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The Wererat Den: The Brotherhood of The Moon

The Wererat Den is a short D&D adventure that takes place at the Dromadas Inn, which has been taken over by a group of wererats called the Brotherhood of the Moon. They seek to infect travelers with lycanthropy. Recently they imprisoned some children of influential families at the inn. The player characters can get involved through various hooks to investigate the missing children or lycanthrope attacks. They will confront the wererats at the inn and decide how to deal with the situation. Random encounters on the road to the inn include threats like wererats, bandits, and wild beasts native to The Great Wood setting.

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Kris M
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0% found this document useful (0 votes)
123 views12 pages

The Wererat Den: The Brotherhood of The Moon

The Wererat Den is a short D&D adventure that takes place at the Dromadas Inn, which has been taken over by a group of wererats called the Brotherhood of the Moon. They seek to infect travelers with lycanthropy. Recently they imprisoned some children of influential families at the inn. The player characters can get involved through various hooks to investigate the missing children or lycanthrope attacks. They will confront the wererats at the inn and decide how to deal with the situation. Random encounters on the road to the inn include threats like wererats, bandits, and wild beasts native to The Great Wood setting.

Uploaded by

Kris M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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James Introcaso worldbuilderblog.

me

join the operation or if they'll need to be forcibly infected.


The characters can then work their way through the inn
The Wererat Den either by force, stealth, or bluff. They eventually learn the
The Wererat Den is a short fifth edition adventure for a party children of some of Taliana's influential merchants and
of four to six fifth-level characters. This adventure takes political figures are being kept as prisoners in the basement
place in the campaign setting of Exploration Age, but can of the Dromadas Inn and must decide what to do about it.
easily be adapted for any setting you choose.
You can read more about Exploration Age at
worldbuilderblog.me. The Brotherhood of the Moon
The Brotherhood of the Moon are a band of lycanthropes
who believe lycanthropy is the next stage of humanoid
Adventure Background evolution. These lycanthropes view their curse as a gift and
constantly scheme to inflict lycanthropy upon others. They
In the elf and halfling dominated republic of Taliana, a band have a long history of operating within Taliana in
of terrorist lycanthropes known as the Brotherhood of the Exploration Age, but the Brotherhood of the Moon can
Moon have a covert cell hiding at the Dromadas Inn, a easily be brought into any campaign setting.
roadside establishment halfway between Waynana and
Pricillia in The Great Wood on the East Bank of the Vumba
River.
Waynana
The characters begin the adventure in Waynana.
The lycanthropes haven't always run the Dromadas Inn but
they recently infected the establishment's proprietor and Waynana (City Population 50,000) Waynana is one of three
staff. Their plan is simple. Infect any who stop to rest at the sister cities, the other two being Pricillia and Fraya. The
inn with lycanthropy and then let those unfortunate souls lumberjacks living in The Great Wood bring their hauls to
carry the disease to their final destination. Waynana so they can be transported to Pricillia and Fraya for
travel. Waynana is a testament to Talianan woodworking
The leader of the lycanthrope gang is a elf wererat mage,
skill. Beautiful log and wood carved buildings line the
Alcaeus Branthom. Alcaeus is working his way up the ranks
streets, giving the city an inviting and rustic feel.
of the brotherhood and hopes his triumph at Dromadas will
catch the eye of the organization's leaders. The mage is never Waynana parties harder than any other city in Taliana. The
without his halfling wereboar bodyguards, Reconda and lumberjacks love to blow off some steam and often get into
Elvani Iustabar, the howling sisters. rowdy drinking contests with one another. Bar fights are a
common occurrence in the taverns and seem to occur just for
Recently a group of halfling and elf adolescents were
making their way along the road from Pricillia to Waynana. the fun of the participants at times. Waynana is home to
several breweries, distilleries, and vineyards that are all
These children are the sons and daughters of some of
proud to have the elves and halflings who call the place
Taliana's wealthiest and most influential merchant families.
They were headed to Waynana to learn more about Taliana's home imbibe their products.
bustling lumber economy and enjoy the nightlife the party For all its partying Waynana is a bit short on law
city has to offer. Along the way the group stopped at the enforcement and the citizens know it. It's not that the city
Dromadas Inn. doesn’t have the coin, it's that the city council has trouble
convincing folk to sign up. They always have a backlog of
The lycanthropes seized the opportunity, killed or infected
cases and solicit adventurers to investigate crimes for a
the adults and guards within the group and imprisoned the
reward.
children in the inn's basement. Now Alcaeus is torn. He is
unsure if he should infect the adolescent children or use their
imprisonment to blackmail their powerful parents into
becoming lycanthropes. He is using the Brotherhood of the
Hooks
Moon's complicated channels to ask leadership about what The following adventure hooks can be used to get your
he should do with the children and is currently waiting for a players to the Dromadas Inn.
response.

