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3K views311 pages

Rune Wild

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rbroadhurst4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Runewild

Campaign Setting

Richard Broadhurst (Order #23491769)


The Runewild Campaign Setting
Written by: William Fischer
Edited by: Craig Hargraves and Matthew J. Hanson
Art by: Joyce Maureira, Le Rastislav
Cartography by: Toy Fayen, Jack Tannery, Santiago Iborra
Background by: Rick Hershey
Playtesting by: Josh Collins, Aaron Frank, Matthew J. Hanson, Lee Hengescht, Emma Nygren,
Barry Ryan

For Backer Credits, see page 309

The Runewild Campaign Setting copyright 2020, Sneak Attack Press.


Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games.

Like us on Facebook
Follow us on Twitter
www.sneakattackpress.com

Product Identity: The following items are hereby identi-


fied as Product Identity, as defined in the Open Game Li-
cense 1 .0a, Section 1 (e), and are not Open Content: All
trademarks, registered trademarks, proper names (char-
acters, religions, etc.), dialogue, plots, storylines, locations,
characters, artworks, and trade dress. (Elements that have
previously been designated as Open Game Content are
not included in this declaration.)

Open Content: Open game content in this book includes


the following: game statistics for new monsters and magic
items. No portion of this work other than the material des-
ignated as Open Game Content may be reproduced in any
form without written permission.

2
Richard Broadhurst (Order #23491769)
Table of Contents
Running the Runewild 6 A Runewild Gazetteer 54
What is the Runewild? 6 1. Widderspire (CR 0) 54
A History of the Runewild 7 2. The Last Tower (CR 4) 56
The Way it Was in the Beginning 7 3. Wall’s End (CR 2) 57
Waithrik the Conqueror 7 4. The Time-Lost Knight (CR 4) 57
The Witch Wars 7 5. Hori’s Pool (CR 1) 59
The Aruandan Conquest 7 6. Price Farm (CR 2) 60
The Throne War 8 7. The Wyvern Stones (CR 6) 60
Queen Esme 8 8. Ghazrek’s Rock (CR 5) 60
The Runewardens 8 9. Badberry Patch (CR 3) 61
The Way it Is Today 8 10. Wexmore Abbey (CR 6) 61
The Council Arcane 9 Keyed Areas 62
The Church of St. Adso 9 11. The Head in the Wall (CR 10) 65
What is a Sandbox Campaign? 9 12. Flyspeck Hill (CR 3) 66
Optional Rule: Travel and Exploration 11 Keyed Areas 66
Optional Rule: Long Rests 12 13. Magic Honey Tree (CR 2) 69
Optional Rule: Random Encounters 12 14. Basilisk Cave (CR 3) 69
Random Encounters 12 15. Shadownest (CR 4) 69
Adventure Hooks 18 16. Sprite Nursery (CR 4) 71
More Random Encounters 18 17. The Repeating Glade (CR 3) 72
Encounter Scenery 19 18. The Whitebone Sisters (CR 5) 72
Fey Pranks 19 Keyed Areas 72
Runewild Strangeness 20 19. Kidwelly (CR 0) 74
Animals in the Runewild 20 20. Wobbly-Odd Wood (CR 6) 75
What’s the Villain Been Up To? 20 21. The Starling Knight (CR 2) 76
Roll-All-the-Dice Art Objects 21 22. Foxhall (CR 5) 77
Random NPCs 21 23. Creeping Cliff (CR 5) 79
Who Knows the Answer? 22 24. Murgrin Two-Face (CR 4) 80
Which Witch? 22 25. Ember Hills (CR 5) 80
Encounter Locations 23 26. Grimlock Ambush (CR 2) 80
Table of Tables 25 27. Rufus Ambercomb (CR 2) 81
Runewild Backgrounds 30 28. Whisperwink’s Prison (CR 1) 81
Adsonian Devotee 30 29. The Path of Petals (CR 1) 82
Fey-Blooded 30 30. The Whispering Well (CR 2) 82
Hag-Owned 31 31. Ten-Ton Satyr (CR 2) 82
Outlawed Apprentice 32 32. Bormgastor’s Tower (CR 7) 83
Polymorphed Animal 33 33. The Woodsman’s Sister (CR 2) 86
Runewild Folklorist 34 34. Ruasidhe Territory (CR 2) 87
Runish Scion 35 35. Cloak-of-Feathers (CR 3) 88
Time-Lost Knight 36 36. The House in the Clouds (CR 9) 88
Magic of the Runewild 37 37. See the Satyr (CR 4) 90
New Feat: Fey-Touched 37 38. Widderspire Keep (CR 2) 92
Optional Rule: Runewild Curses 38 Keyed Areas 92
New Magic Items 39 39. Beneath the Keep (CR 5) 94
The Goblin Market 45 40. The Worry-Cow (CR 3) 95
Goblin Charms 49 41. Elenwen’s Tree (CR 3) 95
Treasures 49 42. Prospero Piggyback (CR 5) 96
Vendors 50
Encounters 51 3
Richard Broadhurst (Order #23491769)
43. Musical Chairs (CR 6) 97 86. Griselda’s Treehouse (CR 16) 144
44. Goblin Caravan (CR 4) 99 Keyed Areas 145
45. Sloth Graveyard (CR 0) 99 87. Tavern on the Marsh (CR 6) 152
46. Thrushkin Ruins (CR 4) 99 88. Saggers Farm (CR 4) 155
47. Reflecting Pool (CR 3) 100 89. Redcap Pass (CR 7) 155
48. You Are My Mirror (CR 6) 100 Keyed Areas 156
49. The Wizard’s Wardrobe (CR 4) 101 90. The Safety Stone (CR 0) 161
50. Theodin Thistlewhip (CR 1) 102 91. Ma Morba (CR 2) 161
51. Cat in a Tree (CR 4) 102 92. The Ogre’s Den (CR 3) 161
52. The Movable Feast (CR 5) 103 93. The Goodwife Tree (CR 6) 162
53. Malicraft’s Mill (CR 3) 103 94. The Washer Widow (CR 2) 163
Malicraft’s Guests 105 95. Hide and Seek (CR 1) 164
54. Dances with Bears (CR 4) 105 96. Hungry Bridge (CR 3) 165
55. Ettercap Maze (CR 4) 105 97. Toadwart’s Crossing (CR 4) 165
56. Tomb of the Feathered Serpent (CR 8) 106 98. Breowen’s Ghost (CR 7) 166
Keyed Areas 106 99. Whooo . . . What, Where, Why, How? 167
57. The Palace of Water, Wind, and Stone 111 100. The Illspire (CR 8) 167
Keyed Areas 112 101. Caerfell (CR 0) 168
58. Apophix’s Lair (CR 15) 115 102. Caerfell Keep (CR 6) 169
59. Hag in a Bag (CR 5) 117 103. Cassandra Thrasher (CR 3) 171
60. Stone Fish Fountain (CR 1) 117 104. The Hearth Hag (CR 7) 173
61. Treshur (CR 3) 118 Keyed Areas 173
62. Hoon’s Arch (CR 1) 118 105. The Licorice Knight (CR 4) 175
63. Missus Switch’s Schoolhouse (CR 4) 119 106. Sweet-Tooth Keep (CR 5) 176
Keyed Areas 119 107. Three Satyrs Gruff (CR 1) 177
64. Coppertank Mine (CR 4) 121 108. Cockatrice, Cockatwice, Cockathrice 178
Keyed Areas 121 109. The Broken Keep (CR 8) 178
65. The Brokenspire (CR 1) 124 Keyed Areas 180
66. Iodun’s Mound (CR 7) 124 110. Lord of the Lepidopterans (CR 5) 186
Keyed Areas 125 111. The Blackfell Tapestry (CR 3) 188
67. Merivae’s Tree (CR 4) 128 112. She Sells Secrets (CR 3) 189
68. The Movable Feast (CR 5) 128 113. The Shroud That Walks (CR 8) 190
69. Halfling in Mithral (with Broken Heart) 129 114. Old Mother Toombs (CR 5) 190
70. Labyrin (CR 12) 129 Keyed Areas 190
71. Harpy Bridge (CR 4) 131 115. Goodie Sharktooth (CR 4) 193
72. Covenant Hall Campsite (CR 2) 132 Keyed Areas 194
73. One Hundred Skulls (CR 8) 132 116. The Pseudodragon’s Hoard (CR 1) 197
74. Stump Home (CR 9) 133 117. Maythorn Dun (CR 1) 198
75. Old Hobb’s Shack (CR 3) 134 118. The Crypts of Maythorn Dun (CR 5) 198
76. Ill Hollow (CR 0) 135 Keyed Areas 199
Covenant Hall Mercenaries 135 119. The Stone Scryer (CR 6) 203
77. Burly Point (CR 0) 137 120. The Giant’s Vault (CR 9) 203
78. Carn the Hunter (CR 4) 138 Keyed Areas 204
79. Pack Rat (CR 4) 139 121. Wersig’s Bridge (CR 5) 207
80. The Gibbering Grove (CR 3) 140 122. Gossamers (CR 6) 207
81. Owlbear Falls (CR 5) 141 123. The Movable Feast (CR 5) 208
82. Fiddlehead Patch (CR 3) 142 124. Goblin Watchtower (CR 4) 208
83. The Cronemarsh (CR 2) 142 125. Black Butterflies (CR 7) 209
84. Grimlocks and Grindylow (CR 3) 143 126. The Black Unicorn (CR 11) 209
85. Twig-Legs (CR 5) 143 127. Clockwork Dwarves (CR 4) 211

4
Richard Broadhurst (Order #23491769)
128. The Sprite Knight (CR 1) 211 Prismatic Centipede 278
129. Deepdoom Hall (CR 16) 213 Pyre Wraith 279
130. The Siren Queen (CR 9) 214 Redcap 279
131. Drow Scouting Party (CR 8) 216 Seven-Tail 280
132. Danse Morel (CR 3) 216 Thrushkin 281
133. Big Bad Wolf (CR 3) 218 Werestag 282
134. Woollybat and Frogtoe (CR 4) 218 Wild Folk 282
135. The War of Birds and Beasts (CR 4) 219 Worry-Cow 283
136. Maiden Pond (CR 5) 220 Witches of the Runewild 284
137. The Tree of Dead Men (CR 3) 221 Daughters of the Chimera 284
138. East-Doom (CR 16) 222 Goodie Sharktooth 285
Keyed Areas 223 Griselda 287
139. Cankerworm Keep (CR 13) 229 The Gunkpuddle Girls 290
Keyed Areas 231 Korthsuva, The Hag of Hours 291
140. Cave of the Stone King (CR 11) 239 The Misplaced Coven 293
141. The Phase Drider (CR 9) 240 Malicraft 294
142. The Sunken Tower (CR 12) 241 Missus Switch 295
Keyed Areas 241 Old Mother Toombs 296
143. Seven-Tail (CR 5) 248 Sister New and Sister Full 298
144. The Clock-bound Hag (CR 12) 249 Strega Rakka 300
145. Hartwort (CR 9) 251 The Washer Widow 301
146. The Giant Killer (CR 4) 252 The Whitebone Sisters 302
147. Mountain Orrery (CR 7) 253 Monster Variants 304
148. Lord Raven’s Roost (CR 12) 254 Index 306
Keyed Areas 254 Thanks to our Kickstarter Backers 309
149. Dame Briar (CR 13) 259
150. Highvale (CR 5) 260
A Runewild Bestiary 262
New Monsters 262
Animated Objects 262
Cassandrae 264
Clockwork Dwarf 265
Deep Gnome Queen 265
Elves: Drow 266
False Creeper 268
Fey Lion 268
Fiddlehead 269
Forest Sloth 270
Giant Fly 270
Gnarl 270
Goblin Basilisk Rider 271
Goblin Broodma 271
Grand Broodma Oona 272
Golden Bodach 273
Honey Golem 274
Iodun 274
Lepidopteran 275
Magic Fox 276
Owlbear Paragon 277
Pooka 278

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Richard Broadhurst (Order #23491769)
The Bedchamber of Madness:
Running the Runewild

Beyond the kingdom of Aruanda, there is an untamed • 150 detailed encounter areas for player characters to
land. It is a place where witches walk, where goblins ca- explore
vort, where the borders between the mortal and fey • 8 new Backgrounds and a new Feat: Fey-Touched
realms grow thin. For some, it is a place of unspeakable • 21 unique magic items (like witch embers and the staff
wonder; for others, only madness and death lie within its of clarity and confusion)
trackless depths. • 32 new monsters (including clockwork dwarves, fey li-
It is the Runewild, and it is beautiful and cruel. ons, giant forest sloths, and the terrifyingly beautiful Gold-
en Bodach)
What is the Runewild? • Detailed descriptions of the histories, motivations, and
weaknesses of the witches of the Runewild, including the
The Runewild is a dark fairy tale sandbox setting for use
Whitebone Sisters; Missus Switch, the swine hag; Korthsu-
with the 5th Edition of the world’s most popular roleplay-
va, the Witch of Hours; and the Hag Queen Griselda, Moth-
ing game. Designed for character levels 1 through 10, it
er of Ogres
provides locations, encounters, and NPCs to support a
• New optional rules for exploration and resting
campaign lasting months or years, or to be adapted into
• Advice for running a sandbox campaign
other campaigns. This book includes:
• A history of the Runewild and its surrounding settle-
• Dozens of random tables designed to help GMs make
a Runewild campaign their own
ments

6
Richard Broadhurst (Order #23491769)
A History of the Runewild The Witch Wars
The history of the Runewild is tangled and twisted. You’ll Ironically, were it not for the forest’s most ancient inhab-
find much of the forest’s history woven throughout the itants—the Aosidhe elves—King Waithrik’s campaign to
Gazetteer section of this book, and you’ll no doubt want tame the Runewild might have failed. The Aosidhe had
to add your own details to the setting during play, as well. long served as the forest’s caretakers, but in the years pre-
For now, highlights of the Runewild’s history—the people, ceding Waithrik’s invasion, the witches of the Runewild
places, and events you need to know before the campaign had grown in power. Perhaps taking a cue from the Runish
starts—are detailed below. people, a fearsome hag known as Griselda, the Mother of
Ogres, gathered her sisters into a “grand coven” to oppose
The Way it Was in the Beginning the Aosidhe. As the war between the Aruandans and the
There have always been places where other worlds press Runish clans raged, the elves suffered a series of costly de-
against the Material Plane. In the Runewild—a sprawl- feats against Griselda and her allies. It soon became clear
ing forest that lies on the borders of civilization—the Fey that, unless she could be stopped, the Hag Queen would
Realm bleeds into the mortal world, transforming the land- eradicate the Aosidhe and seize the Runewild for herself.
scape into something both beautiful and strange. Here, Though the Aruandans’ campaign against the Runish
one finds glades ruled by living motes of light, hollows people had been merciless, the Aosidhe also saw virtue
where creatures out of nightmares lurk, and lonely foot- in Waithrik’s knights. Many of the knights were brave, loy-
paths along which time itself runs wrong. The Runewild is al, and honor-bound to serve the higher good. The elves
a place of magic and wonder, but also unspeakable dan- reached out to these honorable knights and warned them
ger. Few mortals who enter the Runewild ever return; few- of the threat Griselda posed. Sensing Griselda was a great-
er still come back from the forest unchanged. er evil than the upstart Runish lords, the Aruandans forged
For millennia, the elves of the Runewild, the Aosidhe, an alliance with the Aosidhe. The Aruandans agreed to
contained the dangers of the forest even as they sought help the elves in their fight against the witches. In return,
to preserve its beauty. They raised obelisks whose magic the Aosidhe promised to cede control of the Runewild to
protected mortals against the fey and set down elfpaths the Aruandans once they defeated Griselda and her sis-
to guide those who became lost within the forest’s depths. ters.
They tempered the mischievous impulses of the fey and,
most importantly, fought against the witches who also
The Aruandan Conquest
called the Runewild home. Thanks to the efforts of the Ao- With the help of their new allies, the Aruandans made
sidhe, over time the Runewild became safe enough for hu- short work of the few Runish lords who still opposed them.
mans to settle along its borders. In these centuries before They then turned their attention to Griselda. Though a de-
history, the Aosidhe, the fey, and humans lived alongside cisive victory against Griselda remained elusive, it wasn’t
one another in reliable, if uneasy, peace. long before the Aruandan knights routed Griselda’s forces
and sent the Hag Queen back to her lair within the Crone-
Waithrik the Conqueror marsh. As the Aruandans cemented their control of the
The Runewild could not exist in isolation forever. Shortly forest, the Aosidhe retreated to Highvale, a hidden glade
after its founding 400 years ago, the kingdom of Aruan- in a far corner of the Runewild. The few who stayed behind
da claimed dominion over the Runewild. This control re- became the Ruasidhe, wood elves who vowed to care for
mained limited until the reign of King Waithrik, when the the forest alongside their human allies.
ancient border province was finally brought to heel. Tired Years of prosperity followed. The Runish people, ex-
of the Runish clans’ failure to recognize his kingdom’s rule, hausted by war and encouraged by the influx of foreign
Waithrik’s first act upon taking the Aruandan throne was gold into their coffers, adopted the Aruandan culture as
to send a regiment of his finest knights into the Runewild their own. To further secure their grip over the area, the
to begin the bloody process of replacing the local lords Aruandans built strongholds throughout the forest, as well
with those more loyal to their king. as landmarks such as Waithrik’s Wall and Wersig’s Bridge.
But the Runish people did not forgo their freedom For many, the Runewild flourished under Aruandan rule.
lightly. For the warrior clans that lived along the Runewild, The Aruandan Conquest was a dark time for the fey,
flouting Aruanda’s authority by withholding taxes or stag- however. The Aruandan lords burnt, hanged, or quartered
ing raids into the kingdom was a time-honored tradition. any witch they found, but their thirst for blood didn’t stop
King Waithrik’s invasion united these disparate clans, there. Before long, the Aruandans began to hunt down all
transforming what once had been mere disobedience into fey creatures, not merely those that posed a threat to them.
full-scale rebellion. For the first time in the Runewild’s his- During this time, many of the knights who had pledged to
tory, the Runish people came together under a single pur- protect the Runewild laid down their weapons rather than
pose: to drive the foreign invaders from their homeland. perpetuate this slaughter. Even so, in the span of just a few

