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The Keep at Lirin's Rest

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0% found this document useful (0 votes)
1K views28 pages

The Keep at Lirin's Rest

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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End Times of Eryndor

   

THE KEEP AT LIRIN’S REST

SOLO ADVENTURE
Play solo, co-op or in a party.
For one to four players with level 3 characters.
A GM is optional.
Table Of Contents
How to Play this Adventure 2 Map 7
Map of the Realm 3
The Dusklands 4
Meeting at the Gryphon 5

Legal:  
This adventure is compatible with Fifth Edition. This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Credits Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-
document.
© Copyright 2023 Elfypunk.
The SRD 5.1 is licensed under the Creative Commons
Join the Elfypunk Patreon for access to all the Attribution 4.0 International License available at
adventures in this series as well as the Eryndor https://creativecommons.org/licenses/by/4.0/legalcode.
campaign books.  
Special thanks to these Heroes of the Realm on
Patreon: Urban Hagflayer, Ekkard Human, Tam
Thistlewood
Images by Midjourney AI

Styling and Layout: Homebrewery

Playtesters: Aiden Ryerley, Cat Aura, Geoff Berman

CONTENTS
1
How to Play this Adventure
 
This adventure is designed to be played solo or co-op,
with one to four players. You may choose to play with or Choose your Difficulty Level
without a GM. When you encounter an enemy, you might see a section
If you choose to play without a GM you will make like this:
choices about what your character does, which direction
to go and how to interact with people. Solo (1 PC) Encounter
Guard
Take a moment to make your choice and remember (or Gold: 5
write it down) before reading on in the adventure. Duet (2 PC) Encounter:
If you see a section in green like the one below, it Thug
contains information for your character (or characters if Gold: 10
you’re playing with a friend) about what they see or
hear: Trio (3 PC) Encounter:
Guard Thug

A guard watches over this area to deter would-be robbers. In


Gold: 15
the shadowy torchlight ahead you see the glint of what could Follow the table below:
either be a steel trap, or the glimmer of treasure.
Characters Difficulty
1 Solo

Encounters 2
3
Co-op
Solo + Co-op

There are a few ways you could proceed with each 4 Co-op x2

encounter, including: So, using the example and the table above:
Combat 1 character encounters the solo enemy (a Guard).
You could decide to fight your way in and slay or subdue
any who oppose you. 2 characters encounter the co-op enemy (a Thug).
Stealth
You could try to sneak through, keeping only to the 3 characters encounter both the solo and the co-op
shadows. enemies (a Guard and a Thug). The party also gains
loot from both the Guard and the Thug (15 gp).
Non-Combat Encounters
Remember that you don’t always have to kill monsters 4 characters encounter double the number of
to bypass them. You can often achieve your objectives enemies listed in co-op difficulty (2 Thugs) The party
through non-violent means, by using Social skills, gains 20 gp in total from the 2 Thugs.
Stealth or Animal Handling.
Your party may elect to play at a higher (or lower)
Milestone Experience difficulty to suit the level of challenge that you feel
comfortable with facing.
This adventure makes use of milestone experience, so
when you successfully complete the adventure, your Reputation Points
character will progress to the next level!
Reputation Points measure your influence on a person,
This means that you don’t have to keep track of group, or organization. They can also indicate what
experience during the adventure. level of affection your romanceable NPC has for you.
 