Save the Children


Adventure Synopsis Dreas Mercor, the proprietor of the hugely successful
Using one of the hooks from the Hooks section of this Mercor Lumber Company in Waynana, contacts the
adventure or by some other scheme you cook up, the adventurers because he has heard of their past deeds. The
characters arrive at the Dromadas Inn. They have a chance to purple-clad, mustached halfling is a nervously fidgeting as
interact with the incognito members of the Brotherhood of he tells the characters that he has been waiting for a wagon
the Moon who try to asses if the characters might willingly train of friends' adolescent children to come from Pricillia as
James Introcaso worldbuilderblog.me

he is supposed to be their caretaker during their stay. The The Great Wood Random Encounters
wagons were supposed to arrive five days ago and he hasn't
gotten any word since hear they had left Pricillia. He's sure d12 + d8 Encounter
everything's fine, they were traveling along the road after all, 2 1 fleeing wererat victim*
but Dreas would like some people he can trust to look into it. 3 2 basilisks
He offers to pay the adventurers 200 gp each plus the cost of
food and lodging expenses to search along the road to 4 1d4 giant boars
Pricillia for the children and escort them to Waynana safely. 1 green hag and 1d4+2 giant poisonous
5
snakes
Attack of the Lycanthropes 6 1d4+2 dire wolves
7 1 shambling mound
The beleaguered Waynana police force has recently noticed
a pattern of increased lycanthrope attacks. Over the past few 8 1 troll
months several travelers coming by way of Pricillia into the 9 1d4 wererats*
city have suddenly transformed and violently attacked the
10 1 bandit captain and 2d6 bandits
citizens of Waynana. Police investigator Mira Ventulos
approaches the characters based on their reputation for past 11 lumber merchant caravan*
deeds or the characters see a posting advertising the job 12 1d4 orog bandits
directing them to Mira. She offers the characters 100 gp each
13 2 owlbears
plus the cost of food and lodging expenses to search along
the road to Pricillia for any signs of lycanthrope activity and 14 4 druids*
to report back when they learn. She offers them an additional 15 1d4 + 2 giant spiders
10 gp each for every lycanthrope they slay.
16 1d8 + 7 wolves
17 1 hill giant
A Stay at the Dromadas Inn 18 1d4 ettercaps
If the characters are journeying along the road to Waynana to 19 1 banshee
Pricillia for any reason they might stay in the Dromadas Inn.
If they stay here the characters are attacked by wererats in 20 1 unicorn*
their room at night. Druids. The characters pass a group of druids meditating
near the road. These druids are friendly and if the characters
seem to be respectful they offer them a chance to meditate
The Road to the Dromadas Inn and commune with nature with them. Any character who
spends an hour meditating gains Inspiration.
The road from Waynana to the Dromadas Inn is contained
within The Great Wood. Within these woods halfling and Fleeing Wererat Victim. On the road the characters run into
elven lumberjacks roam, cutting lumber for the cities of a disheveled, starving elf woman named Betra Closo. She is
Taliana and exporting boards and wood across Canus. Of half mad, raving about being in the Dromadas Inn when she
course the woods have hungry beasts and vicious monsters woke up to a strange creature gnawing on her shoulder. She
who might see a few adventurers as an easier target than a pushed the creature away and fled the inn, but is afraid that
troop of lumberjacks. whatever the thing was that bit her is still after her. If the
characters approach her she is cautious but trusts them out of
necessity.
Random Encounters Betra is infected with wererat lyncathropy, but doesn't know
While traveling in The Great Wood the characters may it yet. If she stays with the adventurers, during the next full
encounter all sorts of people and monsters. Roll a d20 three moon she transforms into the hybrid form of an elf wererat
times for each day the PCs are traveling in the forest, once and attacks the adventurers.
for morning, once for afternoon, and once for night. On a roll
Lumber Merchant Caravan. The characters pass a caravan
of 18-20 a random encounter occurs.
of lumber merchants resting along the road. If they stop to
Use The Great Wood Random Encounters table to determine talk with the merchants, the characters learn the merchants
what type of encounter occurs. For encounters marked with are looking forward to reaching the famous Dromadas Inn on
an asterisk use the descriptions provided after the tables. the Vumba River because it is famous for its suckling wild
boar and soft feather beds.
Wererats. This band of four wererats were infected at the
Dromadas Inn and now stalk the road for potential prey. If
they are overwhelmed they try to flee back to the inn, but if
captured and interrogated, only a successful DC 20 Charisma
James Introcaso worldbuilderblog.me

