Whispers in the shadows...
In the shadows of high society, there lurks a whispered tale of a clandestine fellowship, shrouded
in secrecy and known to a select few as the Forbidden Table.
With hushed tones, they speak of their meetings, held when the full moon casts its brightest
light upon the world. It is on this night that they gather, to partake in a feast of the most exotic
and rare creatures, some on the brink of extinction, others too good for consumption by any but
the most morally dubious.
It is said that among their number may be the great Lord Neverember himself, a name that
commands respect and admiration throughout the highest reaches of society. For he is known to
possess a great power and influence, one that few can match.
But what could drive a man of such standing to partake of the Forbidden Table? Is it a hunger for
power, or something darker and more sinister? The answer, like the members of the Forbidden
Table themselves, remains shrouded in mystery and shadow.
Who, after all, could even begin to imagine what ki-rin breast tastes like, seared in butter and
thyme...
Disclaimer
The following is not an adventure in the conventional sense, but rather a collection of tasks that
will be distributed over time for the heroes to engage in. This undertaking is not necessarily
intended for malevolent characters, but pure individuals of good heart would be advised to seek
other avenues for employment.
The heroes will be tasked with locating and defeating benevolent creatures, including many that
are uncommon and exotic. Naturally, they will be compensated handsomely, and if they prove
successful, their employer will continue to rely on them for future endeavors.
The possibility exists for characters aligned with good to participate in this undertaking,
particularly if they seek to uncover and reveal the activities of the cult. However, the Dungeon
Master will need to make some adjustments to the existing scenario to accommodate this
narrative shift.
Setting the scene
Adventure hook: “Don't look for us, we'll find you.”
The adventure should be set in a major city where the rich and powerful are plentiful.
Neverwinter or Waterdeep are good choices.
The heroes are approached one evening by a black horse-drawn carriage.
A black carriage pulls up beside you, drawn by an equally dark horse. The driver of the
carriage wears a wolf-like mask, adding an ominous air to the scene. The driver
beckons to you, inviting you to step inside the carriage.
If the heroes enter, read:
As you enter, you are greeted by the sight of a figure sitting in the plush interior,
wearing a jester's mask. The figure's presence is unsettling, and you can't help but
wonder what you've gotten yourselves into.
On a small table, a crystal decanter and glasses are presented. The invitation to
partake in the offered refreshments seems tempting, but there is a sense that
something is not quite right. The jester's mask speaks in a woman's voice. "I represent
a wealthy patron who would like to secure your services. My patron is interested in
paying you a considerable amount of gold for you to procure various creatures for
him."
The woman proceeds to pour drinks from the decanter, one for each hero. “The
creatures my patron desires are noble, benevolent, and exotic. If you are not interested
in this line of work, I suggest you leave the carriage now.”
If the heroes agree, read:
“Excellent,” says the woman, indicating the drinks. “Let us celebrate, drink, please.”
The drinks each contain a dose of Truth Serum. A creature subjected to this poison must succeed
on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t
knowingly speak a lie, as if under the effect of a zone of truth spell.
The woman requires each of the heroes to drink. If they refuse, there is no deal and they are
asked to leave the carriage. If they drink, the woman asks the characters a few questions to gauge
their moral compasses. Questions might include:
“Do you have any qualms about slaying innocent beasts?”
“Do you have any objection to killing noble beasts with benevolent natures?”
“Do you intend to betray me or my patron to the authorities?”
If the heroes pass Jester's examination, she produces a bag of platinum coins from beneath her
seat and offers it to them. Read the following:
“Here is a token of my patron's good faith. You will be contacted; we will know how to
find you.”
The bag contains 100 pp, a small fortune for inexperienced heroes.
As the carriage door opens and the heroes step back onto the street, the woman's voice echoes,
“You are not to speak of this meeting or our arrangement. To do so will result in most unfavorable
consequences.”
Congratulations! Your characters are now in the dubious employment of Lord Neverember.
Note that the woman, 'Jester', is as assassin (Monster Manual, page 343) and is not to be trifled
with.
Contact
The frequency of the heroes' assignments is left to you, the Dungeon Master. The assignments
will get progressively more difficult as the heroes advance in level.
The heroes are contacted by variable means and monitored closely by the cult.
Each time the heroes have an assignment, a platinum coin is delivered to them. The cult may use
various means to deliver the coin, including:
A street urchin is paid to deliver the coin. He cannot identify the person that gave it to
him.
The innkeeper, where the heroes are staying, says the coin was delivered by an
anonymous messenger.
One of your heroes finds the coin in their pocket.
The coin is delivered with a meal, or found at the bottom of a drink.
The coin is the same size and shape as a normal platinum piece, but it bears strange markings.