HOW TO PLAY
2
Map of the Realm
 
The map of the realm shows:
Port Dusk
The Kingdom of Eryndor

MAP OF THE REALM


3
The Dusklands
entire range of simple and martial weapons, armor, and  
The Dusklands, the areas surrounding Port Dusk, lie in adventuring supplies. Consult your favorite handbook
the shadow of a range of mountains called the Spires. for a full listing.
Dust and ash billow from active volcanoes along the
Spires, coloring the atmosphere that gives the Raolin’s black cat stretches sleepily and falls asleep on
Dusklands its name. the counter. As you browse the store’s wares, the feline
opens a lazy eye to follow your movement.
The folk of the Dusklands are a hardy bunch, hard-
working and used to defending themselves from the orc Your appointment
and hobgoblin raids which issue regularly from the
Spires down into the valleys and plains of the Once you have completed browsing through the
Dusklands. available supplies, you hasten towards the tavern where
you have an appointment with an agent of the Crown.
Port Dusk
Port Dusk is a hard-working town on the southern coast Agent of the Crown
of the Kingdom of Eryndor. The Port is a hub of activity Agents who are loyal to the King and Queen of the
for adventurers seeking their fortunes in the interior, Dusklands hold both lowly and prominent positions in
lured by rumors of pirates’ gold and wild magic. each of the guilds and in this way, enforce the smooth
running of Duskland society at every level.
The locals are sturdy, gruff folk who are used to life in
the Dusklands - fishers, sailors, trappers, blacksmiths Sera Runetide
and traders. The town has a small standing militia, who You know that Sera Runetide is an agent of the crown
look capable of fending off any would-be raiders or and that her contracts are particularly lucrative.
pirates. Perhaps you know her by reputation or have done work
with her before.
Gathering Supplies  
Raolin Dawnsorrow and his family proudly run the
smithy and general store. The Dawnsorrows sell the
DUSKLANDS
4
 

Meeting at the Gryphon She continues:


The Gryphon is a popular inn located in the heart of the I’ve had reports that Lirin’s Rest, a village nearby, has fallen
town, well known for its hearty food and warm atmosphere. into the hands of the End Times heathens.
The inn is decorated with wooden beams and a large
fireplace that is always roaring. Now, I’ve had reports that Lirin’s Rest, a nearby village
where the Crown has maintained a garrison for two
There are several tables and chairs and a bar that runs the
centuries, has fallen into the hands of the End Times
length of one of the walls. The inn is almost always busy,
heathens.
with people coming and going.
The villagers report that there hasn’t been word from the
You enter the Gryphon and scan the room for the woman garrison for a month. They board up their homes at night
you’re supposed to meet. Spotting her at a table in the and there are strange sounds and eerie lights emanating
corner, you make your way over and take a seat. from the keep. We have to protect those people!

Sera greets you curtly and is immediately focused on Sera leans in closer, her gaze piercing:
the business at hand.
The Quest I have sent two operatives codenamed Mouse and Dagger to
infiltrate the keep at Lirin’s Rest. Look out for them and find
The End Times Cult believe that orcs and their kin are the out what happened to the garrison.
rightful rulers of the world. These madmen, both the orcs
and their human henchmen, nearly had Port Dusk in their Sera pins a laurel brooch to your coat, then waves her
grip not so long ago. hand to show that the briefing is over.
Now that the threat of the End Times Cult has pushed back
When you are successful, I’ll award you 150g for your efforts.
from Port Dusk, we must stamp out the corruption in the
Isabella has a ship ready to take you to Lirin’s Rest.
nearby towns and villages while we have the chance. For the
sake of our people, we cannot fail!  

QUEST
5
 
Magical Supplies
Before setting out, you are invited to browse through a
small store of magical supplies, supplied by Nessa
Dawnsorrow, a budding sorceress.
Nessa presses a potion into your hands. “Take this, it will
heal you in need. Please, purchase any items that you feel
could aid your mission.”

The potion Nessa gives you is a Potion of Greater


Healing (4d4 + 4 HP).
Healing and Arcana
Item Price
Potion of Healing (2d4+2 HP) 50 gp
Potion of Greater Healing (4d4 + 4 HP) 100 gp

Uncommon Items
Item Price
Ring of Swimming 200 gp
Scroll of Vampiric Touch (3nd Level) 200 gp
Brooch of Shielding 800 gp
Bracers of Archery 800 gp

Weapons and Armor


Item Price
Greatsword +1 800 gp
Mithral Chain shirt 800 gp

Returning & Credit


You may return to the store after your adventure to
purchase items with your newly acquired gold, if any.
The store does not accept any credit, however, only
gold.
Setting out
You proceed from the magic store and board Isabella’s
ship, the Gray Wolf.
If you are, or would like to become romantically
involved with Isabella, you may spend some time alone
with her, before the adventure.
After some travel by sea, with favorable winds, you
make landfall in the town of Lirin’s Rest and make your
way into the ominously quiet keep.
You find yourself at area 1 on the map overleaf.
 