(Intimidation) gets them to reveal the location of their base. Features of the Area
The wererats fear the wrath of Alcaeus and in most cases
would rather die than give up their brethren. Ceilings. The ceiling on the 1st and 2nd floors of the Inn are
15 feet high. The basement has a ceiling 5 feet high.
Unicorn. A unicorn passes by the road and touches a random
good-aligned character with its horn gently. That character Doors. Each door in the Dromadas Inn is made of heavy oak
gains the Charm of Beast Speech. The unicorn then runs off and can be locked and bolted from the inside. The doors
into the forest. have AC 15 and 27 hit points. As an action a creature can
pick a door's lock with a successful DC 15 Dexterity check
made with thieves' tools or force a locked door open with a
successful DC 15 Strength check (the DC for the Strength
Charm of Beast Speech check is 17 of the door is bolted.
You can talk to beasts as if you are effected by the speak
with animals spell. This effect lasts 9 days and then the Illumination. The Dromadas Inn is brightly lit by lava
charm disappears. chimneys and wall-mounted lanterns.

A - Dromadas Inn 1st Floor


Fast Travel As you open the heavy oak door into the wooden inn, a
Taliana's roads are lined with magic speedy cobblestones burst of cozy warmth and the smell of roasting meat
installed by The Arcane College. These roads allow for fast assaults your senses. The wood walls form an enormous
travel between towns and cities when using special swifty tavern hall, decked with animal skins and trophies along
boots, swifty horseshoes, and swifty wheels. The speed of the the walls. Stairs lead up from the left side of the door. At
traveler is tripled when using these items along the special the center of the room and in three of its corners bubbling
roads. Travel along these roads is safe, thanks to the swift lava chimneys hold roasting spits above turning wild boar.
speed. If PCs are traveling quickly along the road at tripled
speed, there is no need to roll for random encounters, until A few patrons sit at tables and around the bar, all looking
they stop to rest. Prices for the swfity gear is below. toward the door as it swings open. You note the elf and
halfling patrons take a moment to size you up before
returning to their drinks and conversations. An old, burly
Gear Price Notes halfling behind the bar hands a skinny elf girl a tray of
Swifty boots 50 gp Pair of two mugs and then turns to you. "Welcome strangers. What can
Swifty horseshoes 200 gp Set of four I get for you? Food? Drink? A night's stay?"
Customized for mount of Four elf wererats and two halfling wererats in humanoid
Swifty animal shoes 400 gp
choice form wait in the tavern hall to find out more about the
Swifty wheels 500 gp Set of four characters. The inn's proprietor, Scalus Delfalto, asks the
characters questions about their stay. If they bring up the
children they're searching for or the lycanthrope activity in
the area, the proprietor tries to convince the characters to
Dromadas Inn rent a room or four for the night. While the characters rest,
The Dromadas Inn is famous for its boisterous atmosphere, the wererats attack. If the characters try to leave after
selection of imported liquors, and unique lava pools which bringing up the children or lycanthropes, the lycanthropes
keep the area cozy and warm. The Dromadas Inn was sung block the door and take them head-on.
into existence over a century ago by the halfling bard Emera The characters might notice the inn seems rather empty for
Defalto. Her powerful voice was said to coax the trees and its size. Any character who comments on this is allowed a
stones of The Great Wood into forming a building near the DC 15 Wisdom (Insight) check. A character who makes a
road. Emera retired from the adventuring life to run the successful check notices that while the other guests are
Dromadas Inn. The word dromadas means, “warm home” in engaged in their own conversations, they are still stealing
Halfling. glances and listening in on what the characters are saying
As Emera sang her song, she shaped stone chimneys in the and doing.
Dromadas which led down into deep into the earth bringing The characters can make a show of being interested in
forth bubbling lava. These chimneys keep the inn lycanthropy with a successful DC 15 Charisma (Deception)
delightfully warm, though patrons who have had too much of check if lying or a DC 15 Charisma (Persuasion) check if
the Dromadas' famous liquors should beware the open vents. truly interested. If convinced, Scalus transforms into his
The halfling Defalto family has run the inn for generations. wererat hybrid form and comes around the bar to bite any
Now the Brotherhood of the Moon has taken over and its up showing interest. Those who do not show interest he
to the characters to kick them out. attempts to bite anyway after biting those with interest.
James Introcaso worldbuilderblog.me