7
Richard Broadhurst (Order #23491769)
short years, the Aruandans decimated the fey of the for- Just days before her sixteenth birthday, Esme’s life
est. Many of the fey creatures that survived became dark changed yet again. Knights bearing the royal crown of
reflections of themselves, more monstrous than even the Aruanda arrived at the Ruasidhe camps with news that the
humans who hunted them imagined them to be. Throne War had finally ended. The knights presented Esme
her crown and proclaimed they’d come to escort her back
The Throne War to Aruanda as their new queen.
The Aruandans would have eradicated the fey entirely
were it not for the Throne War. As unifying a figure as King The Runewardens
Waithrik had been in life, his death couldn’t have been Esme has ruled Aruanda half a century now. Despite her
more divisive. Mere hours after Waithrik died, the Aruan- unconventional upbringing—or, some say, because of
dan capitol erupted into chaos as his heirs scrambled for it—she’s proven to be an exceptional ruler. She leads her
his throne. The violence spread like wildfire, and soon the people with a strength that rivals her grandfather’s but
entire kingdom was consumed by civil war. tempered with wisdom and compassion. Under Esme’s
Aruanda had seen such in-fighting before, and few rule, her kingdom has flourished, her subjects have pros-
thought the bloodshed would last for long. But as the days pered, and even Esme’s most vocal rivals grudgingly admit
stretched into weeks, then months, the Aruandan lords her reign has been nothing less than a golden age for Aru-
that had settled in the Runewild began returning home, anda.
either to support another’s claim to the throne or to lay Esme has never returned to the Runewild and, as she
such claims themselves. With their keeps vacant, the Aru- approaches her 70th birthday, is too old to make the jour-
andans’ control over the Runewild unraveled. As quickly as ney now. Even so, Esme remembers her childhood in the
it had been conquered, the Runewild became a border- forest fondly, and so has ordered the creation of a new
land again. organization: the Runewardens. Esme has directed these
Wardens to serve all decent inhabitants of the Runewild—
Queen Esme be they human, elf, or fey—and to protect the forest
Three years into the Throne War, an Aruandan knight ar- against Griselda and her kin. While no one is certain how
rived in the village of Widderspire with a young girl in the Wardens will fare in the Runewild, Esme’s proclamation
tow. Neither the knight nor the girl made mention of their proves she’s not forgotten about the forest. A new chap-
names. Instead, the two rode directly into the heart of ter in the history of relations between Aruanda and the
the Runewild. When the knight returned a few days later Runewild is about to unfold.
without the girl, many feared the worst, but before anyone
could question the knight, he rode back to Aruanda and The Way it Is Today
was never seen again. As the campaign begins, the PCs find themselves as the
In fact, the girl was Esme, King Waithrik’s grand-daugh- very first recruits of Queen Esme’s new organization, the
ter, and the knight her sworn protector. When the war for Runewardens. Service in the Runewardens is voluntary,
Waithrik’s throne made Esme a target for assassination, and the PCs’ reasons for joining the organization may be
those who supported her claim to the throne conspired as varied as the characters themselves. Some may have ac-
to hide Esme in the Runewild. Calling upon the old alli- cepted the post to find adventure, while others flee pasts
ance between the Aruandans and the elves, the unnamed they wish to leave behind. Others may be fortune seek-
knight placed Esme into the care of the Ruasidhe, who ers, while others still might have come to the Runewild to
swore to protect Esme until her path to the throne was uncover the forest’s arcane secrets. Some characters may
clear. even be natives to the Runewild, locals born and raised in
Though only a child when she came to the Runewild, one of the settlements along the forest’s edge.
Esme adapted quickly to her new home. The Ruasidhe Whatever their reasons for joining the Runewardens,
found Esme delightful but strong-willed: more than once, the PCs are sure to face many dangers on their adventures.
the elves were forced to rescue the girl after she ignored The Runish people’s distrust of outsiders has grown even
their warnings and slipped off to explore the forest. deeper since the Aruandans abandoned the forest, and
During these adventures, Esme encountered many of the members of an organization sent to “help” them will cer-
Runewild’s fey inhabitants. Esme endeared herself to the tainly be met with deep suspicion. The fey have even lon-
good-hearted fey she met, but the forest’s more malicious ger memories; many still seek revenge against the mortals
denizens—including, it’s said, Griselda herself—found who persecuted them half a century ago. And, despite the
themselves undone time and time again by the young Aruandans’ best attempts to defeat her, Griselda still lurks
girl’s cunning. somewhere in the Cronemarsh, making plans for the day
the Runewild trembles before her once again.

8
Richard Broadhurst (Order #23491769)
The Council Arcane mains widely practiced in the region. However, as up-to-
No history of the Runewild would be complete without date editions of the Almanac grow difficult to acquire,
mention of the Council Arcane. Founded centuries ago to some have abandoned the foreign faith and returned to
safeguard magic too dangerous for the general populace the native traditions of the Runewild. These traditions—in-
to wield, the Council once served as impartial advisors cluding the veneration of the fey spirits of the forest—now
to the rulers of Aruanda. During the Throne War, howev- threaten to unseat the Church as the area’s most promi-
er, the secrets the Council protected became weapons in nent religion.
their hands. Placing the ambitions of their lords above the
welfare of the common folk, the wizards of the Council What is a Sandbox Campaign?
called down storms of magic upon their rivals, mustered The Runewild is a campaign designed for sandbox-style
armies of undead, and uttered eldritch curses that spread play. Unlike a module or adventure path, a Runewild cam-
like plagues throughout the kingdom. When the Throne paign has no particular story to tell. Instead, the players
War ended and Queen Esme discovered how the Council- are free to explore the setting—to “play in the sandbox”—
ors had abused the power entrusted to them, she immedi- as they choose. As the campaign progresses, the PCs are
ately ordered the Council disbanded. sure to stumble across the storylines presented in the
Unfortunately, Esme’s decision to dissolve the Coun- Runewild Gazetteer section of this book, but they can
cil came too late for the Runewild. As their colleagues deal with these encounters in whatever order or manner
fought for Waithrik’s throne in Aruanda, the Councilors of they want. They may even decide to ignore these plots en-
the Runewild delved even deeper into forbidden magic. tirely and pursue goals of their own!
Though some sought only to uncover the Runewild’s se- In many ways, running a sandbox campaign is easier
crets, others used the forest’s connection to the Fey Realm than other types of games. You don’t need to worry about
to quench their thirst for personal power, often with disas- what course the players will take, or what to do if they
trous results.
The influence of the Council Arcane on the Runewild
continues to this day. Most obviously, Caerfell Keep still
employs a Councilor Arcane, despite Queen Esme’s decree
to disband the order. Less visible—but even more signif-
icant—are the ruins of the Council’s outposts scattered
throughout the Runewild. In many cases, only the names
of these towers remain, but within their ruins lie magic
as powerful as any the world has ever known. Even now,
those who dwell within the ruined towers—be they fey or
mortal, wizard or monster—gather these secrets, hoping
to use the Council’s forbidden magics for themselves.

The Church of St. Adso


The Church of St. Adso is the state religion of Aruanda and
has been an influential power in the Runewild since the
Aruandan Conquest. The Church’s founder, St. Adso, was
born a simple peasant, but his creed—that the gods were
too distant to touch the lives of common folk—made him
an iconoclast in life and a revered saint upon his death. St.
Adso’s final proclamation was a vow to speak to his follow-
ers often, even from beyond the grave.
Little did Adso’s disciples know how regular the saint’s
missives would be. Today, the church’s sole task is to re-
ceive and disseminate revelations from St. Adso. These
prophesies—on topics ranging from weather forecasts
to warnings of impending doom—are recorded in the
church’s holy book, St. Adso’s Almanac. Every year, high
priests produce a new edition of the Almanac, around
which the faithful organize their daily lives.
Most Runish people converted to the Church of St.
Adso after the Aruandan Conquest, and the religion re-

9
Richard Broadhurst (Order #23491769)
stray from the adventures you’ve prepared. Instead, you (i.e. boring) idea. Fight against this tendency by creating
can simply arrive at each session with dice in hand, com- something the players truly didn’t expect.
fortable knowing that wherever the players head next, Here’s a trick to try: the next time you need to come up
there’s plenty of adventure for them to discover. something for your game, start with the most ridiculous
A sandbox campaign isn’t without challenges, though. idea that occurs to you (ogres that shed their heads, for
Some advice for running this sort of campaign—and a example). Then, instead of throwing out the idea as silly or
Runewild campaign, in particular—follows. This section nonsensical, seriously consider what it would take to make
also includes optional rules designed to highlight the the idea plausible. If your outlandish notion were true,
strengths (and counteract the weaknesses) of a sandbox what would be the implications? Even a few moments re-
campaign. As always, use common sense when applying flection can often turn a ludicrous idea into a conceivable
these optional rules, and feel free to change or ignore any one, while still preserving the strangeness that made it
rules that don’t match your style of play. unique in the first place.
The end of this section presents random tables useful The Runewild is a place of mystery and wonder, so it
when running a Runewild campaign. You can roll on these makes sense that no two Runewild campaigns should be
tables during play when you need to come up with a de- alike. This book presents a wealth of information about the
tail on the fly, or simply refer to them for inspiration when Runewild, but as you prepare your game, feel free to inject
preparing for your sessions. your own ideas into the setting. It’s your unique brand of
strangeness that will make your game one the players will
Keep It Simple remember.
Usually there’s a lot going on in a sandbox campaign—
certainly too much to cover in a single session, or even Keep No Secrets
multiple sessions. Don’t feel as if you need to play through As your players seek to unravel the mysteries they discover
every encounter presented in the Runewild Gazetteer. during play, you may be tempted to withhold information
Let your players set the pace of their adventures. The play- from them, saving it for a “big reveal” later in the campaign.
ers will likely uncover mysteries at a rate faster than they This is a bad idea! If the players are asking questions, that
can solve them, especially at the beginning of a campaign. means they’re interested in the campaign. Don’t quash
Nudge them along (by dropping rumors and the like) only that enthusiasm by stonewalling them. Instead, give them
if it seems like they’re running out of things to do. the answers they seek, then show them even more about
The good news is that grand adventures often spring the world to keep them questioning. If you continually de-
from the simplest decisions. For example, the PCs may de- lay revealing secrets until “the time is right,” you risk mak-
cide to buy the party’s fighter a suit of plate armor but find ing players feel as if they have no control over their charac-
there’s no armorer in Widderspire. They’ll have to travel to ters’ destinies. In a sandbox campaign, the exact opposite
Burly Point (or even farther north, to Caerfell) to have the should be true.
armor made. Along the way, they may trigger a random As a rule of thumb, if the PCs go out of their way to
encounter that forces them to flee into the forest, where research a subject, reward them with as much information
they cross paths with a witch who sends them on an er- as you reasonably can. Of course, not every source of infor-
rand of her own. By the end of the session, the PCs may be mation should have all the answers, but the witches and
halfway across the Runewild and still not have the armor other fey creatures who inhabit the Runewild have lived
they set out for in the first place! there for centuries, if not longer. Any one of them might
In short, don’t feel as if you need to prepare a grand have the information the party seeks, even if such informa-
adventure to keep the players entertained. The stories told tion isn’t explicitly detailed in their descriptions.
in a Runewild campaign may seem chaotic or incoherent If you must delay answering the party’s questions (if
at times, but even with a minimal amount of preparation, you’re unsure of the information off the top of your head,
they will never be boring! for example), consider referring the PCs to another source.
Even if an NPC doesn’t know the answers themselves, for
Keep It Weird example, they should definitely direct the PCs to someone
It never hurts to do the craziest thing you can think of. else who does. (For a list of knowledgeable NPCs, see the
Unless your players are entirely new to the fantasy Who Knows the Answer? table on page 22.) Usually, one
genre, they’re already familiar with the tropes of fantasy such “step” of research is enough for the players to feel as if
role-playing games. Aloof elves, hard-drinking dwarves, they’ve earned the knowledge they eventually uncover.
even wicked witches aren’t enough to excite them, at least
not without some quirk that sets these tropes apart. Even Show No Mercy
in a detailed setting like the Runewild, sometimes you’ll One of the greatest difficulties in running a sandbox-style
need to create an NPC, a location, or an encounter on the campaign is balancing encounters. In short, there are no
fly. When doing so, it’s easy to fall back on the most familiar balanced encounters in the Runewild. The players should