MAGICAL SUPPLIES
6
Chapter 1 Map  
 

CHAPTER 1 MAP
7
 

1: The Journey Begins


Optional Rules
You find yourself in a spacious area bathed in soft, natural
light. The air is still and carries a tranquil ambiance that
Resting
invites a moment of respite. The sun casts gentle beams
that create patterns of warmth and shadow on the ground. After each encounter in this adventure, you may choose
to return to this area to rest.
From the shadows, a voice says “I see you wear Sera’s laurel.
In total, the events and timeline of the adventure could
It took you long enough to get here.”
allow up to two long rests, with two short rests each
A brunette wearing leather armor and brandishing two day.
sharp-looking daggers steps into view. “My name’s Dagger,
and this is Mouse.” If you are captured
If you fall in combat at any point during this adventure
She nods at a plumpy white mouse who runs along her
and there are no allies to revive you, you find yourself
armor with ease and perches on her shoulder, whiskers back in this area, with Mouse and Dagger nursing you
bristling. Mouse seems to glow slightly, and you hear a back to consciousness.
serene female voice in your head.

“Hello, Sera’s friend.”


Mouse
When you leave this area to venture into the keep,
Dagger offers to keep this area safe while you venture Mouse will accompany you, riding along on your
into the keep. shoulder, or in a pocket, if you’ll allow her. Otherwise,
she skitters along the floor beside you.
If you wish to return here later in the adventure, this  
place offers a much-needed sanctuary where you can
gather your thoughts and take some time to rest.

8
2: The Barracks  
Flickering torches line the walls, casting dancing shadows
that twist and contort into grotesque shapes, as if the very
flames are fueled by the malevolent energy of the castle
itself.

This area appears to be a sleeping area for the garrisons


guards. Now though, the beds are empty, and unkempt.

A monster is engaged in a primal display of dominance,


bellowing with thunderous roars and pounding its chest,
asserting its authority and upsetting and overturning the
beds.

If it spots you, it prepares for combat.

Solo (1 PC) Encounter:


Cockatrice
Gold: 21
Duet (2 PC) Encounter:
Gnoll
Gold: 31
Trio (3 PC) Encounter:
Cockatrice
Gnoll
Gold: 52
Stealth
If you try to sneak, make a Dexterity (Stealth) check vs
the enemy’s passive Wisdom (Perception) score.
If you succeed, you could choose to get a free attack and
then start combat normally in the next round - or you
could choose to sneak your way out of the area via one
of the exits.
Combat
If you attack or if you fail a stealth attempt, the enemy
will attack you.
Mouse
You hear Mouses’s voice in your mind:
Ugh, this place is a mess! I wonder where the guards are?

9
Cockatrice Actions
monstrosity, monster manual, unaligned
Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Armor Class 11 Hit: 3 (1d4 + 1) piercing damage, and the target must succeed
Hit Points 27 (6d6+6) on a DC 11 Constitution saving throw against being magically
Speed 20 ft., fly 40 ft. petrified. On a failed save, the creature begins to turn to stone
and is restrained. It must repeat the saving throw at the end of
its next turn. On a success, the effect ends. On a failure, the
STR DEX CON INT WIS CHA creature is petrified for 24 hours.
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)

Senses darkvision 60 ft.


Challenge 1/2

Gnoll Actions
humanoid (gnoll), monster manual, chaotic evil
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Armor Class 15 (hide armor, shield) Hit: 4 (1d4 + 2) piercing damage.
Hit Points 22 (5d8) Spear Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Speed 30 ft. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
STR DEX CON INT WIS CHA Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
14 (+2) 12 (+1) 11 (0) 6 (-2) 10 (0) 7 (-2) one target. Hit: 5 (1d8 + 1) piercing damage.