If combat breaks out in this room, one elf werewolf from the Aberrant Firearms
second floor comes to join the fray at the end of the second In Exploration Age's world of Canus, aberrations once ruled
round of combat. the world. They have left strange artifacts and spells behind
A trapdoor behind the bar leads to area C and the stairs lead which the mages of The Arcane College have turned into
up the area B. fabulous weapons which shoot acid, cold, fire, and lightning.
The statistics for these aberrant firearms is below.
Lava Chimneys. The lava chimneys are three feet high. A
Medium or larger creature adjacent to a chimney can be
Name Price Damage Weight Properties
pushed into the vent with a successful push attack. Any
creature who enters or starts its turn in the lava chimney Martial Ranged Weapons
takes 22 (4d10) fire damage. Ammunition
Stage. A 5-foot-high stage runs along the southern side of Aberrant (range 80/320),
500 gp 1d6 varies 5 lb.
the Dromadas Inn. A small set of stairs next to the stage can Revolver light, reload (8
be used to get to the top of it, otherwise it costs 5 feet of shots)
movement for a character to climb onto the stage. Ammunition
(range 100/400),
Treasure. Hidden underneath a sheet behind the bar is an Aberrant
750 gp 1d8 varies 10 lb. reload (15
aberrant rifle loaded with with lightning charges, and 20 Rifle
shots), two-
unloaded fire charges. A character behind the bar can notice
handed
the sheet is covering something a DC 15 Wisdom
(Perception) check. Scalus draws this weapon if he is behind Ammunition
the bar when a fight breaks out. Acid Charge
5 gp acid 1 lb. -
Beneath the stairs is a locked closet to which Scalus holds (10)
the key. Inside is a pantry which holds 500 gp worth of Cold Charge
5 gp cold 1 lb. -
imported liquors. A successful DC 15 Wisdom (Perception) (10)
check detects a lose floorboard at the back of the pantry. Fire Charge
Hidden beneath the floor are Saclus' good silver dining sets 5 gp fire 1 lb. -
(10)
which he occasionally brings out if a person of importance
stops at the inn. The complete set is worth 250 gp and Lightning
5 gp lightning 1 lb. -
contains four steak knives which can be wielded as silver Charge (10)
daggers.

B - Dromadas Inn 2nd Floor


Sturdy wood steps lead up to the inn's second floor. Heavy
oak oors dot the hall to the rooms of various guests.
Each room here has the comfortable furnishings. Most of the
rooms are occupied by the lycanthropes on the first floor of
the inn though some are current unoccupied. If the characters
rent a room for the night they stay in room 1. During the
night the wererats from area A and the werewolves in this
area break into their room and attack.
Rooms 2 – 19 are locked because no one is using them or
they are occupied by lycanthropes. If the characters break
into the rooms roll on the Dromadas Inn Upper Level Loot
table to randomly determine what they find.
Room 20 holds two elf werewolves who attack the
characters if they hear or catch them breaking into any of the
rooms or if the characters have already battled audibly with
other lycanthropes in the inn. They wait until the characters
have walked passed their room an then burst out to surprise
and corner them. If a fight breaks out here during the day
two elf wererats from area A rush up the stairs during the
second round of combat. The werewolves also call two
winter wolves in room 21 for help or to cut the characters
off from escape. The door to room 21 is unlocked and the
James Introcaso worldbuilderblog.me

