three creatures are aiding Turning In for the Night this effort, add another 10 minutes for creature missing. When the king’s escort arrives at the castle, they are 6 Swamp Gas. A large bubble bursts nearby, le�ng loose a greeted warmly and taken to an inside parlor to wait. horrific stench. All creatures within 30 feet must succeed on a DC 13 Cons�tu�on saving throw or be poisoned for Macbeth has the king’s room set up and ready for him, 1 hour. but the party members have to wait one hour until their rooms are ready. Witches Sated If the adventurers leave the Witches Pleased and If the party doesn’t have a pilot’s thumb and doesn’t arrive shortly after dinner, King Duncan waits in the attempt to make one, they may apologize to the old parlour with the party until their rooms are ready. women for not having one. The old women thank Otherwise, King Duncan thanks the players for them anyway and send them on their way, but they do escorting him, promises to have their payment ready in not arrive at Macbeth’s castle unscathed. Roll 2d6 on the morning, and retires to his room immediately. If the Swamp Travel Encounters table (see above). The the players were friendly to Prince Malcolm during king escort arrives at Macbeth’s castle well past dinner their journey, he stays in the parlor until their rooms but before the house has retired for the night. are ready. Otherwise, he shares a quick conversation with Banquo and then leaves with his father. Witches Scorned In the parlor are five servants (commoners), Lord If the party refuses to give the old woman what they Macbeth, Lady Macbeth, Banquo, and (if the witches want, by simply saying no, not being extremely are Pleased or Sated) 1d8 courtiers (nobles).The apologetic counts as rude to these old women, or riding servants fetch food or drink at the party’s request. If the past the old women without stopping to speak with heroes try to speak with the servants, they end the them, this group also does not arrive at the castle conversation after one minute and leave the room to unscathed. continue their work. Lord and Lady Macbeth are warm Halfway between the old women and the castle, the and gracious hosts and greet each player personally group is attacked by threecrocodiles . The crocodiles before sitting at the parlor table. The courtiers, if go last in initiative order. If the beasts attack a party around, sit at the parlor table and discuss the recent member who has not attacked them, their jaws pass war and how Brynton might change now that King right through; they are illusions, only dealing damage Duncan is back. If still in the room, King Duncan and to those that damage them. When two of the crocodiles Prince Malcolm also sit at the parlor table. are dead, or when the players realize that they are only Spellcasters, or anyone wishing to find magical things illusions—a DC 13 Intelligence (Investigation) check in the room, can make a DC 14 Intelligence (Arcana) reveals that they are illusions—the crocodiles retreat. check. On a success, they can tell that Lady Macbeth’s Once out of range of their weapons, or if the party kills staff has magical properties. A successful DC 16 a crocodile while it is retreating, its head splits open, Intelligence (Arcana) check on the first or a subsequent revealing a child’s face covered in blood. The child roll reveals that Lady Macbeth appears to be casting speaks: minor spells while talking at the table. If the players stare at Lady Macbeth for more than two minutes, or if they try to investigate further, Lady Macbeth notices “Here I have a pilot’s thumb, wreck’d as homeward he did them staring. At this, she excuses herself from the table come.” and leaves the room. Lord Macbeth frowns at the party members and, during Act II’s events, will not ask them At this, the bodies of the dead crocodiles likewise split to interrogate Banquo. open, and the children get up and walk to stand in a Banquo, on the other hand, is all too happy to talk group. The three children’s heads speak in unison: with the party while they wait. He asks about their trip, Sampleshares bits of fun court gossip, requestsfile stories of past exploits, and brags about his son, Fleance. Towards the “Fair is foul and foul is fair; hover through the fog and end of the conversation, Banquo calls for wine, and filthy air.” once a few drinks have been had, Banquo shares that he thinks that his son will do “great things” some day, with