Senses darkvision 60 ft.


Languages Gnoll
Challenge 1/2

Rampage When the gnoll reduces a creature to 0 hit points with


a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack.

   

10
 

3: A Water Source How the Enemy Responds


This enemy is actively on guard and seeking out any
As you approach you hear low, gruff sounds emanating from danger. The beasts have +5 passive perception versus
the shadows ahead. any stealth attempt.
If you proceed, your eyes adjust to the damp, dimly lit space. Animal Handling
You can try to calm the beast by making a Wisdom
A small puddle of water glistens on the ground, hinting at
(Animal Handling) check with a difficulty of 13. Gain +2
the presence of a larger water source nearby. The beasts you
on your roll if you have some food to feed the beast.
heard on arrival are silent now, but no doubt remain within
If you succeed in calming the beast, it will watch you
the confines of this space. carefully, but won’t stir.
Scratches and scuffs bear testament to the numerous Stealth
attempts made by would-be intruders to this domain. Each If you try to sneak, make a Dexterity (Stealth) check vs
scar tells a tale of fierce battles fought and won to defend the enemy’s passive Wisdom (Perception) score.
this territory and the water source within it.
If you succeed, you could choose to get a free attack and
then start combat normally in the next round - or you
Solo (1 PC) Encounter: could choose to sneak your way out of the area via one
2x Axe Beak of the exits.
Gold: 22 Combat
Duet (2 PC) Encounter: If you attack or if you fail a stealth attempt, the enemy
2x Wolf will attack you.
Gold: 17
Trio (3 PC) Encounter: After the encounter
2x Axe Beak
2x Wolf Depending on how the encounter turned out, you may
Gold: 39 be able to search the area to find:
Potion of Water Breathing

11
axe beak Actions
beast, monster manual, unaligned
Beak Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 11 Hit: 6 (1d8 + 2) slashing damage.
Hit Points 19 (3d10+3)
Speed 50 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (0) 5 (-3)

Challenge 1/4

Skill Perception +3, Stealth +4


wolf Challenge 1/4
beast, monster manual, unaligned

Armor Class 13 (natural armor) Keen Hearing and Smell The wolf has advantage on Wisdom
Hit Points 11 (2d8+2) (Perception) checks that rely on hearing or smell.
Speed 40 ft. Pack Tactics The wolf has advantage on an attack roll against
a creature if at least one of the wolf’s allies is within 5 ft. of the
STR DEX CON INT WIS CHA creature and the ally isn’t incapacitated.
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked
prone.

   

12
4: It Was Here, Somewhere!
 
You see lowlifes searching high and low for an elusive object.
Oblivious to your presence, they focus on scanning the
space with an unwavering intensity.

You can choose to make a surprise attack on the


wretches. Otherwise, if you help the denizens look for
the missing object, you will find it after 1d4 turns.
The item they’re looking for is (roll D6):
Roll Item
1-2 A health potion
3-4 A tool, like a chisel
5-6 Bundled rations

If you choose to assist them, you can make a DC 13


Charisma (Persuasion) or (Deception) check to have a
peaceful interaction with the cretins. You can gain 1
inspiration if you succeed.
Stealth
If you try to sneak, make a Dexterity (Stealth) check vs
the enemy’s passive Wisdom (Perception) score.
If you succeed, you could choose to get a free attack and
then start combat normally in the next round - or you
could choose to sneak your way out of the area via one
of the exits.
Solo (1 PC) Encounter:
2x Goblin
Gold: 34
Duet (2 PC) Encounter:
2x Acolyte
Gold: 29
Trio (3 PC) Encounter:
2x Goblin
2x Acolyte
Gold: 63
Combat
If you attack or if you fail a stealth attempt, the enemy
will attack you.
Mouse
If you successfully help the heretics, Mouse speaks in
your mind:
“They must think you’re a new recruit or … something! Just
play along. Smile. Wave. I think they’re buying it!”