One side is stamped with a long table set with eight places, the other with the name of a
prominent bank in the city.
If you need a bank, go with the Golden Goose. The bank's symbol is a goose laying an egg.
If the heroes take the coin to the Golden Goose, a clerk greets them warmly and treats them as if
they are wealthy or notable. The heroes are ushered into a private room and served lavish
refreshments. A metal box is brought to the heroes and placed on a table. The clerk takes the
coin and leaves.
The box contains a bag of platinum and a tiny rolled scroll with instructions. Obviously, each
assignment's instructions will be unique, so will the amount of platinum.
First Assignment (1st-2nd level)
Payment: 100 pp
The scroll is accompanied by a map and reads:
In the hills nearby nest a pair of griffins.
Our patron requires their eggs, as many as you can find.
The fate of the adult birds is immaterial.
Bring the eggs to Captain Hector at the Merchant's Gate.
Don't ask questions.
Jester
It is up to the Dungeon Master to place the nest in a location that fits the assignment. The map
accompanying the instructions will lead the heroes to the location you have chosen. Feel free to
add interesting encounters along the way.
Griffin's roost
The ruins of a temple on a small hill have become home to a pair of mated griffins. The hill is
adorned with scattered evergreen trees and rocky formations, and its highest point stands at
about 200 feet.
Area 1: Pillared Boulevard
This boulevard is lined with pillared columns that were once 15 feet tall, but now stand
broken and worn by time. The space between the columns is overgrown with weeds and
vines, suggesting that this area has been abandoned for a long time.
It's worth noting that griffins possess an advantage on Wisdom (Perception) checks that rely on
their vision. The male griffin can be found perched on a 15-foot-tall stone column located at area
1 on the map 75% of the time. If it's not there, it's likely out hunting, but it never stays away from
the nest for more than an hour.
Area 2: Nest
The ruined temple is an eerie sight to behold, with moss-covered walls and broken
pillars that hint at a once grand structure. Along the perimeter of the temple's
grounds, there are lines of broken statues.
A large nest has been built between these statues. It is made up of an intricate
arrangement of tree branches and grass, woven together to form a sturdy and
comfortable shelter for the griffin's offspring. Within the nest, several large eggs can
be seen, their shells speckled and patterned in shades of brown.
A female griffin is always nearby. The nest contains three eggs that will hatch in d4 weeks, and
the remains of one egg that hatched prematurely.
The nest contains the partial carcass of a fresh kill, a horse by the look of it. A DC 18 Wisdom
(Perception) or Intelligence (Investigation) reveals a pair of crystal lenses at the bottom of the
nest: Eyes of Minute Seeing.
Area 3: Wayward fledgling
The fledgling has managed to extract itself from the nest and crawl to this area. Its mother is
nearby, searching for it.
Developments
If the heroes are not strong enough to take on a pair of griffins, consider having the male
hunting when the heroes arrive. Note that it will return within one hour.
What will the heroes do with the fledgling? I've added the fledgling to confront your
players with a moral dilemma. Killing creatures has consequences.
The fledgling is potentially valuable (see below), even more so than the eggs.
Completing the mission
A man named Captain Hector will be waiting for the heroes at the so-called Merchant's Gate of
the city. The guards on duty can direct the heroes to Hector, who will emerge from a walled
tower.
A burly man emerges from a fortified tower at the merchant's gate. He holds a juicy
chicken leg in one hand, heedless to the fat dripping into his beard. He asks, "How may
I be of assistance?"
When Hector sees the griffin eggs, he tosses the chicken leg away, wipes his hands on
his dirty pants, and nods. “I'll take those.”
Jester will be observing from a nearby vantage point. If the heroes ask, allow them to make a
Wisdom (Perception) check versus her Stealth to see if they notice her quietly observing.
The griffin eggs were but an entree, a test if you will.
The ecology of griffins
Can I train a griffin?
You may get asked this question by your players. The answer is yes, well maybe. While possible, it
will be a time and resource consuming venture for your player, but will add flavor and depth to
you campaign's downtime.
If trained from an early age, griffins will serve as loyal mounts. A griffin's training must begin
before the age of three years. Successful training requires at least two years and must be overseen
by a hero proficient in Animal Training. I would ask the hero to make a DC 14 Wisdom (Animal
Handling) check at the one year mark, and another at the end of the second year. If the first fails,
a further year of training is required. If the final one fails, I would consider the animal to be a
'lost cause', so to speak, and effectively untrainable.
Griffins are fiercely loyal to the masters, bonding with them for life.
Adults never stray far from their nests and will fight to the death to protect their eggs and
fledglings.
Any given nest that the heroes discover is 75% likely to contain d3 fledglings or d3 eggs.