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Richard Broadhurst (Order #23491769)
feel as if they have the freedom to explore wherever they Optional Rule: Travel and Exploration
choose, even if that exploration leads them to the lair of a Travel and exploration are the bread and butter of a sand-
mighty dragon or the doorstep of an ancient witch. box campaign. As your players explore the Runewild, the
It’s highly recommended you don’t tailor encounters time it takes to travel from one location to another—and
to match the party’s level. Part of the fun of a sandbox the dangers the PCs face along the way—help make the
campaign is identifying the dangerous areas of the set- setting feel like a living world. In addition, tracking time
ting, learning how to avoid such death-traps, and return- and distance helps maintain the value of player choice.
ing to face those challenges at higher levels. Not allowing What does it matter, after all, if the party risks the quicker,
the party to stumble into a “total party kill” from time to but more dangerous, shortcut through the woods if you
time suggests to the players that their choices don’t mat- simply hand-wave the journey? In a sandbox campaign,
ter. Worse, it robs them of the accomplishment they feel every choice should be impactful, for good or ill.
when they overcome a challenge truly above their level, or That said, players come to a game expecting action,
when they finally defeat the villain that has plagued them not paperwork. The travel and exploration rules presented
since the beginning of the campaign. here balance the importance of player choice with ease of
That said, be flexible when running encounters above use during play.
the party’s level. Allow the PCs to retreat from battles
against superior foes, to parley with more powerful crea- Tracking Time
tures, or to find unconventional solutions for problems Time is broken into “shifts” of six hours each. Days are split
they couldn’t otherwise overcome. The Runewild is full of into two shifts (morning and evening shifts), as are nights
dangerous magic and deadly foes—but cautious, clever, (a shift from 6:00 pm to midnight and one from midnight
and resourceful adventurers can always find a way to sur- to dawn). Tracking time in any more granular way is usual-
vive. ly unnecessary, but if the exact time ever becomes import-
Even trickier, perhaps, is running encounters below the ant, roll a d6. The result is how many hours remain until the
party’s level. A goblin patrol that would have slaughtered next shift begins.
the PCs at 1st level is hardly a speed bump for higher-lev- Assume the characters can remain active for two con-
el characters. In these cases, try to find ways to make the secutive shifts before exhaustion sets in. After 12 hours
encounter interesting despite the level disparity. Perhaps spent exploring, fighting monsters, or interacting with
the party’s foes employ unusual tactics that make them NPCs, the party must rest at least one shift (6 hours) or risk
more difficult to defeat. Alternately, consider turning the becoming exhausted. If the party decides to press on, each
encounter into a roleplaying opportunity. The aforemen- PC must make a DC 10 Constitution saving throw at the
tioned goblins might be more interested in trading in- end of the next shift. Increase the DC of the saving throw
formation than fighting, for example, or they may flee as by 5 for each additional shift (DC 15 after 24 hours, DC 20
soon as they’re spotted, leaving it up to the players wheth- after 30 hours, and so on). On a failed saving throw, a char-
er they want to pursue. Only as a last resort should you acter suffers one level of exhaustion.
simply hand-wave easy encounters (“You slaughter all the At the beginning of each shift, be sure to check for ran-
goblins.”). Even the easiest combats may deplete the PCs’ dom encounters (see below) to see what dangers the PCs
resources, softening them up for more difficult encounters face during that shift, if any.
later in the session.
Travel
Let It Burn Each hex shown on the Runewild map covers an area of
By the time your players are through with it, the Runewild roughly 10 miles. Assume the party can travel through one
should be a smoking crater. It’s the nature of adventurers hex in a single shift (6 hours). This rate of travel is inten-
to upset the status quo, to conquer evil, to recover long- tionally abstract, eliding all the variables that might affect
lost treasures. Don’t be afraid to let the party’s actions the party’s progress. It doesn’t matter in what direction the
drastically alter the setting as it’s presented in this book. PCs move, how fast their mounts are, or whether they trav-
And if the PCs solve a mystery too easily or defeat an ene- el by road or cross-country: one hex for one shift of travel.
my before their evil schemes bear fruit, that’s okay. As your (It may seem logical that PCs move faster along a road, but
players overcome challenges, new threats are sure to arise. the increased dangers of random encounters while trav-
Sandbox campaigns are open-ended by design, but eling off the beaten path already account for this). Adjust
there’s no reason your Runewild campaign has to last for the party’s rate of travel only if exceptional circumstances
years on end. Play in the setting for as long as you like, call for it.
then move on. There are literally hundreds of exciting While the PCs may get turned around from time to
campaigns to explore. Find another one (or create your time, it’s okay to assume the party never truly becomes
own) and let your players burn that one down, as well! lost. Unless a magical effect has teleported the party to a
location they don’t recognize, the players should always
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Richard Broadhurst (Order #23491769)
know what hex on the Runewild map their characters are ple, if the party travels east along Waithrik’s Wall into the
in. The challenge shouldn’t be to navigate, but to discover Runewild, the PCs should automatically discover Wall’s
and explore specific locations (see Exploration, below). End (location 3). Obtaining a knowledgeable guide or de-
tailed map of the area may also make such Survival checks
Exploration unnecessary.
Even if the party travels through a hex on the Runewild
map, they won’t necessarily know what’s in it unless they Optional Rule: Long Rests
explore. Exploring a hex takes one shift (6 hours). Tied closely to travel and exploration is the issue of long
The Runewild Gazetteer details the encounters con- rests. This book assumes a typical party can complete six
tained within each hex. Most of the encounters are physi- to eight medium or hard encounters between long rests.
cal locations: settlements, ruins, or landmarks the players However, in a Runewild campaign, moving from one en-
can explore, leave, and return to at a later time. In a few counter to the next may require several days of travel. If
cases, the encounters are more akin to wandering mon- the PCs gain the benefits of a long rest each time they
sters and occur only under special circumstances (such as make camp, they’ll wind up facing most encounters with
the first time the party triggers a random encounter in the all of their resources available to them.
area). These special encounters are called out in their de- Instead, it’s recommended you use a short rest of one
scriptions. shift (6 hours) and a long rest of 7 days. Practically speak-
A suggested Challenge Rating (CR) accompanies each ing, this means the PCs can complete a long rest only in a
encounter. These CRs reflect the challenge of the encoun- village or town, as camping outside such a settlement for
ter but can also be used to determine how difficult the en- 7 days will almost certainly trigger a random encounter,
counter is to discover while exploring. When the party ex- interrupting the long rest.
plores a hex, one character can make a Wisdom (Survival) The Runewild Gazetteer presents five settlements
check. The DC of this check is 10 plus the encounter’s CR. where the party can complete a long rest safely: Widder-
On a successful check, the party discovers the encounter. spire (1), Kidwelly (19), Ill Hollow (76), Burly Point (77), and
On a failure, the PCs find nothing and waste the time they Caerfell (101). Depending on the players’ actions, other
spent exploring the hex. If the party spends another shift “safe” locations may become available during play.
(6 hours) exploring, they can attempt the Survival check
again, this time with advantage. Optional Rule: Random Encounters
Use common sense to adjust the difficulty of a Survival
check. If the players describe their search in a way that af- The Runewild is a dangerous place. It’s rare for anyone in
fects their chances of discovering an encounter, for exam- the Runewild to venture more than a few miles from their
ple, feel free to grant them advantage or disadvantage on home. When they do, most stick to the well-trod roads
the check. Alternately, some locations may be so obvious between settlements, giving the forest as wide a berth as
(or hidden) that adjusting the DC of the check to discover possible.
them makes sense. In certain cases, you may even allow Adventurers, however, aren’t normal people. As the
the party to forgo the Survival check entirely. For exam- party treks across the Runewild, they’re certain to run into
the forest’s inhabitants. Many of these creatures will be
Random Encounters
Encounter Hills Mountains Runewild Cronemarsh Maiden’s Wood
Apophix 01 01 01 01 01
Awakened trees - - - 02–07 02–05
Bad weather 02–11 02–13 - - -
Bandits 12–19 - - - -
Basilisks - - 02–06 - -
Beckoning candle - - - 08–13 -
Black pudding - - - 14–15 -
Centaurs - - 07–10 - -
Clockwork dwarves 20–21 14–15 11–12 - -
Clutching mists - - - 16–25 -
Cockatrices - - 13–16 - -
Commoners 22–31 - - - -
Conner Thistlewhip - - 17 - -
Deep gnomes 32 16 18–19 - 06–07

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Richard Broadhurst (Order #23491769)
Encounter Hills Mountains Runewild Cronemarsh Maiden’s Wood
Drow - 17–20 20 - -
Dryads - - 21–23 - 08–09
Ettercaps - - 24–25 - -
Fey lions - - 26–27 - -
Fiddleheads - - 28–30 - -
Flying snakes - - - 26–30 -
Forest sloths - - 31–33 - -
Gargoyles 33–40 21–30 34–35 - -
Ghouls 41–44 31–35 36–37 31–35 10–15
Giant ravens - 36–45 - - -
Gnarls - - 38–40 - 16–25
Goblins 45–49 - 41–50 - -
Goblin Market - - 51 - -
Golden Bodach - - 52 - 26
Grimlocks - - 53 36–37 -
Grindylow - - - 38–39 -
Heavy fog - - - 40–49 -
Knight 50–58 - - - -
Lepidopterans - - 54 - 27–28
Magic Foxes 59–60 - 55–56
Mercenaries 61–69 46–49 57–59 50 29–30
Moon bears 70–71 50–51 60–65 - -
Mummies - - - 51–54 -
Ogre 72–73 52–56 66–68 55–60 31–33
Pooka - - 69–70 - -
Prismatic centipedes 74–77 57–58 71–80 61–67
Pyre wraiths 78 - - - -
Ruasidhe - - 81–83 - -
Rust monsters - - - 68–73 -
Satyrs - 59 84–86 - -
Shadows - - - - 34–43
Shambling mounds - - - 74–79 -
Skeletons - - - - 44–58
Sprites - - 87–90 - -
Stirges 79–86 60–64 91 - -
Stone giants - 65–66 - - -
Treacherous climb - 67–75 - - -
Trolls - - 92 80–86 -
Turnaround - - 93 - -
Wanderer 87–90 76–80 94–97 87–91 59–64
Wild folk - - - - 65–81
Will-o’-wisps - - - 92–95 82–84
Witch 91 81 98–99 96 85
Wolves 92-95 82-85 - - 86-89
Worry-cow 96 - - - 90–91
Wraiths 97 86–87 - 97–98 92–97
Wyverns 98–99 88–99 - 99 98–99
Roll twice and combine 100 100 100 100 100
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Richard Broadhurst (Order #23491769)
hostile toward the PCs, although some may be dealt with about their boss. The scoundrels quickly break ranks if the
peaceably, if handled with care. party resists. In addition to their armor and weapons, the
It’s highly recommended you don’t ignore rolling for bandits each carry 1d6 gp, 2d6 sp, and 3d6 cp. The thugs
random encounters. Random encounters winnow away have twice that amount.
the party’s resources between long rests and reinforce the Basilisks. Each PC can make a DC 10 Wisdom (Percep-
risk-reward element to gameplay. Does the party press on, tion) check to spot the telltale signs of basilisks in the area
knowing they risk another combat before reaching their (tracks, rubble from petrified creatures, and so on). If the
destination? Or do they play it safe and return to a settle- PCs change course, they avoid the 1d2 basilisks prepar-
ment to lick their wounds? ing to ambush them. Basilisks encountered together are a
Each shift (6 hours) the PCs spend outside a settle- mated pair with a lair nearby. Harming the basilisks angers
ment, roll a d6. A roll of 1 triggers a random encounter. If Medusa (109).
the party is on a road or trail when you make the check, roll Beckoning Candle. The party finds an unlit candle
the d6 twice and use the higher result. At night, roll twice balanced in the crook of a tree. The Aosidhe necroman-
and use the lower result. Like the advantage/disadvantage cer Camadaithe left this beckoning candle (Magic of the
mechanic, these factors may cancel each other out (roll a Runewild, page 39) to guide lost souls out of the Crone-
single d6 if the party travels on a road during the night, for marsh. If lit, the candle leads the PCs to the Tavern on the
example). Marsh (87).
Whenever you trigger a random encounter, roll 1d100 Black Pudding. A black pudding floats like an oil slick
and refer to the column on the Random Encounter table on the murky waters of the Cronemarsh (83). Each PC can
most appropriate to the party’s current location. The Ran- make a Wisdom (Perception) check opposed by the pud-
dom Encounter table includes columns for the Hills and ding’s Dexterity to notice the ooze before it strikes. The
Mountains that border the Runewild, as well as one for pudding has a swim speed of 20 feet but is otherwise nor-
the Runewild itself. There are also columns for two unique mal.
areas in the Runewild: the Cronemarsh (location 83 and Centaurs. Though the Aruandan Conquest dimin-
nearby hexes) and Maiden’s Wood (location 126 and adja- ished their numbers, a handful of centaur families still pa-
cent hexes). Brief notes on the encounters follow. trol the forest. The PCs can spot the 2d4 centaurs shadow-
Apophix. The green dragon Apophix usually sleeps in ing the party by making a successful Wisdom (Perception)
his lair beneath Feather Lake (58), but from time to time check opposed by the centaurs’ Dexterity. There’s a 1 in 6
he flies a circuit around the Runewild to hunt or survey his chance Carn the Hunter (78) leads the centaurs. Other-
territory. If Apophix spots the PCs, there’s a 1 in 6 chance wise, they explain they’re looking for Straedos, one of their
he swoops down and demands tribute in exchange for brethren, whom they haven’t heard from in several weeks.
their wretched lives. Otherwise, the dragon ignores them. Unbeknownst to the centaurs, Straedos is among the
Awakened Trees. The party stumbles into a grove statues found in Medusa’s lair beneath the
of 1d6 + 1 awakened trees. If encountered in the Broken Keep (109).
Cronemarsh (83), Griselda animated the trees Clockwork Dwarves. The par-
to harass the party. If encountered in Maid- ty hears the squealing joints of 1d6
en’s Wood, the Black Unicorn’s presence in clockwork dwarves (Runewild Bes-
the area (see 126) caused the trees to ani- tiary, page 265) long before they see
mate. Either way, the trees won’t pursue PCs them. The wizard Montagne sent the
who flee the encounter. dwarves into the Runewild to col-
Bad Weather. An unexpected down- lect more dreaming stones (Magic
pour makes the remainder of the shift of the Runewild, page 39). There’s a
(6 hours) miserable. If the PCs don’t find 1 in 6 chance the constructs already
shelter, each character must make a have a stone in their possession and
successful DC 10 Constitution sav- now return to Cankerworm Keep
ing throw or suffer one level of (139). The dwarves ignore the
exhaustion. Once the storm ends, PCs unless they interfere.
Wisdom (Survival) checks made to The dwarves are armed with
track creatures have disadvantage. battleaxes (1d10 + 2 slashing
Bandits. A group of 2d6 ban- damage) and light crossbows
dits led by 1d3 thugs demand a (+2 to hit, 1d8 piercing dam-
“toll.” The bandits work for Ianto age).
the Red (89), but there’s only a 1 in Clutching Mists. A mist
6 chance they know anything useful rises around the party in a radius of
2d6 x 10 feet. The mist lasts for 10 min-
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Richard Broadhurst (Order #23491769)
utes before it dissipates. Whenever a creature enters the Dryads encountered in Maiden’s Wood are less friend-
mist or starts its turn there, it must make a successful DC ly. They ambush any PC who strays from the party. 1d3
12 Dexterity saving throw or take 10 (3d6) bludgeoning wolves accompany such dryads.
damage and be restrained by ghostly tendrils for as long Ettercaps. 1d4 ettercaps stalk the party. The etter-
as the mist remains. A creature who starts its turn already caps are armed with lance-like spears (1d8 + 2 piercing
restrained takes an additional 10 (3d6) bludgeoning dam- damage, 10 ft. reach), which they use to goad 1d4 giant
age. A creature restrained by the tendrils can use its action hunting spiders. The ettercaps withdraw once half their
to make a DC 12 Strength (Athletics) or Dexterity (Acrobat- number are killed.
ics) check to escape. Fey Lions. 1d2 fey lions (Runewild Bestiary, page
Cockatrices. The party disturbs a nest of 1d4 cocka- 268) observe the party from perches in the nearby trees.
trices. The cockatrices rush the PCs in a flurry of feathers The lions growl menacingly but won’t attack unless pro-
and talons. Harming the cockatrices angers Medusa (109). voked. If the party earns their blessing, the lions may also
Commoners. The party encounters 1d12 common- lead the PCs to a nearby location of your choice.
ers. If this encounter occurs in the Hills, the commoners Fiddleheads. 1d6 fiddleheads (Runewild Bestiary,
are farmers or craftsmen heading to or from the nearest page 269) explode from the underbrush. Each PC must
settlement. Anywhere else and the commoners have got- make a successful Wisdom (Perception) check opposed
ten lost and need the party’s help. There’s a 1 in 6 chance by the fiddleheads’ Dexterity (Stealth) to avoid being sur-
the commoners have useful information to share with the prised by the attack.
party. Flying Snakes. Roll a d6. On a 5 or less, the party stum-
Conner Thistlewhip. Conner Thistlewhip is one of the bles upon a nest of 2d6 + 6 flying snakes. While nesting,
missing Thistlewhip children from the halfling village of the snakes coil around each other in a beehive-shaped
Kidwelly (19). By some miracle, he’s managed to survive mass. The party can slip past the snakes if each PC makes
the Runewild alone for several weeks. Though exhausted, a successful Dexterity (Stealth) check opposed by the
Conner refuses to go home until he finds the Golden Bo- snakes’ Wisdom. On a failure, the snakes attack.
dach (Runewild Bestiary, page 273). He accepts any help On a 6, Griselda sends a swarm of flying snakes to
the PCs provide. harry the party. There are hundreds of snakes, too many
Deep Gnomes. 2d4 deep gnomes target the PCs for the PCs to fight effectively. Unless the party somehow
with blindness spells before retreating to a tunnel leading escapes, 2d4 snakes attack each PC every round. After 6
to Deepdoom Hall (129). The tunnel’s entrance is camou- rounds, all the snakes fall to the ground, dead.
flaged, but PCs who make a successful DC 18 Intelligence Forest Sloths. The PCs hear the bellows of 1d4 forest
(Investigation) or Wisdom (Perception) check find it. The sloths (Runewild Bestiary, page 270) in the distance. For-
gnomes don’t want any trouble and attack only if the party est sloths generally ignore creatures smaller than them-
follows them into the tunnel. selves, but the behemoths turn on the party if disturbed.
Drow. Matron Sibra has ordered a group of 1d4 +1 A lone sloth encountered near the Sloth Graveyard (45) is
drow scouts (page 268) to abduct any dryads they find heading there to die.
and bring them to the Sunken Tower (142). There’s a 1 in 6 Gargoyles. Gargoyles encountered in the Runewild
chance that either Tishvaya or Zabreen, Sibra’s drow cor- are scouts for the Broken King (109). They typically travel
ruptors (page 267), lead the scouts. Stats for drow scouts in flocks of 1d4 gargoyles. The gargoyles fly off once spot-
and corruptors can be found in the Runewild Bestiary. ted, unless they outnumber or outmatch the PCs. Then,
If this encounter occurs during the day, the drow fol- the gargoyles’ innate cruelty takes over.
low the party from a distance. PCs who make a successful Larger flocks of 1d6 + 1 gargoyles live in the Stirgewall
Wisdom (Perception) check opposed by the drow’s Dex- Hills and high atop the Ironwall Peaks (in Hills and Moun-
terity (Stealth) notice them. After several minutes or once tains areas respectively). These gargoyles aren’t allied with
spotted, the drow retreat and report their findings to Ma- the Broken King but are more aggressive than their forest
tron Sibra. counterparts. They attack the party regardless of numbers.
If this encounter occurs at night, the elves ambush the Ghouls. 2d4 ghouls ambush the party when they’re
PCs as they camp. The drow fall back if any of them die in most distracted. There’s a 1 in 6 chance that 1d2 ghasts
the raid, using darkness spells to cover their retreat. lead the pack. The ghouls are probably minions of a witch
Dryads. 1d4 dryads spy on the party from the trees. (Griselda is particularly fond of using them). Ghouls en-
The dryads are shy, but PCs who make a successful Cha- countered in the southern Runewild are from Ghazrek’s
risma (Persuasion) check opposed by the dryads’ Wisdom Rock (8).
can lure them into the open. If befriended, the dryads tell Giant Ravens. A character who makes a successful DC
the party that drow have been abducting their sisters and 15 Wisdom (Perception) check spots the 2d6 giant ravens
bringing them to the Sunken Tower (142). (as giant vultures) soaring overhead in time for the party