13
Finding the object
If you successfully fought the lowlifes, you can search
for the object. Make a Wisdom (Perception) check with
a DC of 13 to find it.

Skill Stealth +6
goblin Senses darkvision 60 ft.
humanoid (goblinoid), monster manual, neutral evil Languages Common, Goblin
Challenge 1/4
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft. Nimble Escape The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA Actions
8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1)
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

Skill Medicine +4, Religion +2


acolyte Languages any one language (usually Common)
humanoid (any race), monster manual, any alignment Challenge 1/4
Armor Class 10
Hit Points 9 (2d8) Spellcasting The acolyte is a 1st-level spellcaster. Its spellcasting
Speed 30 ft. ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). The acolyte has following cleric spells prepared:
STR DEX CON INT WIS CHA • Cantrips (at will): light, sacred flame, thaumaturgy
10 (0) 10 (0) 10 (0) 10 (0) 14 (+2) 11 (0) • 1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

   

14
 

5: The Prisoner Stealth


If you try to sneak, make a Dexterity (Stealth) check vs
The floor is scattered with End Times propaganda the enemy’s passive Wisdom (Perception) score.
parchments.
If you succeed, you could choose to get a free attack and
then start combat normally in the next round - or you
An End Times cultist shifts its weight from one foot to
could choose to sneak your way out of the area via one
another, a subtle movement that keeps it nimble and ready
for swift action, its body language reflecting its anticipation.
of the exits.
Combat
Scowling in the corner is a bound male warrior. If you attack or if you fail a stealth attempt, the enemy
will attack you.
If the heretic sees you, it prepares for combat.
After the encounter
High alert If you release the prisoner, he is very thankful to be
If you attempt to use stealth in this encounter, the freed, and introduces himself as Captain Victor
enemy will have +5 passive perception. Steelheart.
Solo (1 PC) Encounter: “The remaining guards have been captured by the End
Hobgoblin Times cultists and taken to the dungeons beneath the keep.”
Gold: 6 He groans, clutching his side, and you see that he is
wounded.
Duet (2 PC) Encounter:
2x Orc
Gold: 16 You sense Mouse calling out to Dagger. Within moments,
the woman appears from the shadows, helping to take care
Trio (3 PC) Encounter: of the man.
Hobgoblin
2x Orc
 
Gold: 22

15
Romance
Depending on how the encounter turned out, you may
Victor Steelheart is a romanceable character who is be able to search the area to find:
interested in a male or female partner.
Victor is currently injured and will return to the town of Copper chalice with silver filigree worth about 25 GP.
Lirin’s Rest to recuperate.
On future visits to Lirin’s Rest, you may have the Upon closer inspection, you notice the Dawnsorrow
opportunity to connect with him and build a romantic crest on the chalice. If you return the chalice to Raolin
relationship if you wish. Dawnsorrow in Port Dusk, he will offer you 40g for the
vessel.

Hobgoblin Actions
humanoid (goblinoid), monster manual, lawful evil
Longsword Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 18 (chain mail, shield) target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Hit Points 11 (2d8+2) slashing damage if used with two hands.
Speed 30 ft. Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 9 (-1)

Senses darkvision 60 ft.


Languages Common, Goblin
Challenge 1/2

Martial Advantage Once per turn, the hobgoblin can deal an


extra 7 (2d6) damage to a creature it hits with a weapon attack
if that creature is within 5 ft. of an ally of the hobgoblin that
isn’t incapacitated.

Skill Intimidation +2
orc Senses darkvision 60 ft.
humanoid (orc), monster manual, chaotic evil Languages Common, Orc
Challenge 1/2
Armor Class 13 (hide armor)
Hit Points 15 (2d8+6)
Speed 30 ft. Aggressive As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.
STR DEX CON INT WIS CHA Actions
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (0) 10 (0)
Greataxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

   

16
Chapter 2 Map  
You make preparations, then descend to the dungeons,
starting in area 6 on the map below.
 

CHAPTER 2 MAP
17
 
6: Into the Dungeon
The air in the dungeon is stale and heavy, carrying a faint
metallic scent that mingles with the dampness.

