The Keep at Lirin's Rest
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
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
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
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.”
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
CHAPTER 1 MAP
7
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.
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)
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.
10
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.
Challenge 1/4
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.
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.
14
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.
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.
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
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)
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.
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.
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
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.
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.
24
Round 3 onwards
Azroc will continue to slice at you with his longsword
until you fall, or until he is defeated.
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
25
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!