32 much conspiratorial winking. If any of the adventurers room once combat starts. If the heroes defeat the probe for more information with a successful DC 8 guards, they find Macduff leaving the castle. Macduff Charisma (Persuasion) check, Banquo shares that he invites the party along to his camp (skip to “Macduff’s has recently heard of a prophecy, saying that his son Camp” in Act III). and his son’s sons will be king. He says that three old women told him they were soothsayers, and read his Staying in the Castle fortune for a fee. After sharing this information, a If the players agree to the lockdown without a fuss, servant informs the players that their rooms are ready. they have the morning to themselves, after which Banquo gets embarrassed that he shared his prophecy Macbeth approaches them and asks them to interrogate and asks the players to keep it secret, as such talk could Banquo, who he suspects killed the king to secure be construed as treasonous. kingship for his son. If they refuse, Macbeth nods, asks for their discretion in this matter, and secretly gets a spy to tail them. Act 2: A Drunken Hope The spy is a triton wearing ahat of disguise.Hewears he first party member to wake up in black boots that are embellished on the heels with small the morning and leave their room meets silver and red scales. The spy listens in on the party’s Macduff, a visiting noble who is here to conversations and reports back to Macbeth that pay homage to the king. He is wandering evening before the party. If the spy catches the players the halls looking for a good place to wait saying they suspect Macbeth of killing the king, for the king. Macduff is cordial and chatty Macbeth throws the adventurers into the dungeon and talks with the adventurer about his own castle, before the party that evening. If the party discovers the comparing its riches to Macbeth’s, although Macduff is spy, the spy attempts to run away and tell Macbeth. If not convinced the war is over. After a moment, they the players catch him or start to shout about him, he hear a scream coming from the king’s chambers. If they slits his own throat and dies before saying anything. rush to the sound, the party arrives at the scene just as His pockets are empty. Macbeth is slicing the throats of the servants, who have If the party agrees to interrogate Banquo, Macbeth failed their king by not keeping proper guard. gives them a potion of poison, saying it is a potion that Prince Malcolm flees the castle as soon as he hears compels the drinker to tell the truth. Banquo spends that his father is dead, afraid that whoever killed his the day in his room, the kitchen, or the parlor room father is coming after him as well. entertaining Fleance. He becomes distressed at the Macbeth says that he slew the servants in a fit of party’s questioning and sends Fleance away so that they passion, so upset was he that their carelessness killed might talk in peace. If the heroes offer him the potion, the king, but a successful DC 15 Wisdom (Insight) he drinks it gladly to prove his innocence. Upon check shows that his eyes are shining strangely. He is drinking the potion, he coughs a bit, says he does not glad to have killed those guards. Macbeth announces feel well and that he is going to lie down in his room, that the castle is on lockdown and that he will act as but he affirms he had nothing to do with the murder interim king, requesting to speak to the party privately. before he leaves. The party may spend their lockdown time in their A Private Conversation personal rooms or in the parlor. If they wander the Macbeth is going to ask the heroes what they did the castle, every five minutes a servant approaches them night before: Do they have any evidence that they did and the party members have to succeed on a DC 13 not kill the king? Unless they say something Dexterity (Stealth) check or be escorted back to the outrageous, he listens, nods, and says that he finds their parlor. While in the parlor, a successful DC 12 excuses agreeable—but alas, he has to keep them under Intelligence (Investigation) check of the room reveals a house arrest in the castle. secret entrance hidden in the bubble fountain that leads outside to the front of the castle. Leaving the Castle If any adventurers argue and try to leave, Macbeth gives them the task of going after Prince Malcolm. SIDEBAR: BUBBLE FOUNTAINS Instead of fireplaces, Macbeth’s castle has bubble fountains. Prince Malcolm fled the castle, just as a guilty murderer A steady stream of large bubbles �roughly the size of a would. The heroes are asked to depart the following grapefruit, on average� trail from these decora�ve pots, which are o�en lined with pleasant�smelling herbs and morning, giving them the day in the castle to think rocks. The fountains are pressurized water taken from about the offer. If the party members refuse again, underground hot springs. The fountain gives off a bit of Macbeth accuses the party of killing the king and steam as well as bubbles, and the bubbles themselves are full of warm steam. When a bubble is popped, steam is threatensSample to lock them in the dungeon. If the released in a so� cloud, instantly file warming the area around adventurers continue to argue, Macbeth calls for his where it was popped. The bubbles warm rooms in bubble and steam form, and typically you’ll find a cluster of bubbles guards. Sixguards enter and surround the party. The in the corners of a room. guards take them to the dungeon, unless the characters resist, in which case combat ensues. Macbeth exits the