As you step into the room, a cascade of sharp spikes shoots


out towards you, aiming to impale you!

Make a ranged attack roll against yourself. If there is


more than one player, each player should do the same.
On a hit, you take 1d6 damage.
Search
If you decide to search the room and if you succeed on a
DC 13 Intelligence (Investigation) or a DC 13 Wisdom
(Perception) check, you uncover:
Arrows (10)

Resting
Dagger sets up wards and traps in the room, so that you
return here to rest if you needed.
After each encounter in this adventure, you may choose
to return to this area to rest.
In total, the events and timeline of the adventure could
allow up to two long rests, with two short rests each
day.
If you are captured
If you fall in combat at any point during this adventure
and there are no allies to revive you, you find yourself
back in this area.
 

18
 

7: Animal Guardians Stealth


If you try to sneak, make a Dexterity (Stealth) check vs
A group of animals have taken on the role of guardians of the enemy’s passive Wisdom (Perception) score.
this area, which might once have been a store room.

If you succeed, you could choose to get a free attack


Solo (1 PC) Encounter: and then start combat normally in the next round - or
2x Giant Centipede you could choose to sneak your way out of the area via
Gold: 33 one of the exits.
Duet (2 PC) Encounter: Combat
Giant Lizard If you attack or if you fail a stealth attempt, the enemy
Gold: 28 will attack you.
Trio (3 PC) Encounter:
2x Giant Centipede After the encounter
Giant Lizard
Gold: 61 Depending on how the encounter turned out, you may
Animal Handling
be able to search the area to find:
You can try to calm the beasts by making a Wisdom
(Animal Handling) check with a difficulty of 13. Gain +2 Potion of Fire Resistance
on your roll if you have some food to feed them.  
If you succeed in calming the beasts, they will watch you
carefully, but won’t stir.

19
giant centipede Actions
beast, monster manual, unaligned
Bite Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 13 (natural armor) creature. Hit: 4 (1d4 + 2) piercing damage, and the target must
Hit Points 4 (1d6+1) succeed on a DC 11 Constitution saving throw or take 10 (3d6)
Speed 30 ft., climb 30 ft. poison damage. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned in
STR DEX CON INT WIS CHA this way.
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 30 ft.


Challenge 1/4

Giant lizard Actions


beast, monster manual, unaligned
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Armor Class 12 (natural armor) 6 (1d8 + 2) piercing damage.
Hit Points 19 (3d10+3)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3)

Senses darkvision 30 ft.


Challenge 1/4

Variant: Hold Breath The lizard can hold its breath for 15
minutes. (A lizard that has this trait also has a swimming
speed of 30 feet.)
Variant: Spider Climb The lizard can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.

   

20
8: Morbid Dance  
Muffled whispers echo through the area, carried on unseen
currents, their words just beyond comprehension.

A gnoll shaman is engrossed in a morbid dance, its limbs


moving with eerie grace as it twirls and spins, seemingly lost
in a macabre performance.

The bodies of two garrison guards lie on the ground, dead,


but twitching as the gnoll’s ritual calls forth a disgusting
gray ooze that wraps around them, their flesh warped and
blackening as the ooze corrupts them.

If you are visible, prepare for combat.

Solo (1 PC) Encounter:


Gnoll
Gold: 6
Duet (2 PC) Encounter:
2x Gray Ooze
Gold: 16
Trio (3 PC) Encounter:
Gnoll
2x Gray Ooze
Gold: 22
Stealth
If you try to sneak, make a Dexterity (Stealth) check vs
the enemy’s passive Wisdom (Perception) score.
If you succeed, you could choose to get a free attack and
then start combat normally in the next round - or you
could choose to sneak your way out of the area via one
of the exits.
Combat
If you attack or if you fail a stealth attempt, the enemy
will attack you.
Mouse
You hear Mouse’s feminine voice in your mind, laced
with sadness.
These… animals… the fate of the garrison’s guards is beyond
belief. Those poor people!