wolves charge through the door when one of the werewolves location on the object. The person who carves the runes
whistles for them to do so. chooses a passphrase in Draconic. When the passphrase is
spoken aloud (whispering counts) by a person holding the
Windows. Any creature pushed out of a window takes 1d10
amulet the trap is rendered inert until that person puts down
bludgeoning damage and lands prone from the 15-foot fall.
the item. A DC 15 Intelligence (Investigation) check reveals
Dromadas Inn Upper Level Loot the runes to any creature inspecting the amulet. A character
who knows Draconic can determine the passphrase with a
d20* In the room DC 15 Intelligence check. A DC 15 Wisdom (Perception)
1 - 10 Nothing of note in the room. reveals an odd heat radiating from the amulet to anyone
handling it.
A gold amulet which is actually an explosive object
11
trap. When a creature handles the trapped item, the trap is
A gold ring set with a ruby which is actually a triggered. 2 rounds later at the start of the round the object
12 explodes in a 20-foot-radius burst. Creatures within the area
deceptive object trap.
must make a DC 15 Dexterity saving throw. Creatures who
20 gp in the pockets of clothes scattered on the fail take 22 (4d10) fire damage. Creatures who succeed take
13
floor. half damage.
An silver broach emblazoned with the symbol of a
14 noble elf house worth 25 gp and taken from one of
the children held captive below. C - Dromadas Inn Basement
An unopened bottle of fiery liquor made by The basement trapdoor to the Dromadas Inn is locked
15
dwarves worth 25 gp in an unlocked chest. (Alcaeus holds the key) and equipped with a poison mister
A bloodstone worth 50 gp hidden in a pillowcase. trap.
16 A DC 15 Wisdom (Perception) check notices the Poison Mister Trap. A nozzle connected to a vial of poison
pillow has an odd lump in it. gas is hidden the trapdoor's lock. Opening the object without
17 50 gp in a cloth bag on a table. the proper key causes the nozzle to spring out, spraying
poison.
A potion of healing in a locked chest. A DC 15
Dexterity check made with thieves' tools opens the When the trap is triggered the nozzle creates a 15-foot cone
18
chest and a DC 20 Strength check can force the of gas originating from the lock. Creatures within the cone
chest open. must make a DC 15 Constitution saving throw. Creatures
An uncommon magic item of the DM's choice in a who fail take 22 (4d10) poison damage and are poisoned for
locked chest. A DC 15 Dexterity check made with 1 hour. Creatures who succeed take half damage and are not
19 thieves' tools opens the chest and a DC 20 Strength poisoned.
check can force the chest open. If this result has A DC 20 Intelligence (Investigation) check allows a
already been rolled, roll again on this table. character to deduce the trap's presence from alterations made
20 Roll twice on this table. to the lock to accommodate the nozzle and vial. A DC 15
*In rooms 17-19 add 10 to the result if the result is 10 or Dexterity check using thieves' tools disarms the trap,
less. removing the nozzle and gas vial from the lock.
Unsuccessfully attempting to pick the lock triggers the trap.
Deceptive Object Trap. The ring is marked with a tiny
indentation of an open mouth frozen in a laugh. Any A small set of stone stairs gives way to an uncomfortably
character inspecting the item can find the indentation with a warm basement and a maze of barrels and crates. Huge
DC 15 Intelligence (Investigation) check. A character pillars made of fire resistant rock rise through the room up
handling the ring feels the indentation with a DC 20 Wisdom to the first floor, radiating heat. These columns are filled
(Perception) check. with lava and carry the liquid magma up to the first floor
of the Dromadas Inn. Fixed around the middle of each
A creature who handles the ring must make a DC 15 column are several large glass beakers filled with a
Charisma saving throw. A creature who fails this saving haunting green liquid.
throw sees allies as hostile enemies and hostile enemies as
allies. Kind words sound threatening and threats sound kind As the PCs approach the southern end of the room, read:
coming from these sources. The only way the creature can
rid itself of this effect is to stop carrying the item. A creature At the back of the room, twelve filthy elf and halfling
who succeeds on this saving throw is aware that something children lie on two large mats. They are gagged and
or someone tried to affect its mind, but is unsure of the chained to the floor.
source and is immune to the effect of the ring for 24 hours.
If the PCs have had a loud battle on the first of second floor
Explosive Object Trap. The explosive amulet is powered by of the inn or if they set off the poison mister trap then
a small set of Draconic runes carved in a difficult to discern
James Introcaso worldbuilderblog.me