33 There are four other secret entrances that lead outside the castle. Macduff invites the players along to his that can be found if the party searches the castle. If the camp. adventurers decide to search for more secret entrances, they must make a successful DC 13 Intelligence Going After the Prince (Investigation) check and also Dexterity (Stealth) check The heroes are sent to go after Prince Malcolm. A to hide from the servants while investigating. The DC successful DC 10 Wisdom (Survival) check reveals of the Intelligence (Investigation) check increases with hoofprints leaving from the castle up a road towards each secret entrance found (14, 16, 18, 20), and the the forest in the swamp. This is the trail left by players must succeed on Dexterity (Stealth) checks Malcolm’s horse the day before. They meet Macduff on between each Intelligence (Investigation) check as they the road; he snuck away earlier that morning, wanting snoop about. The secret entrances lead outside the to get out after that strangeness the night before. castle in four directions: east, south, west, and north. Macduff suggests they travel together for The outside entrances are practically undetectable companionship, as he has his army camping in the unless you already know what to look for, in which same forest the party is headed for. Macduff freely case a successful DC 12 Intelligence (Investigation) shares his growing suspicion of Macbeth. If the party check reveals their presence. refuses to travel with him, they part, and after an hour on the road, the players run into a servant who is dying The Banquet of grievous wounds. The servant says he has come The banquet tonight hosts the same courtiers from the from Macduff’s castle, where Macbeth sent many night before, as well as Macduff, the party, and Lord soldiers to slaughter everyone. The servant begs the and Lady Macbeth. A ghost appears, clad in robes party to relay the message to Macduff. If the heroes decorated with small blue scales. A successful DC 12 agree, the servant says, “Praise Graymalkin,” and dies Wisdom (Insight or Perception) check reveals that the peacefully. If the adventurers refuse, the servant coughs ghost is Banquo. At first, only the party members can up blood and curses them: “May Graymalkin punish see the ghost. The ghost does not interact with anyone, you, unsavoury whelps.” The servant vomits more but instead makes its way around the room to sit in blood and dies while yelling angrily at the party. Macbeth’s chair, now becoming visible to Macbeth. If the adventurers still refuse to return to Macduff, Upon seeing the ghost, Macbeth begins to scream: the three green hags begin to follow them, as they are intrigued by people who would snub fate in such a way. “Thou canst not say I did it: never shake thy gory locks While traveling with Macduff, a servant from at me!” Macduff’s castle comes to inform him that Macbeth sent soldiers to Macduff’s castle and that everyone in Macduff’s castle has been slaughtered, including his Lady Macbeth escorts her husband out of the room, wife. When this news of his family's execution reaches and the ghost of Banquo smiles and disappears. Lord him, Macduff is stricken with grief and vows revenge. and Lady Macbeth re-enter, and Lord Macbeth They all end up at Macduff’s camp in the woods. apologises for his sudden outburst and tries to continue the party. The ghost appears a second time, now visible Locked in a Dungeon to everyone, and attempts to strangle Macbeth. Lady The party has all of their items taken away and gets Macbeth orders the players to destroy the ghost and thrown into a dungeon. However, they are left save her husband. If the players refuse, Lady Macbeth unguarded and can escape with a successful DC 12 grips her staff and casts thedispel evil and good spell to Dexterity check using thieves’ tools to pick the door dismiss the ghost. lock or a DC 18 Strength check to knock the door As the ghost dies (or is dismissed), it speaks: down. Once they escape, they find Lady Macbeth opening a “Thou play’dst most foully for’t.” portal to the forest. She sees the growing army rising against her husband and vows upon Graymalkin