21
Gnoll Actions
humanoid (gnoll), monster manual, chaotic evil
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Armor Class 15 (hide armor, shield) Hit: 4 (1d4 + 2) piercing damage.
Hit Points 22 (5d8) Spear Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Speed 30 ft. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
STR DEX CON INT WIS CHA Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
14 (+2) 12 (+1) 11 (0) 6 (-2) 10 (0) 7 (-2) one target. Hit: 5 (1d8 + 1) piercing damage.

Senses darkvision 60 ft.


Languages Gnoll
Challenge 1/2

Rampage When the gnoll reduces a creature to 0 hit points with


a melee attack on its turn, the gnoll can take a bonus action to
move up to half its speed and make a bite attack.

Skill Stealth +2
gray ooze Resist acid, cold, fire
ooze, monster manual, unaligned Condition Immune blinded, charmed, deafened, exhaustion,
frightened, prone
Armor Class 8 Senses blindsight 60 ft. (blind beyond this radius)
Hit Points 22 (3d8+9) Challenge 1/2
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA Amorphous The ooze can move through a space as narrow as 1
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) inch wide without squeezing.
Corrode Metal Any nonmagical weapon made of metal that
hits the ooze corrodes. After dealing damage, the weapon takes
a permanent and cumulative -1 penalty to damage rolls. If its
penalty drops to -5, the weapon is destroyed. Nonmagical
ammunition made of metal that hits the ooze is destroyed after
dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1
round.
False Appearance While the ooze remains motionless, it is
indistinguishable from an oily pool or wet rock.
Actions
Pseudopod Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid
damage, and if the target is wearing nonmagical metal armor,
its armor is partly corroded and takes a permanent and
cumulative -1 penalty to the AC it offers. The armor is destroyed
if the penalty reduces its AC to 10.

   

22
 

9: Beware the Medusa!


If the trap is triggered
You notice someone has hastily scrawled the words “Beware The net is released, covering a 10-foot-square area.
the Medusa!”.
If you are trapped
If you enter, you see a space filled with smashed You are restrained, and must make a DC 13 Strength
statues, though it is hard to determine if these were saving throw or also be knocked prone.
once living or if everyone is an art critic. Getting free
You can use your action to make a DC 13 Strength
The area contains a hidden net trap! The trap uses a check, freeing yourself or another creature within your
tripwire to release a net suspended from overhead. The reach on a success. The net has AC 10 and 10 hit
tripwire is 3 inches off the ground and stretches points. Dealing 5 slashing damage to the net (AC 10)
between two objects. The net is hidden. destroys a 5-foot-square section of it, freeing anyone
trapped in that section.
Spotting the trap
The DC to spot the trip wire and net is DC 13.  
Disarming the trap
A successful DC 13 Dexterity check using thieves’ tools
breaks the trip wire harmlessly.
If you don’t have thieves’ tools, you can still can attempt
this check with disadvantage using any edged weapon
or edged tool. On a failed check, the trap triggers.

23
   
10: The Ritual
The lighting in the dungeon is dim and sporadic, with
flickering torches and sputtering candles casting long
shadows that stretch and warp.

As you enter, the dark form of the End Times leader pauses
in the midst of a complex ritual, their body surrounded by a
corona of shimmering energy, ready to unleash its full
potential.

Behind him, three chained prisoners cry out to be saved


from the ritual.

“Fools!” the hobgoblin rasps, “Your deaths will feed my


power! The End Times come for you all!”

Lair Effects
The ritual has summoned a swirling vortex of shadows
that obscures vision and hampers ranged attacks within
the lair, providing cover for the boss and its allies.
Ranged attacks you make are at -2 to hit.
Solo (1 PC) Encounter:
Azroc (Hobgoblin Boss)
Gold: 21
Duet (2 PC) Encounter:
Azroc (Hobgoblin Boss)
Orc
Gold: 31
Trio (3 PC) Encounter:
Azroc (Hobgoblin Boss)
2x Orc
Gold: 52
Round 1
In Round 1, Azroc unleashes the backlash from the
interruption ritual in your direction. Foul energy arcs
towards you. Make a Dex save to avoid the energy, or
take 1d8 damage!
See Azroc’s Fungal Rot spell for more details.