Alcaeus knows they are coming. The elf mage wererat casts Tool Racks. Cooking utensils and household tools line these
greater invisibility and waits for the characters to approach racks. A creature can use a successful push attack to push
the children. As they do the mage attacks and his two another creature into a rack. The create who was pushed
halfling berserker wereboar bodyguards ambush the takes 5 (1d10) piercing damage.
characters as they hide behind barrels. If the characters
Treasure. The locked chest near Alcaeus' bed holds a small
manage to catch Alcaeus off guard, he and his bodyguards
sack with 400 gp, a pair of cheater's gloves, and a spy fly.
are sitting at the table interrogating one of the children trying
to find out how the particular individual's parents might be of A DC 15 Dexterity check made with thieves' tools opens the
use to the Brotherhood of the Moon. chest and a DC 20 Strength check can force the chest open.
During combat the wereboars take advantage of the
breakable environment and try to use push attacks against Concluding the Adventure
the characters when possible.
The characters will likely want to see the children home safe.
Barrels and Crates. The barrels and crates are full of the You can allow them to do so and use The Great Wood
expensive liquor the Dromadas Inn is famous for. A creature Random Encounters table for any trouble experienced along
who pushes another creature into a barrel or crate with a the road.
successful push attack causes the crate to break. The creature
who was pushed takes 5 (1d10) piercing damage and is You can use this adventure as a spring board into a campaign
vulnerable to fire damage for 1 minute. centered around the Brotherhood of the Moon. Perhaps the
characters can find some of Alcaeus' correspondence with
Children. The twelve children are frightened but have not leadership and get some names of the higher ranking
been physically harmed by Alcaeus or his brutes. The members of the organization or maybe the Brotherhood of
children are ankle cuffed together and chained to the floor by the Moon starts to hunt the PCs to make them pay for what
one long chain. A DC 20 Strength check can break the chain. they've done. A campaign centered around the Brotherhood
A DC 15 Dexterity check made with thieves' tools and of the Moon could have wild deception, since lycanthropes
unlock a child's individual ankle cuff. Alcaeus has a key to can easily hide in plain sight and friendly NPCs can be
their cuffs. Each child has an AC of 10 and 8 hit points. turned without the characters realizing before it's too late.
Flour Sacks. 25-pound sacks of flour are piled high in the Make sure the characters collect their reward for the
basement. A character can create a 10-foot-square cloud of appropriate the hook used in this adventure.
flour by using its action to destroy a sack.These clouds
reveal the location of invisible creatures standing in them.
Grate. The grate in the back of the room is actually a hinged Magic Items
door which leads out into The Great Wood. A DC 10
Wisdom (Perception) check spots the hinges.
Cheater’s Gloves
Lava Chimneys. A creature can use a successful push attack
to push another creature into a chimney. The create who was Wondrous item, uncommon
pushed takes 11 (2d10) fire damage. These fine white gloves of a gentlemen or elbow length gloves of a
lady were invented by the classiest of thieves. Each glove fastens
Each column has four flasks of acid wired around its middle. with a single, diamond-studded button. While wearing them,
These flasks are Alcaeus' getaway plan. Any creature can you have an itching urge to palm small, unattended objects. When
break an acid flask with a successful attack. The flask has you use these gloves you have advantage when making a Dexterity
AC 10 and 1 hit point. At the start of that creature's next turn (Sleight of Hand) check to steal an item and when your character
the column begins leaking lava. An area with a 5-foot radius plays a game with cards or dice.
on the floor around the column is covered in lava. Each
round at the start of that creature's turn the lava radius grows Spy Fly
another 5 feet. Creatures and objects who start their turn or
enter the lava take 22 (4d10) fire damage. Wondrous item, uncommon (requires attunement)
This small fly is carved of black pearl and no bigger than the real
A character can remove all four acid flasks around a column thing. The small fly is hard to spot and requires a DC 17 Wisdom
by using its action when adjacent to a column to make a (Perception) check to detect. You can use an action to speak the
successful DC 12 Dexterity (Sleight of Hand) check. If the item's command word to make the fly come alive. While it is
character rolls a 1 they accidentally break a flash. activated and within 300 feet of you, you can use your action to
move the fly 30 feet and you see and hear through the item for up to
If both wereboars die or Alcaeus is reduced to half his hit one hour. During this time you are deaf and blind with regard to
points, he breaks the first flask he can with an attack or your own senses. If the fly moves more than 300 feet away from
ranged spell. He then tries to escape through the grate or you, it is deactivated. You can deactivate the fly by speaking the
stairs, whichever is closest. Alcaeus is also not above take a command word again as an action. Once the fly has been activated
child as a hostage to cover his escape if need be. it cannot be reactivated for another 24 hours.
James Introcaso worldbuilderblog.me