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Richard Broadhurst (Order #23491769)
to take cover. The ravens attack anyone who remains in the Knight. A mounted knight in the service of Lord Caer-
open. The ravens are from Raven’s Roost (148), where they fell hails the group. 1d6 - 1 guards, also on horseback, ac-
retreat once they snatch a piece of shiny metal (such as a company the knight. There’s a 50% chance the knight is
shield or longsword) from a PC, or once half their number on their way to Caerfell after a routine patrol. Otherwise,
die. Lord Caerfell has ordered the knight to explore a nearby
Gnarls. Though most common in Maiden’s Wood, location of your choice.
gnarls (Runewild Bestiary, page 270) can be encountered Lepidopterans. If encountered in Maiden’s Wood,
anywhere in the Runewild. If this encounter occurs during 1d4 + 1 lepidopterans (Runewild Bestiary, page 275)
the day, the PCs discover a gnarl that isn’t fully formed. Its descend from the canopy to attack the party. Elsewhere,
body strains against the tree from which it grows. At night, the lepidopterans offer healing or directions to a nearby
1d4 + 1 gnarls ambush the PCs as they camp. location. There’s a 1 in 6 chance that Linneus, Lord of the
Goblins. A band of 2d6 + 6 goblins rush the party. Lepidopterans (110), accompanies good-aligned lepi-
There’s a 50% chance a goblin broodma (Runewild Bes- dopterans.
tiary, page 271) leads the attack. The goblins are likely Magic Foxes. 1d4 magic foxes (Runewild Bestiary,
scouts from the Broken Keep (109), but there’s a 1 in 6 page 276) approach the party. There’s a 50% chance the
chance they’re deserters and can share useful information foxes try to rob the PCs or lead them astray with minor
with the PCs. images. The rest of the time, Princess Sava of Foxhall (22)
Goblin Market. Guttural shouts and ill-toned mu- has ordered the foxes to investigate Prince Kumo’s disap-
sic herald the arrival of the Goblin Market (Magic of the pearance. (Kumo is held captive at Ma Spriggins’ floating
Runewild, page 45). The market passes by PCs who shuts cottage at 36.)
their eyes against the sight; all others are at the goblins’ Mercenaries. The party meets a company of Cove-
mercy until Grand Broodma Oona orders the Goblin Mar- nant Hall mercenaries from the village of Ill Hollow (76).
ket to move on (1d4 hours later, usually). Treat these 1d6 mercenaries as veterans, or roll on the
Golden Bodach. The Golden Bodach (Runewild Bes- Covenant Hall Mercenaries table found on page 135.
tiary, page 273) has wandered the Runewild ever since it If encountered in the Hills, the mercenaries are looking
stole King Wobbly-Odd’s crown (see 20). Survivors of en- for work. Their going rate is 5 gp per mercenary, per day.
counters with the Bodach report having seen its brilliant Anywhere else and the sell-swords are recovering from a
aura first. Only by fleeing this light were the survivors able recent battle with another creature (make another ran-
to escape the terrifying sight of the Bodach itself. dom encounter roll) and need the party’s help to reach the
The Golden Bodach exists to drain beauty from mor- nearest settlement.
tal creatures. The shambling husks of the Bodach’s victims Moon Bears. The party spots 1d2 moon bears (as
(1d6 - 1 zombies) accompany the monster. brown bears). Unless provoked, the bears aren’t hostile
Grimlocks. 2d6 of the degenerate humanoids are on and move on after a few minutes. If encountered near lo-
their way to somewhere else. There’s a 50% chance the PCs cation 54, the moon bears head in that direction.
spot the group before they enter range of the grimlocks’ If the PCs communicate with the bears (via a speak with
blindsight and can avoid the encounter if they choose. animals spell), the bears bemoan the fate of their queen,
Otherwise, the grimlocks have set up an ambush for the Lady Ursula. One of Griselda’s minions, Lord Raven, holds
party. Grimlocks encountered near 53 are likely on some Ursula captive in his nest atop Raven’s Roost (148).
errand for Malicraft (see Runewild Bestiary, page 294). Mummies. The Cronemarsh has transformed the
Grindylow. With the legs of an ogre but the torso corpses of 1d6 humanoids into mummies. If the PCs de-
and head of a shark, it’s unknown whether the grindylow feat the mummies and search their remains, there’s a 1 in 6
are creations of Griselda (86) or a monster native to the chance one of the mummies carries a strange trinket (roll
Cronemarsh. 1d2 grindylow ambush the PCs as they slog on the Goblin Market Trinkets table on page 47).
through the swamp’s shallows. Treat the grindylow as a Ogre. The party encounters an ogre out scavenging
hunter shark with a walking speed of 30 feet and the abil- for food. There’s a 1 in 6 chance the ogre has a lair nearby.
ity to breathe both air and water. Their type is Fey. If encountered near location 66, the ogre is likely Iodun.
Heavy Fog. Banks of fog that arise from nowhere are Near location 73, the ogre is on its way to a birthday party.
a common phenomenon in the Cronemarsh. The fog ap- The PCs anger Griselda (86) if they harm one of her chil-
pears around the party in a radius of 2d6 x 10 feet and lasts dren.
for 10 minutes or until a wind of moderate or greater speed Pooka. A pooka (Runewild Bestiary, page 278)
(at least 10 miles per hour) disperses it. The area inside the sneaks up on the party. PCs who make a successful Wis-
fog is heavily obscured. Predators often accompany these dom (Perception) check opposed by the pooka’s Dexter-
heavy fogs; when a fog appears, there’s a 1 in 6 chance an- ity (Stealth) notice it. There’s a 50% chance the pooka is
other encounter occurs immediately. merely curious about the party. The rest of the time, the

16
Richard Broadhurst (Order #23491769)
pooka is mischievous and plays a trick on the PCs (see the Shambling Mounds. 1d3 shambling mounds lie in
Fey Pranks table on page 19). Either way, PCs who harm the wait, nearly indistinguishable from the hillock on which
pooka draw the ire of Seven-Tail (Runewild Bestiary, page they crouch. Each PC can make a Wisdom (Perception)
280). check opposed by the mounds’ Dexterity (Stealth). If all
Prismatic Centipedes. Prismatic centipedes (Runewild PCs fail the check, the party doesn’t notice the mounds
Bestiary, page 278) are encountered anywhere they can until it’s too late to avoid their attack.
find a place to nest: in caves, ruins, or the hollows of fallen Skeletons. A regiment of 3d6 skeletons haunts Maid-
trees. 1d6 + 1 prismatic centipedes burst from their hid- en’s Wood. The skeletons were likely Aruandan knights
ing spot to attack a random character. The target of the who died fighting Griselda and her kin during the Witch
attack can attempt a Wisdom (Perception) check opposed Wars. There’s a 1 in 6 chance the knights’ shields and
by the centipedes’ Dexterity to avoid being surprised. breastplates remain serviceable, granting them AC 18.
Pyre Wraiths. If this encounter occurs at night, the PCs Sprites. Suspicious of humanoids in their forest, 1d6
spot a bonfire atop a distant hill. If the party investigates, sprites observe the party from a distance. Eventually, the
they’re set upon by 1d3 pyre wraiths (Runewild Bestiary, sprites’ curiosity overcomes their caution, and one of their
page 279). During the day, the PCs discover 1d3 witch em- number approaches the PCs while invisible. Good-aligned
bers (Magic of the Runewild, page 45) smoldering in the PCs can befriend the sprites by attempting a Charisma
nearby grass. (Deception or Persuasion) check opposed by the sprites’
Roll Twice and Combine. Roll twice on the appropri- Wisdom. On a success, the sprites lead the party to a near-
ate Random Encounter table and combine the results. De- by location of your choice or give them a Goblin Charm
cide what circumstances have brought the two groups (roll randomly on the table found on page 49).
together. Perhaps they’ve formed an uneasy alli- If encountered near the Tree of Dead Men
ance or are already locked in battle when the (92), the sprites are more hostile. They attack
PCs arrive. the party on sight, with 1d6 reinforcements
Ruasidhe. The Ruasidhe are the elves arriving after 1d4 rounds.
who stayed behind when the rest of their Stirges. A swarm of 4d6 + 6 stirg-
kin retreated to Highvale (150). A typical es descends upon the party. Alternately,
Ruasidhe patrol consists of 1d6 + 1 el- the PCs stumble upon the blood-drained
ven scouts, or you can roll the Ruasid- husk of one of the stirges’ victims (roll
he Territory Encounters table found on again to determine the kind of creature).
page 88. The Ruasidhe typically try to Stone Giants. The party hears the
drive away intruders with warning shots approach of 1d3 stone giants long be-
from their bows. They attack in earnest fore they encounter them. Scions of
only if the intruders refuse to leave the the clan that once ruled the Ironwall
area. Peaks, the giants search for their rul-
Rust Monsters. Packs of these er, King Ormer. Unbeknownst to the
strange beasts breed like rats in shal- giants, Ormer’s wicked grandmother
lows of the Cronemarsh. 1d6 + 2 rust holds him prisoner in the Cave of the
monsters ambush the party. A PC will- Stone King (140). Unless the PCs show
ing to sacrifice a shield or metal weap- themselves, the giants fail to notice the
on can buy the party enough time to flee party.
the creatures. Treacherous Climb. The party’s path
Satyrs. The goat-headed satyrs of the through the Hills or Mountains ends at a steep cliff
Runewild are more craven and wicked than those found face. The party must either climb the cliff or spend one
in other parts of the world. They travel alone (50%) or in shift (6 hours) navigating around it. The cliff is 3d6 x 10
small groups of 1d4 + 1 (50%). A satyr encountered alone feet high. Climbing the cliff without magic or proper gear
mostly likely serves a witch. Unless the satyrs see an op- requires one successful DC 15 Strength (Athletics) check
portunity to cause mischief, they flee as soon as the party for every 30 feet of movement spent climbing the cliff. On
spots them. There’s a 1 in 6 chance one of the satyrs carries a failure, the character slips and takes falling damage as
a Goblin Market Trinket (see page 47) or some other minor appropriate.
magic item of your choice. Troll. 1d3 fearless trolls attack the party even if out-
Shadows. The Black’s Unicorn’s presence in Maiden’s numbered. Trolls met in the Cronemarsh are from Stump
Wood attracts 1d6 + 1 shadows. The shadows attack only Home (74). If killed, remove the trolls from those the PCs
at night. During the day, the shadows manifest as a brief encounter in Stump Home.
chill or unsettling whispers in the trees. Turnaround. The forest’s strange magic plays havoc
with the party’s sense of direction. The next time the PCs
17
Richard Broadhurst (Order #23491769)
leave this hex, they exit into a random (d6) adjacent hex Worry-Cow. In the Hills, the PCs find a worry-cow
instead of the one they intended to enter. The PCs quick- (Runewild Bestiary, page 283) on a farmstead, its mortal
ly realize they’ve gone the wrong way but may lose travel creator still bound to it. If the cow is encountered in Maid-
time as a result of the unexpected detour. en’s Wood, the mortal who created it is probably already
Wanderer. Roll once on a different Random Encoun- dead. The witch Malicraft (53) knows the way to make a
ter Table, preferably the one closest to the party’s current worry-cow.
location. Why this creature has wandered from its usual Wraiths. If this encounter would occur during the day,
territory is left for you to decide. it’s triggered just after sunset instead. If encountered any-
Wild folk. 1d6 + 1 wild folk (Runewild Bestiary, page where but Maiden’s Wood, a single wraith attacks the par-
282) stalk the party. The wild folk are servants of the Black ty. In Maiden’s Wood, there are 1d4 + 1 wraiths.
Unicorn (126). Before the wild folk attack, each PC can Wyverns. At night, 1d2 wyverns circle overhead
make a Wisdom (Perception) check opposed by the wild as they hunt the party. By day, the PCs stumble across a
folks’ Dexterity (Stealth) to sense they’re being followed. wyverns’ nest. A single wyvern guards the nest; its mate
When all but one of them are killed, the last wild folk re- returns after 1d4 hours. Day or night, the wyverns fly off if
treats into the earth (using its Earth Glide ability) and the PCs prove to be less than easy prey.
warns the Black Unicorn of the party’s presence.
Will-o’-wisps. Will-o’-wisps in the Runewild take many Adventure Hooks
forms. Some appear as cackling skulls, others like cats The Runewild Gazetteer provides a number of locations
made of moonlight. Whatever form they take, these 1d12 for the brave or reckless to explore. If your players need ad-
will-o’-wisps try to lure the party deeper into the forest. If ditional reasons to adventure, you can present them with
the PCs don’t follow, the will-o’-wisps float off after a few one of the following adventure hooks.
minutes to find less wary prey. If followed, there’s a 1 in
6 chance the will-o-wisps lead the party into the path of Roll Hook
another monster (determined by another encounter roll) 1 Several graves in Widderspire (1) have been dug up, their
bodies gone missing. Evidence points to the Whitebone
before attacking themselves.
Sisters (18).
Witches. A witch’s dark work sometimes requires her
2 An army of moon bears surrounds the halfling village of
to leave the safety of her lair. The PCs encounter either a Kidwelly (19). No one knows what the bears want, and the
witch of your choosing or one determined randomly by wizard Bormgastor (32) is nowhere to be found.
rolling a d6 on the following table. For more information 3 The Ruasidhe druid Cloak-of-Feathers (35) prepares a ritual at
about the witches of the Runewild, see their individual en- the Wyvern Stones (7) but needs the PCs’ help.
tries in the Runewild Bestiary. 4 One of the PCs receives a dream vision from the Feathered
1. The Whitebone Sisters (18) travel to the nearest settle- Serpent, imprisoned in Apophix’s lair beneath Feather Lake
ment to dig up bones. They pay 50 gp to anyone who (58).
saves them the trouble. 5 Hildaya Earthdragon (see 77) hires the PCs to find a dreaming
2. 1d3 of the Gunkpuddle Girls (57) are on their way to stone (Magic of the Runewild, page 39) she can use to forge
a magic weapon.
poison a well. The prospect of such mischief puts them
in particularly good moods. 6 Another party of Runewardens or mercenaries from the Cov-
enant Hall company (see 76) emerge as rivals of the PCs.
3. One of Missus Switch’s students has escaped. Missus
Switch is furious but grateful to anyone who returns 7 A terrifying monster lays waste to the farmsteads outside of
Caerfell (101). The Daughters of the Chimera (89) created the
the boar to her schoolhouse (63). beast to cause havoc.
4. Goodie Sharktooth (115) travels the Runewild looking
8 The party’s wizard needs arcane components found only in
for a card game. the heart of the Cronemarsh (83).
5. Woollybat (25%), Frogtoe (25%), or both (50%) gather 9 Doubts about Lord Caerfell’s right to rule (see 101) grow
ingredients for their next meal (134). louder. An uprising forces the PCs to choose a side.
6. Griselda takes an interest in one of the PCs (if in doubt, 10 Every person in the village of Ill Hollow (76) experiences a
it’s the PC with the highest Charisma). During the day, terrifying dream of being buried alive.
she spies on the PC via a scrying spell. The PC must 11 Worshipers of an entity called “The Worm beneath the Wood”
make a DC 20 Wisdom saving throw; on a success, the gather on the outskirts of the forest.
PC resists the scrying. On a failure, Griselda learns their 12 Every cow in the Runewild stops producing milk. In fact, fey
secrets. At night, Griselda uses a dream spell to visit the are stealing the milk for reasons of their own.
PC while they sleep.
Wolves. A pack of 2d4 wolves surrounds the PCs be- More Random Encounters
fore closing in. The wolves are hungry but prey who put up You can use the following encounters anywhere in
a fight quickly change their minds. There’s a 1 in 6 chance a the Runewild, either in place of a normal random en-
worg leads the pack.
counter or as seeds for adventures of your own.
18
Richard Broadhurst (Order #23491769)
Roll Encounter Roll Scenery
1 A woodsman’s axe is buried in the side of a tree. If the PCs 4 A row of moss-draped trees with crooked limbs look like
remove the axe, both it and tree animate and attack (as an giants on the march.
animated sword and animated tree). 5 Luminescent mushrooms glow in an otherwise lightless
2 A giant spider spins invisible webs. Without magic, the PCs hollow.
can’t see the webs before they stumble into them. 6 A burbling stream. Fey creatures can’t enter the water but
3 A trio of Ruasidhe scouts (see 34) approaches the PCs. use the canopy above the stream to cross.
They’re really doppelgangers a witch has sent to suss out
7 The remains of a witch’s hut. The hut was ransacked long
the party.
ago, but those who enter have the eerie feeling they’re
4 Traces of enchanted music dance on the breeze. PCs can being watched. There’s a Goblin Market Trinket (Magic of the
complete the tune by making a DC 15 Charisma (Perfor- Runewild, page 47) hidden beneath the floorboards.
mance) check. On a success, the PC gains a permanent +1
8 White-winged butterflies cover the glade like a dusting of
bonus to Performance checks. Otherwise, the winds coalesce
snow. They scatter if disturbed, erratically blocking lines of
into an air elemental that attacks.
sight.
5 A wingless sprite named Duncan delivers messages from the
9 Glowing pylons amplify emotions: affections are deepened,
back of a giant owl. If befriended, he delivers a message for
hatreds inflamed, and so on.
the party or passes on useful information.
10 A terraced waterfall, each level 15 feet below the last, emp-
6 The ghost of a Runish prince who became lost in the forest
ties into a pool ringed by broken columns.
centuries ago approaches the party. If the PCs lead him out
of the forest, the prince is put to rest. Otherwise, he attacks. 11 Snake-like vines wrap a tree the size of a wizard’s tower. You
can climb the vines like spiral stairs.
7 A zombie hangs in a noose, motionless until approached.
If the PCs destroy the zombie, a nearby witch notices and 12 A field of boulders, each etched with a witch’s name.
begins investigating the party.
8 An ogre that has recently shed its head (see Runewild Besti- Fey Pranks
ary) takes refuge in a cave. The ogre is blinded until his new
The fey delight in playing tricks on unwitting mortals. If
head grows in (another 1d4 days).
the PCs become the target of such mischief, roll on the
9 The PCs find a litter of five blink dogs. Their mother is
nowhere to be found. Training each dog requires three shifts
following table or choose a PC at random and select the
of work (18 hours total) and three successful DC 15 Wisdom prank that matches their class. Witches sometimes pull
(Animal Handling) checks. Three failures and the dog is un- pranks too, although they’re more likely to curse those
trainable. Untrainable blink dogs escape their masters at the who displease them.
first opportunity.
10 A glowing rune of protection appears in the air before the Roll Prank
party. A creature who touches the rune gains temporary hit 1 Leave out a basket of pastries for the barbarian to find. If
points equal to a roll of their total Hit Dice. The rune disap- eaten, they taste like rotten eggs and goblin sweat.
pears once touched or after a few minutes. 2 Fill the bard’s boots filled with mud (or worse).
11 An elven maiden weeps beside the trail. If asked what trou- 3 Smear the cleric’s holy symbol with honey and throw it into
bles her, she transforms into a will-o’-wisp and attacks.
a bear’s den.
12 Each PC must make a DC 15 Wisdom saving throw. Charac-
4 Fill the druid’s backpack with a swarm of bats in an en-
ters who fail are polymorphed into elk. In the distance, dire
chanted slumber. The bats awaken when the PC opens the
wolves equal to the number of transformed PCs begin to
pack.
howl.
5 Sabotage the straps on the fighter’s armor so they fail the
next time combat starts. The fighter must use an action to
Encounter Scenery ditch the armor or suffer disadvantage on attack rolls until
The Runewild is vast, but its terrain is hardly uniform. In- the end of the encounter.
teresting landmarks abound within the forest’s depths. 6 Send insects to harass the monk whenever they try to
Use the following table to create terrain during a random meditate.
encounter or to add detail to the party’s campsite as they 7 Take the guise of the paladin and cause trouble in a nearby
settle in for the night. settlement.
8 Steal the ranger’s arrows, leaving only 1d6 behind. (Track
Roll Scenery ammo if you’re not already!)
1 A tree has pushed its way up through the tiles of an open-air 9 Make the rogue’s shoes squeak, causing disadvantage on
courtyard. Dexterity (Stealth) checks, until they buy new ones.
2 A cliff ledge must be negotiated carefully, but a bank of 10 Burn down a barn and leave the sorcerer’s arcane focus at
moss at its base cushions those who fall. the scene.
3 Waist-deep creepers fill a steep-sided gully. A deadfall tree 11 Impersonate the warlock’s patron while invisible.
bridges the gap.
12 Scramble the words in the wizard’s spellbook. The PC can’t
prepare spells from the book until a dispel magic spell or
similar magic removes the effect.
19
Richard Broadhurst (Order #23491769)
Runewild Strangeness Roll Animal Quirk
Despite its beauty, the Runewild is alien and inexpli- 1 Speaks Common fluently, thank you very much.
cable. You can roll on the following table when a ran- 2 Is a refugee from the War of Birds and Beasts (135).
dom encounter fails to trigger or whenever the PCs 3 Actually human, polymorphed into this form by a witch.
become too complacent in their comings and goings 4 A strange hybrid of two animals (roll again for the second
creature).
in the Runewild.
5 Wears tiny versions of human clothes.
Roll Strangeness
6 Can turn itself (or parts of itself ) invisible.
1 Nearby birds sing a song a PC remembers from their
childhood. No one else can make out the melody. 7 Is a witch’s familiar.
2 A swarm of butterflies coalesce into a humanoid form 8 Has a pair of wings (bat, butterfly, or bird).
that disperses when approached. 9 Is an unusual color (probably white, black, or pink).
3 A PC’s reflection in the water moves independently. It 10 Very little (miniature-size) or big (increased by one size
smiles cryptically then returns to normal. category).
4 The dragonflies that flit about this glade all have strange- 11 Unusually smart (roll 2d6 + 6 to determine Intelligence
ly human-like faces. score).
5 A location the PCs have visited before moves to another 12 Roll again and combine.
location in Runewild. No one but the party seems to
notice.
Roll How Helpful Is This Animal?
6 The PCs encounter a harmless animal such as a deer
or rabbit. Its body is made entirely of plant matter, but 1 Not very. Says something mysterious (but meaningless)
otherwise it acts normally. before disappearing.
7 The moon tonight shines stark blue. 2 Seems to be in the know, then another animal shows up
and gives conflicting (but equally plausible) information.
8 A pack of tiny ambulatory mushrooms skitter across the
party’s path. They scatter if chased. 3 Has all sorts of information, none of it particularly
relevant.
9 The next intelligent creature the PCs encounter knows
4 Would love to help you, but needs to see some money
one pertinent fact about each character.
first.
10 Roll for a random encounter. The party stumbles across
the remains of one of those creatures, petrified and 5 Doesn’t know anything, but can ask around.
shattered. 6 Knows everything about the immediate area. (Like, this
11 Harmless, palm-sized lizards lick nectar from flowers like rock. That tree over there.)
insects. 7 Maaaybe knows something. Some food might help it
12 No one in the party can agree whether they’ve been in remember (wink, wink).
the Runewild for one day, one month, or one year. 8 Can’t help with that, but knows something else you
might be interested in.
Animals in the Runewild 9 Pretty helpful actually, but follows the party around
afterwards. Super annoying.
Between speak with animals spells and the forest gnome’s
Speak with Small Beasts racial trait, sooner or later your 10 Shares what it knows in exchange for a kiss (only a 1 in 6
chance it actually turns into a prince).
players are going to chat it up with the local fauna. The an-
imals of the Runewild, however, aren’t normal specimens 11 Willing to say anything just to seem useful. Really likes
all this attention!
of their kind.
12 Very helpful . . . suspiciously so.
Roll Animal
1 Badger What’s the Villain Been Up To?
2 Deer
As the PCs explore the Runewild, they’re sure to run
3 Fox
afoul of all manner of villains: bandit kings, goblin
4 Frog
armies, wicked witches, and powerful fey lords. These
5 Mole
villains work tirelessly in pursuit of their goals, even
6 Mouse
while “off camera.” Every time the PCs advance a lev-
7 Rabbit
el, roll on the following table to determine what the
8 Raven
villain has been doing while the PCs’ attention was fo-
9 Skunk
cused elsewhere.
10 Sparrow
11 Squirrel
12 Turtle