Azroc carries a Potion of Healing (2d4+2 HP), which he


will drink as a reaction as soon as he has taken more
than 5 damage.
Round 2
Azroc draws his longsword and advances through the
mist towards you. He slices through the air with the
long blade!

24
Round 3 onwards
Azroc will continue to slice at you with his longsword
until you fall, or until he is defeated.

Spellcasting The shaman is a 2nd-level spellcaster. Its


Azroc (Hobgoblin Shaman) spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
humanoid (goblinoid), monster manual, lawful evil
spell attacks). It has the following druid spells prepared:
Armor Class 18 (chain mail, shield)     Cantrips (at will): druidcraft, produce flame
Hit Points 11 (2d8+2)     1st level (3 slots): entangle, longstrider, speak with animals
Speed 30 ft.

Actions
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 15 (+2) 10 (0) 10 (0) Fungal Rot Melee Spell Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d8) necrotic damage. The shaman can expend a spell
Senses darkvision 60 ft. slot to give the fungal rot a range of 30 feet and make it a dex
Languages Common, Goblin save to avoid.
Challenge 1/2 Longsword Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.
Martial Advantage Once per turn, the hobgoblin can deal an Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
extra 7 (2d6) damage to a creature it hits with a weapon attack one target. Hit: 5 (1d8 + 1) piercing damage.
if that creature is within 5 ft. of an ally of the hobgoblin that
isn’t incapacitated.

Skill Intimidation +2
orc Senses darkvision 60 ft.
humanoid (orc), monster manual, chaotic evil
Languages Common, Orc
Challenge 1/2
Armor Class 13 (hide armor)
Hit Points 15 (2d8+6)
Speed 30 ft. Aggressive As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.
STR DEX CON INT WIS CHA Actions
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (0) 10 (0)
Greataxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

 
Once they have recovered, they are able to tell the
After the encounter stories of how the keep fell to the invading cultists, and
the foul rituals that claimed the lives of so many of the
Depending on how the encounter turned out, you may garrison’s guards.
be able to search the area to find a metal case  
containing:
Ring of Swimming

If you free the prisoners


The three prisoners are beyond relieved to be rescued
and to survive the End Times cult’s ritual.
They confirm that they are the last of the guards
garrisoned at the keep.

25
 

After the Adventure Activity Description Days


The main events of the story have now taken place, and Tend to the You spend time farming, gardening, or Any
you have 5 days of downtime to rest, relax, collect your Land managing a piece of land. Through your
quest rewards, spend time with loved ones and hone efforts, you can harvest valuable resources,
your skills. such as rare herbs, exotic fruits, or precious
gemstones, that you need as spell
In addition to the usual downtime activities, you may components.The components can have a
choose to activities from the list below: value of up to 10 gp per day spent.
Mercantile You invest resources in a trade venture or set Any
Activity Description Days Venture up a shop of your own. Over time, your
Romance Spend time with a romantic interest - go on a 1 business thrives, providing you with a steady
date or travel somewhere scenic together. income. In the future, you gain an addition 1
Gain 1 reputation with the love interest. gp every time you have complete an
Community You go on a quest to help the local 2 adventure, per downtime day spent building
community. The thankful townsfolk give you the business. This activity can be repeated
a healing potion as a reward. after future adventures to produce additional
Meditation You retreat to a secluded sanctuary to focus 4 passive income.
on spiritual growth. Through intense Perform You showcase your talents as a bard or Any
meditation and contemplation, you gain (Bard) entertainer, captivating audiences with your
insights into your own abilities and unlock performances. As a reward, you earn 10 gold
hidden potential. Gain inspiration for a week. per day and gain the admiration of locals.
 

26
 
Congratulations on completing this
adventure!
The challenges presented by the
adventure completes a story
milestone and so your character
will progress to the next level.
Huzzah!

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