Monsters Tusks (Boar or Hybrid Form Only). Melee Weapon Atack: +5 to hit, reach 5
f., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
Wereboar, Halfling humanoid, it must succeed on a DC 13 Consttuton saving throw or be
cursed with wereboar lycanthropy.
Berserker
Small humanoid (halfing, shapechanger), neutral evil

Armor Class 14 in humanoid form (hide), 13 in boar form (natural), 15 in


Wererat, Elf
Medium humanoid (elf, shapechanger), lawful evil
hybrid form (hide and natural)
Hit Points 78 (12d6 + 36)
Armor Class 12
Speed 25 f. (40 f. in boar form)
Hit Points 33 (6d8 + 6)
Speed 35 f. (30 f. in rat form)
STR DEX CON INT WIS CHA

17 (+3) 14 (+2) 17 (+3) 9 (-1) 11 (+0) 9 (-1) STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 12 (+1) 11 (+0) 11 (+0) 8 (-1)


Skills Perception +1
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing damage from Skills Perception +4, Stealth +4
nonmagical weapons that aren't silvered Damage Immunities bludgeoning, piercing, and slashing damage from
Senses passive Perception 11 nonmagical weapons that aren't silvered
Languages Common and Halfling (can't speak in boar form) Senses darkvision 60 ft., passive Perception 14
Challenge 5 (1,800 XP) Languages Common and Elvish (can't speak in rat form)
Challenge 2 (450 XP)
Polymorph. The wereboar can use its acton to polymorph into a boar-
humanoid hybrid or into a boar, or back into its true form which is Polymorph. The wererat can use its acton to polymorph into a rat-
humanoid. Its statstcs, other than its AC and speed, are the same in each humanoid hybrid or into a giant rat, or back into its true form which is
form. Any equipment it is wearing or carrying isn't transformed. It reverts humanoid. Its statstcs, other than its size and speed, are the same in each
to its true form if it dies. form. Any equipment it is wearing or carrying isn't transformed. It reverts
to its true form if it dies.
Brave. The wereboar has advantage on all saving throws against being
frightened. Fey Ancestry. The wererat has advantage on saving throws against being
charmed and magic cannot put it to sleep.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet
straight towards a target and then hits it with its tusks on the same turn, Keen Smell. The wererat has advantage on Wisdom (Percepton) checks
the target takes an extra 7 (2d6) slashing damage. If the target is a that rely on smell.
creature, it must succeed on a DC 13 Strength saving throw or be knocked
prone. Mask of the Wild. The wererat can atempt to hide even when it is only
lightly obscured by foliage, heavy rain, falling snow, mist, and other natural
Lucky. When the wereboar rolls a 1 on an atack roll, ability check, or phenomena.
saving throw, it can reroll the die and must use the new roll.
Actons
Reckless. At the start of its turn, the wereboar can gain advantage on all
melee weapon atack rolls during that turn, but atack rolls against it have
advantage untl the start of its next turn. Multatack (Elf or Hybrid Form Only). The wererat makes two atacks,
only one of which can be a bite.

Relentless (Recharges afer a Short or Long Rest). If the wereboar takes 14


damage or less that would reduce it to 0 hit points, it is reduced to 1 hit Bite (Rat or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5
point instead. f., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid,
it must succeed on a DC 11 Consttuton saving throw or be cursed with
wererat lycanthropy.
Stout Resilience. The wereboar has advantage on saving throws against
poison.
Rapier (Elf or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5
f., one target. Hit: 6 (1d8 + 2) piercing damage.
Actons
Longbow (Elf or Hybrid Form Only). Ranged Weapon Atack: +4 to hit,
Multatack (Halfing or Hybrid Form Only). The wereboar makes two range 150/600 f., one target. Hit: 6 (1d8 + 2) piercing damage.
atacks, only one of which can be with its tusks.

Warhammer (Halfing or Hybrid Form Only). Melee Weapon Atack: +5 to


hit, reach 5 f., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
James Introcaso worldbuilderblog.me

Actons
Multatack (Elf or Hybrid Form Only). The wererat makes two atacks,
only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5
f., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid,
it must succeed on a DC 11 Consttuton saving throw or be cursed with
wererat lycanthropy.