20
Richard Broadhurst (Order #23491769)
Roll Development Roll Decoration
1 A prisoner or disgruntled minion escapes the villain’s clutch- 1 Birds or beasts
es. The intelligence they provide proves useful if the party 2 Flowers, trees, or vines
acts on it quickly.
3 Humanoid figures
2 A message to one of the villain’s servants falls into the party’s
hands. The message contains clues about the villain’s mach- 4 Inscription
inations. 5 Monster
3 As #2, except the threat is imminent. Unless the PCs drop 6 Sun, moon, or stars
whatever they’re doing right now, the villain’s evil scheme
7 Geometric patterns
comes to pass.
8 Weird runes
4 A trusted NPC approaches the party asking for their help in
dealing with the villain. There’s a 1 in 6 chance the NPC has
been corrupted and now works for the villain themselves. Roll Item
5 The villain strikes, gaining a small victory but leaving behind 1 Amulet, necklace, or torc
some clue as to their whereabouts. 2 Bracelet or armband
6 The villain moves locations in order to throw the PCs off their 3 Brooch or pin
trail.
4 Charm or locket
7 The villain forges an alliance with another powerful NPC. The
5 Crown or tiara
two work together until this result is rolled again, at which
point they turn on each other. 6 Ring
8 The PCs are framed for one of the villain’s crimes. They must 7 Ring (they’re common)
defeat the villain in order to clear their names. 8 Box, case, or cup
9 The villain’s minions kidnap the party’s favorite NPC. The 9 Fancy tool or weapon
party must choose between stopping the villain or saving
their friend. 10 Oddity (egg, mirror, or key)

10 The villain learns one of the party’s weaknesses and takes


steps to capitalize on it. Roll Minor Magical Property

11 The villain sends their minions to ambush the PCs. The at- 1 Owner has strange dreams
tackers grow more formidable each time this result is rolled. 2 Sheds light like a candle on command
12 The villain draws one step closer to achieving their goals. If 3 Changes color in the moonlight
this result is rolled again, they’ve done it, and the party must
4 Whispers a message only the owner can hear
deal with the consequences.
5 Decorations move when observed
6 Warm or cool to the touch
Roll-All-the-Dice Art Objects
7 One-of-a-kind (forgeries literally impossible)
In most cases, the specifics of jewelry and other art objects
8 Plays an ethereal melody when handled
the PCs find as treasure in the Runewild has been left for
you to describe. If you want to add detail to these trea- 9 Owner grows increasingly obsessed with item
sures, simply roll a d4, d6, d8 and a d10 on the following 10 Fey creatures sense the item’s presence
tables. Add a d12 to the roll if you want the item to have a 11 Can be used as a spell focus
minor magical property. 12 Urges owner to lie or tell the truth

Roll Make
Random NPCs
1 Aruandan
If you need to create an NPC on the fly, you can roll on
2 Elvish
the following tables to determine the character’s name
3 Fey and personality quirks. Runish names are based loosely
4 Runish on real-world Welsh names. Aruandans, particularly those
of noble blood, tend to have more stereotypical fantasy
Roll Material names, including the obligatory Adjective + Noun family
1 Wood or bone names (i.e. “Greenfoot” or “Darkhammer”). Aruandan and
2 Copper Runish families have sufficiently intermingled, however,
3 Silver that neither rule is hard and fast. For non-human charac-
4 Gold ters, you can roll on either on the lists below or draw from
name lists found in other sources.
5 Electrum
6 Platinum

21
Richard Broadhurst (Order #23491769)
Roll Aruandan (Female) Aruandan (Male) Aruandan (Last) Who Knows the Answer?
1 Anetta Ada Ambermaster As your players work to unravel the mysteries woven
2 Beryl Bernard Elderclaw throughout the Runewild Gazetteer, you can roll on this
3 Delaine Cale Feathervale table to determine where the answers to their questions
4 Emmaline Cullen Ghoulspire might lie.
5 Irene Cyril Hawkblade Roll Who Knows? Location
6 Lucinda Horace Oakgate 1 Sir Rolf, the Time-Lost Knight 4
7 Margeline Hughes Palebridge 2 The priests of Wexmore Abbey 10
8 Nella Logan Redlock 3 Three-Feathers, thrushkin shaman 15
9 Penelope Morris Sootberry 4 The magic foxes of Foxhall 22
10 Sabinia Ronan Splinterlance 5 Rufus Ambercomb, dwarven druid 27
11 Tilly Russell Thunderfell 6 The dragonborn wizard, Bormgastor 32
12 Yaleena Will Westgale 7 Cloak-of-Feathers, Ruasidhe druid 35
8 Elenwen the dryad 41
Roll Runish (Female) Runish (Male) Runish (Last)
9 Malicraft 53
1 Betry Afon Coorts
10 A moon bear 54
2 Brinwain Bron Craddock
11 The Feathered Serpent 58
3 Delweth Cadoc Hughes
12 Hoon the pooka 62
4 Elena Elgar Jenkins
13 Labyrin 70
5 Eowyn Evan Mabbot
14 Keeper Coppertank in Burly Point 77
6 Glynnis Garreth Moss
15 Information eaten by a fiddlehead 82
7 Iola Griffan Owens
16 The ogre hag, Griselda 86
8 Mairwen Kelwin Price
17 Lord Caerfell’s Councilor Arcane, Rikus 102
9 Olwyna Maidoc Pritchards
18 The stone giant King Ormer 140
10 Rhona Mervin Reese
19 Answer in the archives of the Sunken Tower 142
11 Tegwen Orwyn Rosser
20 Hartwort 145
12 Wynna Trystan Toombs
Which Witch?
Roll Quirk
In case you need to find out who’s behind that nasty
1 Is convinced elven blood flows through their veins.
curse, here’s a table listing all the witches described in the
2 Distrusts all things Aruandan/Runish. Runewild Gazetteer.
3 Grandmother was burned at the stake for witchcraft.
Roll Witch Hag Type Location
4 Owes a fortune to a gambling house in Burly Point (77).
1 The Whitebone Sisters bone 18
5 Falls in love with a PC and carves their name into Elenwen’s
tree (41). 2 Ma Spriggins special 36
6 Covered in warts as a result of a witch’s curse. 3 Malicraft green 53
7 Possesses a Goblin Market Trinket (Magic of the Runewild, 4 The Gunkpuddle Girls sea 57
page 47) but can’t remember where they got it. 5 Missus Switch swine 63
8 A new parent, terrified their child will be replaced with a 6 Griselda ogre 86
changeling.
7 The Daughters of the green 89
9 Owns an ancient Aosidhe longsword. Chimera
10 Their great-aunt is one of the cursed children of Caerfell 8 Goodwife Thaea green 93
(101).
9 The Washer Widow sea 94
11 Secretly runs errands for a witch.
10 Strega Rakka hearth 104
12 Is in the first stages of werestag lycanthropy (Runewild Besti-
11 Gabbie Bleech green 112
ary, page 282).
12 Old Mother Toombs tomb 114
13 Goodie Sharktooth green 115
14 The Misplaced Coven green, sea, night 134 & 139
15 Korthsuva clock-bound 144
16 Sister New and Sister Full moon 148

22
Richard Broadhurst (Order #23491769)
Encounter Locations # Encounter Page #
# Encounter Page # 28 Whisperwink’s Prison 81
1 Widderspire 54 29 The Path of Petals 82
2 The Last Tower 56 30 The Whispering Well 82
3 Wall’s End 57 31 Ten-Ton Satyr 82
4 The Time-Lost Knight 57 32 Bormgastor’s Tower 83
5 Hori’s Pool 59 33 The Woodsman’s Sister 86
6 Price Farm 60 34 Ruasidhe Territory 87
7 The Wyvern Stones 60 35 Cloak-of-Feathers 88
8 Ghazrek’s Rock 60 36 The House in the Clouds 88
9 Badberry Patch 61 37 See the Satyr 90
10 Wexmore Abbey 61 38 Widderspire Keep 92
11 The Head in the Wall 65 39 Beneath the Keep 94
12 Flyspeck Hill 66 40 The Worry-Cow 95
13 Magic Honey Tree 69 41 Elenwen’s Tree 95
14 Basilisk Cave 69 42 Prospero Piggyback 96
15 Shadownest 69 43 Musical Chairs 97
16 Sprite Nursery 71 44 Goblin Caravan 99
17 The Repeating Glade 72 45 Sloth Graveyard 99
18 The Whitebone Sisters 72 46 Thrushkin Ruins 99
19 Kidwelly 74 47 Reflecting Pool 100
20 Wobbly-Odd Wood 75 48 You Are My Mirror 100
21 The Starling Knight 76 49 The Wizard’s Wardrobe 101
22 Foxhall 77 50 Theodin Thistlewhip 102
23 Creeping Cliff 79 51 Cat in a Tree 102
24 Murgrin Two-Face 80 52 The Movable Feast 103
25 Ember Hills 80 53 Malicraft’s Mill 103
26 Grimlock Ambush 80 54 Dances with Bears 105
27 Rufus Ambercomb 81 55 Ettercap Maze 105