that those that stand against her husband shall all meet their Act 3: A Damned Spot end. At this, a cackling noise comes from behind the acbeth orders the party to go party. (If the DM used the A Sunken Dream hook, the after Prince Malcolm, the prime suspect character who had the dream starts to laugh.) Lady in the murder of King Duncan. If the Macbeth is alerted to the party’s presence and attacks. heroes refuse, Macbeth calls in his guards, Lady Macbeth has the stats of akraken priest and Sampleand sixguards surround the party. The can also summon 1d6swarms offile quipper that fly guards take the adventurers to the through the air as if it were water. These quipper can dungeon, unless they resist, in which case combat breathe both water and air but cannot move higher ensues. Macbeth exits the room once combat starts. If than three feet off of the ground. Once she is dead, the the players defeat the guards, they find Macduff leaving quipper sink into the floor. The heroes can go through

34 the portal, which leads them to the forest where they one of the doors with a successful DC 14 Dexterity find Macduff’s camp. check using thieves’ tools, or impersonating a guard with a successful DC 18 Charisma (Deception) check, Macduff’s Camp unless the player is a triton, in which case the DC is 14. The castle has sixguards that walk through the Waiting at Macduff’s camp is a strange man and a boy. castle in pairs. Reaching Macbeth’s room requires a The boy is Fleance, Banquo’s son, who tells the players successful Dexterity (Stealth) group ability check that his father was murdered. If the players are the ones contesting the guards’ Wisdom (Perception) rolls. On a who “murdered” (the living) Banquo, they must make a failure, the guards find the players and attack. If the successful DC 18 Charisma (Deception) check to keep party defeats the guards in two or fewer rounds of this news from Fleance. If the party did not murder combat, the other guards are not alerted and the players Banquo, or if they pass the Charisma (Deception) check can attempt to make another successful Dexterity and they speak kindly to Fleance, he tells them of a (Stealth) check to evade further detection. If the secret entrance into the castle that his father told him adventurers take longer than two rounds, the other about. If the party members have found all of the secret guards on patrol join the combat and Lord Macbeth’s entrances, this is one that they already know. spy (if still living) becomes aware of the party’s The strange man is secretly Malcolm in disguise. He infiltration and goes to warn his master. guesses that the players have been sent to kill him and Macduff has asked for the killing blow against professes his innocence in the murder of the king. He Macbeth, but Macbeth immediately starts attacking the then asks the heroes for help in the fight against party members and does not stop until he is dead or Macbeth. Macduff agrees, wanting the party to help immobilized. slay Macbeth. Macduff asks for the killing blow against As soon as Macbeth is dead or securely immobilized, Macbeth and won’t let it rest until the party say yes. the three old women come out of the shadows and If the adventurers still refuse and just leave, the three congratulate the party on killing the king. “Graymalkin green hags begin to follow them, as they are intrigued has much blood to feast on now; he is sated for a time, that there are people who would snub fate in such a thanks to your work.” way. Depending on the adventurers’ actions at the beginning of the adventure, the old women act one of Sneaking in to the Castle three ways: The party sneaks into the castle. If they use one of the secret entrances, the DC of the Dexterity (Stealth) Witches Pleased check is 12. Otherwise, the DC is 16. Other ways to get The old women give each player a+1 weaponand 1000 into the castle include scaling the walls with a gp each. successful DC 16 Strength (Athletics) check, unlocking

Sample file Witches Sated Hags The old women thank the players and give them 500 gp Any surviving hags swear revenge for their fallen eachandapilot’s thumb(see Appendix B). sister(s) and return to haunt the party once they have healed. They create hags until their coven of three is Witches Scorned whole again. The old woman shed their disguises and reveal themselves to be green hags. They cackle, praise Graymalkin Graymalkin, and then attack. Any remainingswarms All Bryntun tritons shiver at the name Graymalkin, he of quipper from Lady Macbeth’s portal return and who lurks in the depths. If the party asks, they tell the attack the party as well. story of how tritons traveled from the Elemental Plane If the heroes attack the old women in