Dagger (Elf or Hybrid Form Only). Melee or Ranged Weapon Atack: +4 to


hit, reach 5 f. or range 20/60 f., one target. Hit: 4 (1d4 + 2) piercing
Wererat, Elf Mage damage.
Medium humanoid (elf, shapechanger), lawful evil

Armor Class 12 (15 with mage armor)


Hit Points 55 (10d8 + 10)
Speed 30 f. Wererat, Halfling
Small humanoid (halfing, shapechanger), lawful evil
STR DEX CON INT WIS CHA
Armor Class 12
10 (+0) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Hit Points 33 (6d8 + 6)
Speed 25 f. (30 f. in rat form)
Saving Throws Int +6, Wis +4
Skills Perception +4, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from STR DEX CON INT WIS CHA
nonmagical weapons that aren't silvered 10 (+0) 15 (+2) 12 (+1) 11 (+0) 11 (+0) 8 (-1)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish, Elvish, Gnomish, and Halfling (can't speak
in rat form) Skills Perception +2, Stealth +4
Challenge 7 (2,900 XP) Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing damage from
nonmagical weapons that aren't silvered
Polymorph. The wererat can use its acton to polymorph into a rat-
humanoid hybrid or into a giant rat, or back into its true form which is Senses darkvision 60 ft. (rat form only), passive Perception 12
humanoid. Its statstcs, other than its size, are the same in each form. Any Languages Common and Halfling (can't speak in rat form)
equipment it is wearing or carrying isn't transformed. It reverts to its true Challenge 2 (450 XP)
form if it dies.
Polymorph. The wererat can use its acton to polymorph into a rat-
Fey Ancestry. The wererat has advantage on saving throws against being humanoid hybrid or into a giant rat, or back into its true form which is
charmed and magic cannot put it to sleep. humanoid. Its statstcs, other than its speed, are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It reverts to its
true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Percepton) checks
that rely on smell.
Brave. The wererat has advantage on all saving throws against being
frightened.
Spellcastng (Elf and Hybrid Form Only). The mage is a 9th-level
spellcaster. Its spellcastng ability is Intelligence (spell save DC 14, +6 to hit
with spell atacks). The mage has the following wizard spell prepared: Keen Smell. The wererat has advantage on Wisdom (Percepton) checks
that rely on smell.
Cantrips (at will): acid splash, fre bolt, light, mage hand, prestdigitaton
Lucky. When the wererat rolls a 1 on an atack roll, ability check, or saving
throw, it can reroll the die and must use the new roll.
1st level (4 slots): detect magic, mage armor, magic missile, shield

Stout Resilience. The wererat has advantage on saving throws against


2nd level (3 slots): misty step, suggeston
poison.

3rd level (3 slots): counterspell, freball, lightning bolt


Actons
4th level (3 slots): blight, greater invisibility
Multatack (Halfing or Hybrid Form Only). The wererat makes two
5th level (1 slot): cone of cold atacks, only one of which can be a bite.
James Introcaso worldbuilderblog.me

Bite (Rat or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5 Map below made with Hexographer
f., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, Map Scale 1 hex = 50 miles
it must succeed on a DC 11 Consttuton saving throw or be cursed with
wererat lycanthropy.

Shortsword (Halfing or Hybrid Form Only). Melee Weapon Atack: +4 to


hit, reach 5 f., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow (Halfing or Hybrid Form Only). Ranged Weapon Atack: +4 to


hit, range 80/320 f., one target. Hit: 5 (1d6 + 2) piercing damage.

Maps

Dromadas Inn and Surrounding Area


James Introcaso worldbuilderblog.me

A - Dromadas Inn 1st Floor

Map made with Pyromancers Dungeon Painter


1 square = 5 feet
Gridded and gridless verions of the map available on World Builder Blog
James Introcaso worldbuilderblog.me

B - Dromadas Inn 2nd Floor

Map made with Pyromancers Dungeon Painter


1 square = 5 feet
Gridded and gridless verions of the map available on World Builder Blog
James Introcaso worldbuilderblog.me

C - Dromadas Inn Basement

Map made with Pyromancers Dungeon Painter


1 square = 5 feet
Gridded and gridless verions of the map available on World Builder Blog

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