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Richard Broadhurst (Order #23491769)
# Encounter Page # # Encounter Page #
56 Tomb of the Feathered Serpent 106 103 Cassandra Thrasher 171
57 The Palace of Water, Wind, and Stone 111 104 The Hearth Hag 173
58 Apophix’s Lair 115 105 The Licorice Knight 175
59 Hag in a Bag 117 106 Sweet-Tooth Keep 176
60 Stone Fish Fountain 117 107 Three Satyrs Gruff 177
61 Treshur 118 108 Cockatrice, Cockatwice, Cockathrice 178
62 Hoon’s Arch 118 109 The Broken Keep 178
63 Missus Switch’s Schoolhouse 119 110 Lord of the Lepidopterans 186
64 Coppertank Mine 121 111 The Blackfell Tapestry 188
65 The Brokenspire 124 112 She Sells Secrets 189
66 Iodun’s Mound 124 113 The Shroud that Walks 190
67 Merivae’s Tree 128 114 Old Mother Toombs 190
68 The Movable Feast 128 115 Goodie Sharktooth 193
69 Halfling in Mithral (with Broken Heart) 129 116 The Pseudodragon’s Hoard 197
70 Labyrin 129 117 Maythorn Dun 198
71 Harpy Bridge 131 118 The Crypts of Maythorn Dun 198
72 Covenant Hall Campsite 132 119 The Stone Scryer 203
73 One Hundred Skulls 132 120 The Giant’s Vault 203
74 Stump Home 133 121 Wersig’s Bridge 207
75 Old Hobb’s Shack 134 122 Gossamers 207
76 Ill Hollow 135 123 The Movable Feast 208
77 Burly Point 137 124 Goblin Watchtower 208
78 Carn the Hunter 138 125 Black Butterflies 209
79 Pack Rat 139 126 The Black Unicorn 209
80 The Gibbering Grove 140 127 Clockwork Dwarves 211
81 Owlbear Falls 141 128 The Sprite Knight 211
82 Fiddlehead Patch 142 129 Deepdoom Hall 213
83 The Cronemarsh 142 130 The Siren Queen 214
84 Grimlocks and Grindlylow 143 131 Drow Scouting Party 216
85 Twig-Legs 143 132 Danse Morel 216
86 Griselda’s Treehouse 144 133 Big Bad Wolf 218
87 Tavern on the Marsh 152 134 Woollybat and Frogtoe 218
88 Sagger’s Farm 155 135 The War of Birds and Beasts 219
89 Redcap Pass 155 136 Maiden Pond 220
90 The Safety Stone 161 137 The Tree of Dead Men 221
91 Ma Morba 161 138 East-Doom 222
92 The Ogre’s Den 161 139 Cankerworm Keep 229
93 The Goodwife Tree 162 140 Cave of the Stone King 239
94 The Washer Widow 163 141 The Phase Drider 240
95 Hide and Seek 164 142 The Sunken Tower 241
96 Hungry Bridge 165 143 Seven-Tail 248
97 Toadwart’s Crossing 165 144 The Clock-Bound Hag 249
98 Breowen’s Ghost 166 145 Hartwort 251
99 Whooo . . . What, Where, Why, How? 167 146 The Giant Killer 252
100 The Illspire 167 147 Mountain Orrery 253
101 Caerfell 168 148 Lord Raven’s Roost 254
102 Caerfell Keep 169 149 Dame Briar 259
150 Highvale 260

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Richard Broadhurst (Order #23491769)
Table of Tables # Table Page #
# Table Page # 30 Goblin Charms 49
1 Abandoned Chambers in Cankerworm Keep 231 31 Goblin Market Treasures 49
2 Adventure Hooks 18 32 Goblin Market Trinkets 47
3 Animals in the Runewild 20 33 Goodie’s Fortunes 286
4 The Animal Army 220 34 Goodie’s Ghosts 194
5 Baleful Effects of the Shifting Stone 159 35 Griselda’s Cursed Treasure 147
6 The Battle of Broken Keep 180 36 Library of the Sunken Tower 245
7 Bormgastor’s Library 86 37 Malicraft’s Coven 295
8 Boons of the Aosidhe 261 38 Malicraft’s Guests 105
9 Breaking the Curse 39 39 Medusa’s Offspring 186
10 Burly Point Taverns 138 40 More Random Encounters 19
11 Caerfell Keep Encounters 170 41 The News from Macson’s Mill 55
12 Caerfell Keep Locations 170 42 Oddities in the Councilor’s Chambers 171
13 Church of the Black Horn Members 136 43 Prisoners of the Tapestry 188
14 Clockwork Figures 251 44 Random Encounter Tables 12
15 Covenant Hall Mercenaries 135 45 Random NPCs 22
16 Cronemarsh Hazards 142 46 Rhymes with Fulbright 212
17 Deepdoom Hall Encounters 213 47 Roll-All-The-Dice Art Objects 21
18 Denizens of the Runewild 26 48 Ruasidhe Territory Encounters 88
19 Discoveries in Sweet-Tooth Keep 177 49 Runewild Strangeness 20
20 The Dumbwaiter of Doom 150 50 She Sells Secrets 190
21 Effects of Wizard’s Weed 45 51 Side Effects of Korthsuva’s Clock 251
22 Elfpath Destinations 76 52 Statues in Medusa’s Grotto 185
23 Encounter Scenery 19 53 Thrushkin of Shadownest 70
24 Encounters in Foxhall 78 54 Travel on Redcap Pass 156
25 False Prophecies 62 55 What the Seeker Shows You 165
26 Fey Boons 38 56 What’s in the Sack? 140
27 Fey Pranks 19 57 What’s the Villain Been Up To? 21
28 Gibbering Grove Mushrooms 141 58 Which Witch? 22
29 Goblin Camp Encounters 180 59 Who Knows the Answer? 22
60 The Wizard’s Wardrobe 102

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Richard Broadhurst (Order #23491769)
Denizens of the Runewild
Roll Name Species Description Goals and Desires
1 Terrance the Boggle Well-groomed, clean, with green eyes. Provides shelter to travelers, so he can steal their socks and shoe
Trustworthy laces while they sleep.
2 Blinkie Boggle Fire red hair and dark skin with eyes that sparkle Desperately wants to be liked and tries too hard to make friends.
with orange flames. Wears a yellow top and bright
red pants.
3 Locke Brownie Has hundreds of keys all over him. Looking for the key to open a wine cellar and keeps collecting the
keys that he has tried.
4 Diggler Brownie Wears green leafy clothing, and a tree-bark top hat Follows travelers and attempts to sell them lands he does not
sits between his extremely long pointy ears. legally own.
5 The Marquess Cat, talking Short black fur and yellow eyes To be pet right there. Not there. No, not there. Up a little, down. To
Meow Meow the left. Yes, there.
Carabas
6 Dagda Centaur Scruffy fur and looks wild. Protect the wilds in which he resides, calling himself the “Keeper
Honeybrew of the Wild.”
7 Marigold Changeling Appears as a human and is convinced she is not Believes herself to be human and will ignore any evidence (includ-
fey, but was kidnapped and replaced. ing magic) to the contrary.
8 Miruna Dark fairy A cannibal. Tries to convince PCs that they should cannibalize one another
and share their body parts with her.
9 Drizten Darkling Small and wears a hooded poncho of dark forest Collect the most beautiful piece of art they can find by any means
colors that obscures a vest holding a wealth of necessary.
baubles and rolled pieces of parchment.
10 Elder Sieve Darkling Lives in a dense part of the woods where very little Wants to recreate the feeling of living in a mansion by suspending
Umberglaze light breaks through the canopy. stolen items and glass between trees to fake walls and windows.
Also steals furniture for his “house.”
11 Poelyn Darkling Covered in dark leaves held together by sap and Once an assassin, now wishes to be a dryad. Living under the
mud. roots of an ancient oak, she tries to convince the PCs of her new
heritage, despite a trail of enemies in her wake.
12 Kreek Darkling Hides in the shadows. Enjoys taking random small objects and depositing them where
they look most appealing. This often leads to trouble, including at
least one murdered diplomat.
13 York Dog, talking Charmingly cute. Wants to be fed and pet. Will avoid speaking to pretend to be a
normal dog.
14 Iskkothar Dragon Ancient, wizened, and old. Once upon a time was a Long defeated, stripped of power and forgotten, now content to
tyrant of immense power. dispense sage advice, tea, and tales of the past.
15 Panacea Dryad Pale skin and dark coverings. Plays mournful Obsessively compels others to help her compose new music to
melodic tunes to the withered, dying trees of her heal her forest.
shadowy, valley grove.
16 Elma Tree Dryad Only answers in puns. Spread good humor everywhere.
17 Meeah Dryad Expressive voice. Likes to mimic other creatures.
18 Diarra Dryad Pale white skin with green leaves for hair. Loves painting portraits and asks the PCs to sit for her.
19 Kalondra Dryad Enjoys shadow puppetry. If the heroes put on a show, she truthfully answers a question or
grants a minor boon.
20 Fierla Dryad Former elf who chose to be bound to a large oak Protects the wood for the rest of her life. Has a penchant for small
tree. creatures and humanoids whom she often treats as her own
children.
21 Ama Dryad Endlessly curious about fire. Follows adventurers and asks endless questions about how fire
works and why people use it.
22 Elyne Dryad Tied to an aspen tree that is rotting from the heart Wants heroes to cure her or at least prevent the rot from spread-
out. ing, but she’s rather… well, rotten… to them.
23 Tiulosi Dryad Has an unusual fondness for ferns. She speaks to Should a witless party happen to trample upon ferns, she defends
them lovingly, caressing them. her fronded friends by harassing the offenders until they leave or
make amends.
24 Máiréad Dryad Ancient and bonded to a massive oak tree. She is If travelers sleep near her tree, they slumber several days but think
(pronounced quite lovely, though aged. She is shy, but mischie- only one night has passed. She won't harm a person in this magic
M’raid) vous and enjoys playing tricks on travelers. sleep, but will not protect them either.
25 Bell Dryad. Hazel eyes and skin like smooth bark, she has Wants everybody to take care of themselves by resting and
leaves for hair that change with the seasons. Her drinking enough water. May even fashion them a place to rest and
voice sounds like a church bell ringing. prepare hearty refreshments.

26
Richard Broadhurst (Order #23491769)
Roll Name Species Description Goals and Desires
26 Creidhmarr Elf An ancient and powerful druid. He wears robes Watches all those that pass through the forest to ensure it is given
woven from fallen foliage and a leather helm with its due, and harshly punishes those who would disrespect it or
giant stag horns on top. Rides a giant stag. taint it with the stink of civilization.
27 Laurel Faerie A knight clothed in matte green metal chain and a They and their noble pig, Blacksnout, are forever questing and
Snowthistle white tabard. getting into predicaments where the heroes might be able to help
them.
28 Scurry Fairy dragon Burgundy with light gray markings and bright Loves to dart from hiding spot to hiding spot.
gem-like blue eyes.
29 Ramseyes Faun Has ram horns and curly brown hair. Wears simple Has been lost in the Runewild for years. Flirts with and serenades
leather armor and carries a pan flute. Has a cheer- women, offering stories of being lost in the Runewild.
ful disposition.
30 Minto Carling Faun Wavy dirty blonde hair and a teal vest; she has Loves music and annoying people with her songs, like finding
freckles and is quite pale. sleeping PCs and blasting music. She wants the PCs to party with
her, but is also helpful as she is quite lonely.
31 Kellan Fey Young creature with limbs almost too long and Entranced by fire, and may suddenly appear at a camp fire to
thin to be natural. whisper dark suggestions into characters' ears.
32 The Playwright Fey A humanoid fey. Attempts to engage the heroes, whom he refers to as “The Play-
ers,” in a play. As part of the play, a fight scene turns all too real.
33 Jill Fey Slender and elf-like fey with long, prehensile hair. Interested in trading stories with the heroes. For a suitable story
She dresses in practical garb. she can provide information about the Runewild. Poorly told,
boring, or offensive stories result in bad luck.
34 Trinket Fox, magic Small with completely black fur. It is unknown if Likes to steal trinkets from travelers who have passed through her
her fur is naturally melanistic or if she dyes it to territory and has amassed quite the collection.
better pass unseen.
35 Firezun Fox, magic Lithe and intelligent, he serves as a scout and spy. Prefers not to fight; a positive soul, a grifter and opportunist, and
Wears a waistcoat with bandolier, a belt with many a dancer whenever he finds an excuse.
pouches, and a wide-brimmed hat.
36 Thagra Lillyloo Gnome Exuberant smile with pink hair and pale green skin. Lived for many years below ground, now exploring the land
above.
37 Zook Gnome A monk who saunters about in a squirrel costume Likes to acts in pure chaos. Every action is held within that mo-
ment.
38 Porg Goblin Catches and collects small fish, crayfish, snails, Makes a meager living peddling fresh-caught items out of baskets
worms and leeches along the banks of streams in to forest natives and passing travelers.
the forest.
39 La Goblin Lives near an entrance to the Runewild. Can Attempts to steal a small object and plant it on one of the other
change her voice to imitate a young elf maiden or party members to provoke chaos. If caught she vehemently
anyone in the party. denies any wrongdoing.
40 Jarm Goblin Raised by a witch who found him as the lone sur- Now that the witch has passed, he continues her dealings with the
vivor of a human raid. Well-educated and speaks fey folk. He keeps away from other travelers, except towards those
several languages. that meet his high standards of beauty..
41 Ripstitch Goblin Wants to go on an adventure, but figures joining Offers his services as a guide, after eavesdropping and determin-
an existing party, even as a handler, increases the ing what PCs need, or manufacturing a need. Of course, nothing
chance of survival. comes for free.
42 Spinning Grig Spellcaster (GM’s choice of class) who collects Can easily be persuaded to cast any spell she knows for the PCs if
Jennie stories and always has one to tell. they will sit through one of her own tales, which vary in truthful-
ness and usefulness.
43 Auntie Hag Diminutive. Likes to tinker and create enchanted mechanical spiders. Might
Cobweb want to eat the adventurers.
44 Wardina Hag Bakes cakes and sweets. Tries to get the party to eat her sweets!
45 Syla Half-elf A witch with short platinum blonde hair. She trades in secrets. Not deep arcane secrets, but personal ones.
Share a secret with her and she reveals something the PCs need.
46 Rosemary Halfling A crazy old fey-touched grandma who talks to her Tries to sell fish to the PCs, but the fish is just packed seaweed.
cat.
47 Bruheil Halfling A druid who has spent her life in solitude. Has extreme social anxiety and strives to do all she can to enliven
the woods around her home.
48 Vezra Human Believes herself to be Ruasidhe elf. Raised by Merta after her own child died. Wants only to live a
normal life.
49 Draxos Human Infused with dragon blood, he stands 7 feet tall A human raised by dragons, he lived an isolated childhood and
with emerald green eyes and short, shaggy hair. now wants to learn about different cultures.
Wears leather, embedded with gold.