Griffin eggs might sell for up to 2,000 gp each, while fledglings are even more valuable,
potentially selling for 5,000 gp. You may need to adjust these figures depending upon how gold is
valued in your campaign. There would be a considerable 'black market' for such goods in most
larger cities.
Second Assignment (2nd level)
The heroes' moral compass is about to be examined.
Payment: 250 pp
Note:
Lord Roland Blackwood and his consort, Lady Ophelia, are regular patrons of the Red
Knight on Buck's Row.
They stable their mounts across the street.
Lady Ophelia rides a pegasus.
Our patron requires the pegasus, dead or incapacitated.
Blackwood's manservant, Jonty, never leaves the animal's side. He will be drugged, but
may need to be dealt with. Do not kill him.
A cart will be positioned in the alley behind the stables. Place the pegasus in the cart,
cover it, and take it to the barracks on Redward Street. Leave it there and go.
Make sure you are disguised.
Jester
Unlike the first assignment, the heroes will be aware that this 'job' involves them breaking the
law. If the heroes back out, Jester will visit them in the coming days and require that they return
the platinum that they were paid. That will likely be the end of their relationship.
The Red Knight Tavern
Area 1: Courtyard
In the courtyard of the tavern, the air is thick with the aroma of roasting meat, spiced
with herbs and smoke. You can hear the murmur of patrons from within the
establishment, exchanging long tales.
The courtyard is well lit by oil lanterns, four in all. The heroes may want to snuff them out. If
they do so, allow them to make Dexterity (Stealth) checks at advantage.
Area 2: Common Room
The crackle of the hearth adds to the warm glow of the finely crafted lamps, casting a
comfortable aura over the bustling room.
The patrons, dressed in fine attire, converse in hushed tones, their laughter a
symphony of mirth and cheer. The sound of clinking glasses and silverware mingles
with the gentle strumming of a lute, played by a minstrel in the corner.
The polished wooden tables, adorned with intricate carvings, are filled with
sumptuous fare from far-flung lands, expertly prepared by skilled cooks. The waitstaff
glide gracefully between the tables, attending to the needs of the esteemed guests.
This is a place of refinement and elegance, where the finer things in life are celebrated
and enjoyed.
There are 6+3d6 patrons and employees in the tavern at any time. Treat them as commoners in
the unlikely event of combat. Lord and Lady Blackwood are in a private room on the upper floor.
Area 3: Stables
The pegasus is housed in the large northeast stall.
Lord Blackwood's manservant, Jonty, is sitting on a stool outside the stall, fighting sleep. His
drink was poisoned. The manservant makes all ability checks, saving throws and attacks at
disadvantage. Jonty is considered to be a veteran (Monster Manual, page 350) for the purposes of
combat, though he has no ranged weapon.
A pair of stable boys, Ben and Jack, are working here, cleaning stalls, oiling saddles and feeding
the animals. Apart from the pegasus, there are 2d4 riding horses occupying the other stalls.
Area 4: Alley
As promised, a plain wooden cart sits here, covered in a great square of dark cloth.
Developments
Jonty is unable to raise the alarm due to the poison in his system.
If given the chance, the stable hands will run for help. The heroes should be strongly
discouraged from harming the kids.
If an alarm is raised, 2d4 commoners from the tavern arrive in 4+d4 combat turns. The
commoners will not engage the heroes but will note their descriptions and attempt to
shadow their movements from a safe distance.
2d4 guards (Monster Manual, page 347) and a veteran (Monster Manual, page 350) will
arrive in 10 minutes. The veteran has been paid to ensure the heroes are not apprehended.
The pegasus can use half its movement to bash down the door to its stall (or simply fly
over). It may fight to the death, or could try to flee, resulting in failure of the heroes'
mission. If the heroes do fail in their mission, their next assignment's fee will be halved.
Redward Street is two blocks away. The barracks is a single story building where the city's
guards are housed. It is currently unoccupied. One minute after the heroes leave the cart,
a crew of four cloaked figures emerge from the buildings nearby, hook the cart to a horse,
and clatter off into the city. Captain Hector leads the men. Jester is also here, observing
from a rooftop.
Red Knight Tavern
Conclusion
The heroes will be contacted by Jester in the near future; the first course has been served, but the
banquet is yet to be prepared...
If the heroes remain willing, there will be an abundance of work for them. But first, they must
acquire new skills, spells and resources to deal with the challenges ahead.
Epilogue
In an exclusive part of the city, Lord Neverember lounges in his
comfortable study, perusing a book. If an observer was close enough,
they might have been able to read the title: The Preparation of Ancient
Golden Dragon Heart, by Sylvester Grouse, Master Chef.