any scenario, of Water to the Material Plane (refer to page 115 of the old women shed their disguises and begin to attack. Volo’s Guide to Monsters for more information on this If the hags fear they are beginning to lose (either all story and Graymalkin). three are at half-health, or there is only one hag left), they summon the remainingswarms of quipperfrom Appendix A: Statistics Lady Macbeth’s portal and attempt to escape. The Any creatures, characters, or significant objects like quipper swarms do not otherwise appear. vehicles that appear inBubble, Bubble, Toil and Trouble If the hags are defeated, each one drops a magical are given statistics below. item: a thane of Glamis, a thane of Cawdor,orapilot’s Other Sources.The kraken priest’s statistics are thumb (each in Appendix B). If thepilot’s thumb has reprinted fromVolo’s Guide to Monsters. already been given to the party, then it is not dropped again. Kraken Priest Aftermath Medium humanoid (any race), any evil alignment

Resolving the Hooks Armor Class 10 Hit Points 75 (10d8 + 30) A Prince’s Request Speed 30 �., swim 30 �. Prince Malcolm takes the throne. He adopts Fleance as his own and pronounces him his heir. His first act of STR DEX CON INT WIS CHA kingship will be to start a trade alliance with the city 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) he’d been staying near. Communication between SkillsPercep�on +5 Bryntun and surface cities has never happened before, Damage Resistancesbludgeoning, piercing, and slashing and some are concerned for Bryntun’s safety once the damage from nonmagical a�acks land-dwellers know of its existence. Senses Passive percep�on 15 Languages any two languages A Sunken Dream Challenge5 (1,800 XP) The character who had the dream knows that thethane of Glamis and thethane of Cawdor are the same weapon Amphibious. The priest can breathe air and water. in their dream. They begin hearing the voice of Innate Spellcas�ng. The priest’s spellcas�ng ability is Graymalkin speaking to them as long as they are within Wisdom (spell save DC 13, +5 to hit with spell a�acks). It 30 feet of either weapon. Graymalkin tries to convince can innately cast the following spells, requiring no material the character to turn away from their current components: profession and become a warlock worshipper of him. At will: command, create or destroy water Any time this character kills a creature while within 30 3/day each: control water, darkness, water breathing, water walk feet of either weapon, the character will say, “I come, 1/day each: call lightning, Evard’s black tentacles Graymalkin,” as the creature dies, and hears Graymalkin hiss his approval. ACTIONS Thunderous Touch. Melee Spell A�ack:+5 to hit, reach 5 �., Further Adventures one creature.Hit: 27 (5d10) thunder damage. Macduff Voice of the Kraken (Recharges a�er a Short or Long Rest).A kraken speaks through the priest with a thunderous voice Macduff is angry with the party for not letting him kill audible within 300 feet. Creatures of the priest's choice that Macbeth. There's a chance he pursues the party and can hear the kraken's words (which are spoken in Abyssal, attempts to exact his revenge. He might ambush their Infernal, or Primordial) must succeed on a DC 14 Charisma Samplesaving throw or be frightened for 1file minute. A frightened camp or challenge them to a duel, if they have conducted themselves honorably. target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

36 Appendix B: Magic Items Appendix C: Graymalkin Any magic items that appear inBubble, Bubble, Toil and (Warlock Patron) Trouble are detailed below in alphabetical order. In the beginning of time, krakens were used as Pilot’s Thumb weapons in the wars between the gods. Once the gods’ Wondrous item, uncommon (requires attunement) wars ended, however, the krakens united together and A blue-skinned thumb with a hole through the vowed never to be bound by other beings. The tritons fingernail, allowing it to be strung onto a cord or chain. of the Elemental Plane of Water forced the krakens While holding or wearing this item, you can gain into the Darkened Depths, a place of crushing pressure proficiency with any kind of vehicle, provided you can and complete and utter darkness. Graymalkin was one inspect it for one hour. of the first krakens to discover how to move between The thumb has three charges. As an action, you can the planes, and he led the escape to the Material Plane. expend a charge to castcreate or destroy water.The When the tritons realized that the krakens had thumb regains 1d2 charges each day at dawn. If you disappeared, it was too late. Graymalkin was quite expend the thumb’s last charge, roll a d20. On a 1, the taken with the Material