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Richard Broadhurst (Order #23491769)
Roll Name Species Description Goals and Desires
50 Pointy Kobold, fairy Sparkly aquamarine kobold with gossamer drag- An avid prankster, she seeks to make the world’s largest glitter-
Pixiedust onfly wings, carries a wand. bomb trap. Frequently plays tricks on adventurers while they
sleep in the Runewild.
51 Finraig Leprechaun Thin and suffering from melancholy. He has never seen a female leprechaun. If the party offers to help
find him a date, he helps them on their quest.
52 Jueqel Magicia Five foot tall and obsessed with polymorphic Offers to teach non-fey how to perform shape-changing magic,
magic. He finds the scent of earth pleasing and even going so far as to “help” them transform.
mushrooms the tastiest thing ever.
53 Larkin Nymph A trickster who dresses in clothes made of leaves He plays silly tricks on the party while they sleep.
and grass stitched together.
54 Acorn Nymph Perfectly friendly unless the PCs recklessly harm Enjoys observing adventuring parties and what they are doing.
the forest that she was born to protect.
55 Dyan Nymph Fascinated by human booze. She always tries to lure travelers into drinking contests. If they
lose, she gets them into some interesting situations. If they win
she offers her help.
56 Pickles Ogre Tends to an orchard of a smelly, spiky—but deli- Loves pickles and trades his tasty fruit to a hag that makes pickles.
cious—fruit trees. The hag hasn’t come by in sometime, and he asks the to find out if
she is okay and bring him some pickles.
57 Zuppet Pixie Obsessed with sunflowers. Tries to convince anyone she meets that sunflowers are the su-
perior flowers. If she is messing with you, you will see sunflowers
everywhere ever you look.
58 Tubby Pixie Unusually average looking. Collects toes.
59 Frosty Pixie Any area he stays in for more then an hour be- Loves cold and snow and thinks everyone else should too. Freezes
comes wintery cold. strangers’ food and drinks.
60 Leyli Pixie Tiny, but with courage befitting a giant. Loves the Relies on her cuteness to see her though tough situations. Zips
color pink, girly things, and wears a large pink bow between the fingers of those who would capture her.
around her waist.
61 Scarlet Pixie Short black hair and dragonfly wings. She dresses Tries to convince the party that red is the best color and they
in bright red. should only wear red.
62 Rosalina Pixie Very lucky, she dresses in pink and turquoise. Wants the PCs to guard her rose glade so she can attend the Fairy
Ball.
63 Dewy Splix Pixie Dresses in green with a hat made of a big water Responsible for dropping dew in the morning. His favorite prank is
drop. to wake people up with a splash of dew in the face.
64 Sarah Pixie Jester adorned in vibrant blues, purples, and Desperately wants to keep the heroes' spirits raised, and does so
greens. by causing utter mischief during random encounters.
65 Pixie-Ar Pixie Illusionist and entertainer with almost god-like Loves to cast amazing illusions to illustrate her story and charac-
charisma. ters, and is very good at charming audiences out of their money.
66 Biyana Pixie Drunk on honey and cream, she dresses in simple She tells convoluted stories to anyone who listens. Most people
leaf clothing. consider them just that: stories. But they might save your life. Or
not. Who knows?
67 Courli Pixie A warrior and rogue. She has silver hair and yellow She follows the god of the woodlands and is very superstitious,
Silvermane eyes, with olive skin. She wears clothes that let her especially of storms and priests of other faiths. Likes to play tricks
blend into the woodlands. on travelers.
68 Xan Pooka Features of a large black rabbit with gold eyes. If given a bit of food or treated fairly she gives advice or warnings.
69 Gorbage Raccoon Larger-than-normal intelligent talking raccoon. He follows the PCs and tries to steal small trinkets from them
Grumbo when they’re not paying attention.
70 Robin Redcap Speaks in a fawning, squeaky voice. Wears a bat- Always looking out fearfully for his nemesis, Lila the Merciless.
tered fop’s hat, dark with crusted blood. Accompa-
nied by a constrictor snake called “Snek.”
71 Rat Redcap Old alchemist with a long salt and pepper beard. Sells potions that he does not entirely know what they do. Search-
Dresses in a tattered royal purple robes, a leather es for ingredients like herbs and fresh blood.
chest piece, and blood red hat.
72 Kymera Satyr Has long brown hair pulled into ponytails. Wears a She enjoys debauchery, but also makes sure people’s well being is
long black silk gown with a gold collar. Roses and maintained.
vines designs on her arms.
73 Blinkin Satyr Astounding resolve . Believes himself protector of the realm and will help all that are in
need.
74 Gari Satyr Graying hair and beard, and white hooves. An oracle who can make cryptic but accurate predictions about
the future… for a price.

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Richard Broadhurst (Order #23491769)
Roll Name Species Description Goals and Desires
75 Theia Satyr Intensely interested in mortals, studies them like a Insists on following mortals she meets for a brief time to “unobtru-
child with a magnifying glass studying insects. sively” study them, but manages to get underfoot and in the way
consistently.
76 Darryus Satyr Guardian of a long-forgotten temple of spring. He deals in exotic wines and greatly enjoys gifting fertility bless-
ings on people, especially couples, he encounters.
77 Calias Satyr Wears green-tinted leathers and carries a short Her favorite pastime is discovering new alcohols and entices the
rapier at her hip. heroes into joining her revelry.
78 Grimnold Satyr His mind changes each day whether to be helpful Follow the day’s mood.
or to cause mischief
79 Greenhoof Satyr Plays a flute carved from a minotaur horn. Earns money playing for dancers, he lowers (or raises) the price
of his services based on how impressed he is with the clients’
dancing.
80 Donovan Satyr Dresses in all black. Desires to be the evilest being alive despite being terrible at it.
Uses words like bad, wicked, and sick and encourages PCs to be
evil. Mostly harmless.
81 Leopold Satyr A tawny black-haired half-goat fey. Delights in making bargains and deals, not all to the detriment of
Goldimire the party. “There’s always money in a Mango stand” he likes to say.
82 Shae Satyr Always appears when you need her or least expect She has a watchful eye on the heroes and always trying to calm
it. their emotions.
83 Kronin Satyr A handsome bard who is popular among local Fey. When he first meets PCs he attempts to charm them, put them
to sleep, and rob them. He lives life to the fullest. If the party
befriends him, he is fiercely loyal.
84 Pepper Scarecrow, A body made of an old dress stuffed with straw Bored of scaring mundane crows, she searches for Lord Raven in
Pumpkinhead animated with a pumpkin for a head. hopes of scaring him away.
85 Zugo Shapeshifter Sometimes has the appearance of a young human Generally friendly, fairly puckish, fond of the pooka and Seven
male around 16 years old. He can shift into many Tails. Plays harmless hijinks on those he befriends, and deadly
things but his favorite is a raccoon. pranks on his enemies.
86 Elmer Shrub, awak- Five feet tall with green leaves and violet flowers Insists that its an adolescent treant. It is not.
ened (during the warm months).
87 Jigiz Sluagh Ill-tempered. Leads people to their deaths by tying colorful ribbons to trees in
the forest, leading to concealed ravines, pools of quicksand, or
bear dens.
88 Turnleaf Spriggan An aged descendant of a willow tree with a sour They try and hassle the PCs or get them to do their bidding in
demeanor. order to harass a local town or person.
89 Talar Sprite Lonely. Tries to befriend young children to keep her company in the
Runewild forever.
90 Cesan Sprite His clothes and hair have seen better days. Looks Flits through the forest searching for his family, but his entire
exhausted but doesn’t seem to care anymore. village has disappeared.
91 Magnolia Sprite Very old and wise. Like her namesake she has a foot in the realm of men and the fairy
and is known for her skill in negotiation.
92 Jojo Sprite Rambunctious and strong of heart and magic, but He continually challenges heroes to competitions, even if he tends
not so much of body. to lose.
93 Oerliana Sylph Sounds and feels like the night wind. Delights in blowing out the fires of those camping in the moun-
tains and hills.
94 Belvedere Tortoise, Capable of covering enormous distances over the Enjoys company, but not violence. Will give rides to distant loca-
giant course of a day, but is conventionally slow over tions if the rider sings for him or plays an instrument (no matter
short distances. how poorly).
95 Drogin Troll Slender with gray skin. She has a small tree grow- Just want to chat, but denies having a tree growing out of head
ing out of her head. and goes into a rage if people press the issue.
96 Emmett Troll Wears overalls and a straw hat. Sits on his porch Wants somebody to find him a beautiful troll girlfriend: lumpy
chatting with his pet hell hound Fluffy. green skin, greasy yellow teeth, eyes like cesspools…
97 Fredrick the Undead Shriveled black skin. Once asked to live for ever, now regrets it and seeks a way to truly
Everliving human die.
98 Xak Unicorn Purple. Likes cheering others on and being famous.
99 Ganzo Unknown Fey Wears purple and carries a strange “light-shooting Wants to learn who his people are and where he came from.
crossbow.”
100 Brea Werebear Intricate patterns tattooed on her human form that Offers to help any traveler find their way out of the forest and
show in the fur of her bear form. warns those who refuse to leave.

29
Richard Broadhurst (Order #23491769)
Runewild Backgrounds d6 Ideal

You may allow players to choose from the following 1 Fate. Everything happens for a purpose. (Lawful)
Runewild-specific backgrounds, in addition to the back- 2 Perfection. It’s better to do it right the first time than to fix
your mistakes later on. (Lawful)
grounds presented in the core rulebook.
3 Humility. I’m merely a small part of a larger plan. (Good)
Adsonian Devotee 4 Greed. I interpret St. Adso’s prophecies in whichever way
suits me best. (Evil)
You are a disciple of St. Adso, the Aruandan god of proph-
5 Purity. Healthy living is its own reward. (Neutral)
ecy and weather. St. Adso grants visions to his high proph-
ets, who transcribe these predictions into the Church’s 6 Community. When everyone does their part, everyone
prospers. (Lawful)
holy text, St. Adso’s Almanac. Lower-ranking priests then
disseminate the Almanac among the faithful, so all might
d6 Bond
benefit from St. Ado’s wisdom. You may not be a priest of
1 Another PC doesn’t believe in prophecy. It’s up to me to
the Church yourself, but you read from your copy of the
convince them they’re wrong.
Almanac daily and arrange your life around its forecasts.
2 My copy of St. Adso’s Almanac is out-of-date. I’m lost until I
Skill Proficiencies: History, Religion find a new one.
Tool Proficiencies: One type of artisan’s tools 3 I received a vision from St. Adso directly. I won’t rest until I
Languages: One of your choice discover what it means.
Equipment: A set of artisan’s tools (your choice), a copy 4 My older sibling is a prophet of St. Adso and doesn’t ap-
of St. Adso’s Almanac, a set of common clothes, and a belt prove of my adventuring ways.
pouch containing 15 gp 5 It’s my job to share St. Adso’s wisdom with those who hav-
en’t heard it.
Feature: Forecasting 6 I’ll get revenge against the priest whose false prophecies
By spending a few moments referencing your copy of St. ruined my life.
Adso’s Almanac, you can look up the Church’s predictions
for a given day. Unless you have an outdated version of the d6 Flaw
Almanac, you can reference only days that fall within the 1 Once my mind is made up, I have a hard time listening to
current calendar year. Usually, the Almanac’s predictions new ideas.
revolve around a mundane subject such as the weath- 2 I’m overly harsh with those I consider lazy or foolish.
er, the phases of the moon, the proper time for planting 3 My faith isn’t as strong as I would like. Some days, I’m nearly
fields, or housekeeping advice. Occasionally, however, St. overcome with doubt.
Adso reveals a greater truth. The GM determines how ac- 4 I assume those who don’t practice my faith are evil, until
curate (and useful) the Almanac’s predictions are regard- they prove otherwise.
ing your current situation. 5 I take the prophecies contained in St. Adso’s Almanac too
literally.
Suggested Characteristics 6 I’m a bit gullible.
Devotees of St. Adso tend to be down-to-earth, humble
folk who value hard work and honest living. They take Fey-Blooded
comfort in the structure St. Adso’s prophecies provide and
At some point in the past, the blood of the fey mixed with
are eager to share their wisdom with others.
that of your ancestors. Sometimes the fey recognize you
as their kin, but just as often they treat you as a plaything.
d8 Personality Trait
In either case, you always attract the fair folk’s attention.
1 I wake up an hour before dawn each day to exercise.
Hardly a week goes by without some mischievous sprite
2 There’s a right way and a wrong way to do anything. My or bogey causing trouble for you.
way is usually right.
Your mixed blood makes fitting in with mortals diffi-
3 I’m always dressed for the weather. cult. Even if your fey heritage doesn’t manifest physically,
4 Staying busy is the key to a good life. others sense you’re not quite like them and hold you at a
5 I don’t make promises lightly, but when I do, I never break distance. Some believe you bring bad luck. A rare few are
them. intrigued by your unnatural bloodline and seek you out
6 Signs and portents are everywhere, if you know where to with a fascination that borders on obsession.
look.
7 You can cure the sick and heal the wounded, but there’s
nothing to be done for fools.
8 I have an aphorism handy for every occasion.

30
Richard Broadhurst (Order #23491769)
Skill Proficiencies: Persuasion, Stealth d6 Ideal
Tool Proficiencies: Disguise kit 1 Isolation. I can’t get close to anyone or the fey might cause
Languages: Sylvan trouble for them too. (Good)
Equipment: A disguise kit, a trinket imbued with minor 2 Charity. When I help someone, I expect nothing in return.
fey magic (such as a flower that never wilts), a set of com- (Good)
mon clothes, and a belt pouch containing 15 gp 3 Separation. The fey should stay out of mortal affairs, and
vice versa. (Lawful)
Manifestation 4 Mischief. I want to do what’s right, but trouble always finds
Try as you might to hide it, the fey blood running in your me. (Chaotic)
veins always makes itself known. Decide how your fey her- 5 Vanity. Physical beauty is what’s most important. (Any)
itage manifests or roll on the table below. 6 Superiority. What good are mortals, when their lives can be
d6 Manifestation snuffed like flames? (Evil)

1 My hair is as blue as a robin’s egg, as red as blood, or white


as snow. d6 Bond

2 The touch of iron against my skin makes me queasy. 1 Another PC knows about my heritage. I’ve sworn them to
secrecy.
3 When I get excited, motes of light dance across my finger-
tips. 2 I once lived among the fey, and I long to find my way back to
them.
4 Infants can’t be soothed in my presence.
3 A fey lord gave me an important quest. If only I could re-
5 Late at night, I hear melodies of heart-breaking beauty. member what it was!
6 Inanimate objects sometimes come to life when I touch 4 The fey tormented my mortal family for generations. Their
them. I can’t control it, and the objects return to normal as harassment ends with me.
soon as I drop them.
5 A hag gave my mother a strange prophecy the night I was
born.
Feature: Center of Attention
You hate to admit it, but standing out in a crowd some- 6 My fairy godmother gives me advice when I don’t know what
to do.
times has its uses. Fey creatures often favor you over
pure-blooded mortals, and mortals sometimes give you
d6 Flaw
special treatment when your unusual heritage frightens
1 I keep everyone at arm’s length, especially my friends.
or fascinates them. Such attention rarely comes without
a price, however. A hag who shows you mercy now may 2 It amuses me to make other people feel uncomfortable.
demand a favor later, while a human scholar curious about 3 Negative emotions confuse and upset me.
your bloodline may have a sinister purpose for his interest. 4 The focus of my attention changes from moment to mo-
ment.
Suggested Characteristics 5 I don’t understand that my actions have consequences.
Those cursed with fey blood lead lives of constant turmoil. 6 I’m often entranced by things of beauty.
As a result, many seek only solitude and peace. Others em-
brace their tumultuous fates, bouncing from one adven- Hag-Owned
ture to the next with child-like enthusiasm. You’ve had dealings with a witch and now owe her your
soul. Your bargain may have given you magical power,
d8 Personality Trait
wealth, or information regarding a mystery you’re desper-
1 When I meet new people, I keep my ancestry hidden from ate to solve. The hag you made your bargain with hasn’t
them as long as possible.
collected on her debt yet, and before she does you plan
2 I carry a change of clothes for every situation.
to find a loophole that will allow you to escape your obli-
3 I don’t like animals, and they don’t like me. gation.
4 I mirror the emotions of those around me. The hag who owns your soul may be one of the witch-
5 The only foods I can stomach are lemon drops, morning dew, es described in the Runewild Campaign Setting, or they
and toadstools. Everything else tastes like ashes. may be an NPC of the GM’s creation. Work with your GM
6 Civilization makes me uncomfortable. I’m only truly at home to determine the details of the bargain you struck. Did you
in the forest. seek out the hag, or did the hag come to you with her deal?
7 I rarely talk about myself. Even my friends don’t know much Are you operating under a deadline, or will the hag come
about me. to collect your soul only when you die? Will only your soul
8 I can’t lie, even when telling the truth lands me in hot water. satisfy her, or is there some other price you could pay?