Plane, and had learned that thumb rots into dust and crumbles away. surface dwellers were very compliant, especially when put under a little pressure themselves. A great ambition Thane of Cawdor grew within him. He wished to rule this new world. Weapon (trident), uncommon (requires attunement) Now, his followers are many, and his powers grow A golden trident, decorated in a swirling pattern of red stronger every day. To his believers, he grants magical and purple fish scales. A motif of auger shells has been power. To his devotees, he grants material power. And carved along the center prong. This trident is magical to his disciples, he grants immeasurable power. and functions as a regular trident weapon. Expanded Spell List It also has five magical charges. As an action, you can expend a charge to summon aswarm of quipper that Graymalkin lets you choose from an expanded list of flies through the air as if it were water. These quipper spells when you learn a warlock spell. The following can breathe both water and air but cannot move higher spells are added to the warlock spell list for you. than three feet off of the ground. The swarm attacks as you direct, but if they do not attack for one full round, GRAYMALKIN SPELLS they disappear. Spell Level Spells The trident regains 1d3 charges each day at dawn. If 1 create or destroy water, absorb elementsXGE you expend the trident’s last charge, roll a d20. On a 1, 2 augury, mind spikeXGE the trident melts into liquid gold, dealing 1d6 points of fire damage to anyone holding it. Once melted, the 3 conjure animals, water breathing trident drips into the ground and disappears. 4 control water, Evard’s black tentacles 5 teleporta�on circle, maelstromXGE Thane of Glamis Weapon (greatsword), uncommon (requires attunement) A large greatsword, decorated in a swirling pattern of Grasp of the Kraken red and purple fish scales. A motif of auger shells has Starting at 1st level, you gain the ability to call forth been carved in the heart of the blade. This greatsword spectral tentacles that grab at your foes. As an action, is magical and functions as a regular greatsword pick a point you can see within 60 feet of you. A horde weapon. of grasping tendrils appears at that point. Creatures of It also has five charges. As an action, you can expend your choice within 10 feet of that point must make a a charge to castdisguise self orcharm person. Charisma is Strength saving throw against your warlock spell save yourSample spellcasting ability for these spells. DC. On a failed save, the targetfile is grappled for 1 minute The sword regains 1d3 charges each day at dawn. If or until you use this feature again. The spectral you expend the greatsword’s last charge, roll a d20. On tentacle's Strength (Athletics) bonus is 2 + your a 1, the sword disintegrates into small barnacles. proficiency bonus and its reach is 10 feet.

37 The Black Spot At 6th level, you gain the ability to curse your foes. Once per day, you can castbestow curse without expending a spell slot. When you cast the spell in this way, it is cast at the same spell level as your warlock spells, and it gains the following additional effects: • The target gets a small black spot on their skin where you have touched them. The spot grows 1d4 times in size every two days. When the spell ends, the afflicted creature must make a Wisdom saving throw against your spell save DC, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. • While cursed, you are able to castscrying on the creature at will without expending a spell slot. The black spot counts as a body part when scrying. Scion of the Depths Starting at 10th level, your patron accepts you into its inner court of servitors. You gain the ability to breathe water, a swim speed equal to your normal speed, and resistance to lightning damage. Additionally, when you suffer lightning damage, you can use your reaction to cause creatures of your choice that you can see within 30 feet of you to take an equal amount of lightning damage. The number of creatures you can choose is up to your Charisma modifier (minimum of one). Unleash the Kraken At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects. • Transport. You and up to 5 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. A second portal opens, depositing you and your chosen allies there. • Fury. The tentacles slam into your foes. Pick up to five creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. On a failed save, a target takes 10d6 bludgeoning damage and is restrained for 1 minute. On a successful save, a creature takes half as much damage and isn’t restrained. A restrained creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until Sampleyou finish a long rest. file

38