31
Richard Broadhurst (Order #23491769)
Skill Proficiencies: Arcana, Intimidation d6 Bond
Languages: Two of your choice 1 When the time comes, I plan to trade another PC’s soul in
Equipment: A symbol of the bargain you struck (such as exchange for my own.
a silver ring you can’t remove), a set of fine clothes, and a 2 I gave up my soul to rescue my love from a fate worse than
belt pouch containing 25 gp death.
3 The hag who owns me promised to return my soul if I per-
Feature: Private Property form a dangerous task for her.
The witch who owns your soul safeguards what is hers. 4 My parents sold my soul the day I was born. Now that they’re
Not only will she help you on occasion, but other hags dead, I’ll get back what’s rightfully mine.
and fey creatures may be reluctant to harm you for fear of 5 The hag I bargained with has enemies. If I find them, perhaps
angering your mistress. Like a farmer who cares for their they’ll help me escape my debt.
hound, however, the hag who owns your soul demands 6 One hag has my soul, but another has my heart.
obedience in return for her protection. She might punish
you severely if you defy her or work to escape the bargain d6 Flaw
you made with her. 1 I’ll risk anything to increase my magical power.
2 I jump into dangerous situations, assuming the hag who
Suggested Characteristics owns my soul will protect me.
Anyone willing to sell their soul to a hag is a risk-taker, even 3 I was tricked into trading away my soul. Now I don’t trust
if fate left them no other choice than to agree to the bar- anyone.
gain. Having dealt with fey magic once, many hag-owned 4 The hopelessness of my situation is overwhelming at times.
are eager to do so again, especially if such magic might 5 I’m overconfident in my magical abilities.
help them regain their souls.
6 I’m convinced nothing bad will ever happen to me.
d8 Personality Trait
1 I’m drawn to magic like a moth to a flame.
Outlawed Apprentice
2 I seem as innocent as a child. No one would ever suspect I’ve The Council Arcane was once one of the most respected
had dealings with dark powers. institutions in Aruanda. Its mission was to advise Aruan-
3 I’m infatuated with the hag who owns my soul and talk about dan lords on matters political and arcane, and to serve
her at every opportunity. as guardians of magic too dangerous or wicked to be al-
4 I collect whatever charms and talismans I find, hoping at least lowed into the hands of common folk. Queen Esme dis-
one will protect me. banded the Council after learning its wizards had used for-
5 I seek out comfort and avoid hardship whenever I can. bidden magic to advance their lords’ causes in the Throne
6 The bleaker things become, the more I’m willing to risk to get War. Nearly a half century later, rumors persist of Council-
what I want. ors who still plot in the shadows, awaiting the day Queen
7 I’m curious about new things and places, especially if they Esme (or her successor) restores the organization to its for-
seem dangerous. mer glory.
8 I always assume I’m the most important person in the room. You serve one of these wizards-in-hiding, either as an
arcane apprentice or as an agent who assists the Council in
d6 Ideal a more mundane capacity. Like the Council itself, your pa-
1 Pleasure. My soul is lost. I might as well enjoy my life while I tron’s motivations are mysterious, but so far you’ve been
have it. (Any) well-rewarded for your loyalty. With these rewards, how-
2 Sacrifice. I gave up my soul to help someone I loved, and I’d ever, comes great risk. If discovered, your connection to
gladly do it again. (Good)
the Council Arcane may earn you exile, imprisonment, or
3 Honor. I’ve made my choices. I’ll live with the consequences. death.
(Lawful)
4 Freedom. There’s no trouble you can’t wriggle out of, if you Skill Proficiencies: Arcana, Deception
put your mind to it. (Chaotic) Languages: Two of your choice
5 Danger. You never get anywhere without taking a risk. (Any) Equipment: Ink and quill, scroll case and parchment, a
6 Ascension. I hope to become a hag myself someday. (Evil) piece of jewelry bearing the symbol of the Council Arcane
(an eye-shaped shield), a set of common clothes, and a
belt pouch containing 10 gp

32
Richard Broadhurst (Order #23491769)
Feature: Council Contact d6 Flaw
You have a contact within the Council Arcane. You may 1 I believe knowledge is more important than others’ feelings.
have never met your contact in person, but you know how 2 I do anything the Council Arcane asks of me, without ques-
to get messages to them, and they respond with useful in- tion.
formation and advice when asked. At the GM’s discretion, 3 My contact within the Council has shown me things that give
your contact may perform other small favors for you, but me nightmares to this day.
they will require services from you in return. 4 The best way to keep a secret is to make sure everyone who
knows about it is dead.
Suggested Characteristics 5 I’d rather tackle a problem alone than ask for help from
Magic isn’t illegal in Aruanda, but membership in the others.
Council Arcane is. Apprentices of the outlawed organiza- 6 Despite what I tell my friends, I’m tempted by dark, forbidden
tion are by necessity experts at keeping secrets and main- magic.
taining a low profile while they do the Council’s work.
Polymorphed Animal
d8 Personality Trait
You used to be a normal animal until a hag’s curse or a fey
1 Whenever I speak about magic, my voice drops to a whisper.
creature’s whim transformed you into a person. It’s been
2 My hand never leaves the hilt of my dagger.
some time since your transformation, and you’ve learned
3 I’m always scribbling odd pictograms and ciphers into my to live among the “two-legs” reasonably well. You’ve taught
journal.
yourself their language and even mastered a trade to sup-
4 Mingling with the uneducated masses is beneath me.
port yourself in your new life. Every now and then, howev-
5 I have a healthy fear of magic and distrust those who use it er, you forget yourself and let your true nature show.
foolishly.
6 In conversations, I take care to listen more than I speak. Skill Proficiencies: Animal Handling, Survival
7 I’m fascinated by puzzles and mysteries.
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
8 I would rather read and study by myself than socialize with
others. Equipment: A set of artisan’s tools (one of your choice),
food you enjoyed as an animal (such as a handful of grubs),
d6 Ideal a set of common clothes, and a belt pouch containing 10
1 Ambition. I’m only an apprentice now, but someday I will be gp
the master. (Neutral)
2 Redemption. The Council was founded for a noble purpose. Origin
It’s up to me to restore its good name. (Good) No one may believe it, but you weren’t always a person.
3 Duty. Like other Councilors before me, I seek to keep dan- Decide what type of animal you used to be or roll on the
gerous magic out of the hands of those who’d use it for evil. table below.
(Good)
d6 Origin
4 Discovery. I want to uncover the hidden mysteries of all
creation. (Any) 1 Amphibian (frog, toad, newt)
5 Discord. The best way to defeat one’s enemies is to sow 2 Beast of Burden (horse, donkey, mule)
discord and confusion among their ranks. (Chaos) 3 Bird (sparrow, raven, owl)
6 Power. I seek to advise those in powerful positions, and in 4 Canine (hound, fox, wolf )
doing so gain power for myself. (Evil)
5 Feline (house cat, lynx, panther)
d6 Bond 6 Rodent (beaver, mouse, mole)
1 The Council has ordered me to spy on another PC.
Feature: Beast Speech
2 When my connection to the Council was revealed, I fled to
the Runewild to avoid imprisonment.
By growling and grunting, you can communicate simple
concepts to animals of the same type as your original
3 The Council has given me a task I must perform, the meaning
of which I don’t yet understand.
form, and you can understand the noises they make in re-
turn. For example, if you used to be a badger, you could
4 One of my ancestors was a member of the Council, and I plan
to follow in their footsteps. warn another badger of danger nearby. In return, the bad-
5 My family is well-respected. If my connection to the Council is
ger could tell you the best place to find some tasty grubs.
discovered they’ll be ruined. This ability falls short of true language and can’t be used to
6 I’ve never met my contact within the Council. We speak only share complex ideas or feelings.
through magical means.

33
Richard Broadhurst (Order #23491769)
Suggested Characteristics Runewild Folklorist
Polymorphed animals continue to be ruled by their animal For generations, the Runish people have lived along the
instincts. Even when they’ve learned to live among peo- borders of the Runewild, accumulating knowledge about
ple, few forget their former lives entirely. Most struggle to the forest and its inhabitants. Much of this traditional “wis-
suppress their bestial natures. dom” is little more than superstition, but there’s a kernel of
truth in every old wives’ tale. You’ve spent your life study-
d8 Personality Trait
ing the lore of the people of the Runewild, endeavoring to
1 I like animals, but people make me nervous.
separate fact from fairy tale. If you’re Runish, you inherit-
2 I wolf down my food as fast as possible, so others don’t steal ed your knowledge from a grandparent or other relative.
it.
If you’re from Aruanda or a more distant land, what you
3 My greatest fear is that my new friends will find out what I know about the Runewild probably comes from books or
used to be.
the second-hand accounts of visitors to the ancient forest.
4 I don’t sleep in a bed so much as I build a nest.
5 I’m always alert for danger. Skill Proficiencies: History, Medicine
6 I’ll never get used to wearing clothes. Tool Proficiencies: Herbalism kit
Languages: Runish (an ancient form of Common)
7 I’ve kept one animal-like feature, such as a cat’s tail or a don-
key’s ears. Equipment: A set of common clothes, an iron nail or other
8 I miss my tail, my wings, or my claws.
token you believe protects you from the fey, an herbalism
kit, and a belt pouch containing 10 gp
d6 Ideal
Feature: Unreliable Knowledge
1 Ferocity. I don’t want trouble, but I’m fearless when pro- No matter what the subject is, if it has to do with the
voked. (Any)
Runewild, you’ve probably heard a story or two about it.
2 Loyalty. I stay true to my friends no matter what. (Any)
Even when you fail an Intelligence (History) check related
3 Strength. Where I come from, only the strong survive. (Neu- to the Runewild or its inhabitants, the GM will tell you a
tral)
bit of folklore you’ve heard about the topic. There’s always
4 Nature. Humans, with their axes and fire, are the greatest some truth in these stories, but it may lie buried beneath
danger the forest faces. (Neutral)
generations of superstition. Most of the time, your under-
5 Change. Now that I’m no longer an animal, I can make a
standing is confused or incomplete. Other times, what you
difference in the world. (Chaotic)
think you know for certain proves dangerously inaccurate
6 Freedom. When the wild calls, I answer. No one will put me
on a leash again. (Chaotic)
Suggested Characteristics
Those who study the customs of the Runewild place high
d6 Bond
value in tradition, history, and common sense. They main-
1 Another PC taught me how to be human. tain a healthy respect for the fey, but also for the mortals
2 My beloved “pet” is actually one of my relatives. who have learned over generations to live alongside such
3 I must find the witch who transformed me and convince her creatures.
to change me back.
4 I’ve fallen in love, and now I wouldn’t go back to my old life d8 Personality Trait
even if I could. 1 There’s nothing I love more than swapping tales around a
5 My four-legged friends are just as important to me as my campfire.
two-legged ones. 2 I wear traditional clothes and speak with a thick Runish accent.
6 I was given a new body for a reason. I won’t rest until I’ve 3 I leave out treats for the fair folk before I go to sleep each night.
fulfilled my destiny.
4 I’m a healer first, an adventurer second.
5 I speak to animals as if they were people.
d6 Flaw
6 I gather medicinal herbs wherever I go.
1 I still act like an animal sometimes, especially when no one’s
looking. 7 My grandmother taught me many things. The most important
was how to cook.
2 I know money is important, but I don’t understand how it
works. 8 I know a folk remedy for every ailment. Sometimes they even
work!
3 In the face of danger, I either run or fight. More complex
plans are beyond me.
4 Only weaklings care about being polite.
5 I try so hard to fit in that I make others feel uncomfortable.
6 When I see an animal treated cruelly, I always intervene.

34
Richard Broadhurst (Order #23491769)
d6 Ideal family’s keep still stand? Are you its true inheritor, or can
1 Heritage. I record everything I discover about the Runewild, others also make that claim? What proof do you have that
so that others can learn from my experiences. (Lawful) you’re the true leader of your clan and not some impostor
2 Power. The Runewild is a reservoir of magical energy, one I to the throne?
hope to tap. (Any) Skill Proficiencies: Intimidation, Persuasion
3 Tradition. New ideas are exciting, but the old ways are best. Tool Proficiencies: One type of gaming set
(Lawful)
Languages: One of your choice
4 Humor. If the fey teach us anything, it’s that life’s too short to Equipment: A set of traveler’s clothes, a clan heirloom
worry. (Chaotic)
(such as a signet ring or distinct tattoo), and a belt pouch
5 Responsibility. I must use the knowledge I’ve been given to containing 15 gp
improve the lives of others. (Good)
6 Cunning. The fey are my enemy. You can’t destroy your enemy Feature: Bloodline
unless you know their ways. (Evil)
The Runish people harbor a loyalty to the warrior clans
who ruled them generations ago. Common folk are like-
d6 Bond
ly to treat you like nobility, while those in positions of
1 Another PC thinks my stories are only fairy tales. I can’t wait authority may afford you more respect than they would
to prove them wrong.
a typical adventurer. Of course, your bloodline may not
2 My favorite song is about the Runewild. I want to find out
always work to your advantage. Some Aruandans disdain
what the lyrics mean.
the Runish clans their ancestors fought against during the
3 Someone once came to me for help, but my advice had
disastrous results.
Conquest, and scions of other clans may bear a grudge
against you if your families feuded in the past. Even your
4 I have seven brothers and sisters, but I’m the only one who’s
ever left our village.
own family members may distrust you, if they see you as a
threat to their position in the clan.
5 My great-grandfather is 100 years old. I still visit him from
time to time to listen to his stories.
Suggested Characteristics
6 I seek a way to break an ancient curse.
Runish scions are consumed by matters of the past, though
whether they run toward their history or flee from it varies
d6 Flaw
by individual.
1 I have no shame about my bodily functions.
d8 Personality Trait
2 Many who know me assume I’m some sort of witch.
1 I’m always dirty and wear shabby clothes. No one would ever
3 My faith in superstition sometimes blinds me to real danger. suspect my noble lineage.
4 I don’t trust any magic my grandmother didn’t teach me. 2 I keep a list of the people who’ve wronged me.
5 I’m quick to give advice, even to those who don’t want to 3 Though fate has brought me low, my noble birth demands
hear it. that others treat me with respect.
6 I believe non-humans are allies of the fey and will never fully 4 I’m the grandson of a great warrior, but at heart I’m just a
trust them. simple farmer.
5 I drink to forget about my responsibilities.
Runish Scion 6 I always reward those who stay loyal to me.
When King Waithrik first set his sights on conquering the 7 I’ve lived in exile all my life. The Runish people are strangers
Runewild, he knew his first task would be to break the na- to me.
tive warrior clans who opposed Aruandan rule. Waithrik’s 8 I keep my heritage a secret from even my closest friends.
war against these clans was eventually successful, but the
ferocity of the Runish warriors ensured the campaign was d6 Ideal
a long and bloody one. The Aruandan Conquest, as this 1 Unity. What’s past is past. We must set aside our petty feuds.
time came to be known, was a dark chapter in the histo- (Good)
ry of the Runewild, a period of violence and betrayal that 2 Might. Only those with the strength to seize authority have a
haunts the Runish people to this day. right to rule. (Any)
You are a scion of one of the clans that ruled the 3 Equality. All people are equal, regardless of their station.
Runewild before the Aruandan Conquest. When you (Neutral)
choose this background, work with your GM to flesh out 4 Loyalty. To betray one’s allies is the greatest sin a warrior can
commit. (Any)
the details of your clan. Are you the last member of your
family, or do other members of your clan survive? Did your 5 Freedom. I don’t want to rule if it means I’ll lose my freedom.
(Chaotic)
ancestors oppose the Aruandans without surrender, or did
they eventually make peace with the invaders? Does your 6 Hatred. Those who betrayed my clan are dead, but I can
make their children suffer. (Evil)

35
Richard Broadhurst (Order #23491769)
d6 Bond Suggested Characteristics
1 Another PC will prove particularly useful to me when I reclaim Despite the years that have passed since they swore their
my throne. oaths, many time-lost knights continue to uphold the val-
2 A relative taught me what it means to rule. Those are lessons I’ll ues that first drew them into knighthood. Time plays tricks
never forget. on even the most disciplined mind, however, making time-
3 I will rebuild my family’s keep and see that it never falls again. lost knights prone to odd behavior or outright madness.
4 I’m not the last of my bloodline. My brother is alive some-
d8 Personality Trait
where, and I won’t rest until I find him.
1 I bring up ancient events as if they happened yesterday.
5 A hag sheltered me while the rest of my clan was slaughtered. I
didn’t ask for her help, but my debt to her can’t be denied. 2 I’m fascinated and delighted by everything that’s gone on in
the world since my absence.
6 I performed an amazing deed that proved my claim to my
mother’s throne. 3 When lost in thought, I hum a tune no one else has heard in
decades.
d6 Flaw
4 I refer to everyone as “young,” even if they appear much older
1 My clan sided with the Aruandans when they invaded. Our than me.
name is now synonymous with “traitor.”
5 My time in the Runewild left me haunted and scarred.
2 A relative wants me dead, for reasons I don’t understand.
6 I picked up an odd habit from the fey who kidnapped me.
3 The Aosidhe betrayed the Runewild when they allied with the
7 I take every opportunity to tell stories about my past.
Aruandans. I’ll never trust an elf.
8 My short-term memory is atrocious.
4 My family taught me violence is the best solution to any
problem. d6 Ideal
5 Secretly, I know I’d never make a good king. 1 Gratitude. My experience taught me to be thankful for every
6 I’m ashamed of my Runish heritage. moment I spend with my loved ones. (Good)
2 Beauty. The fey showed me how to appreciate beauty, in all
Time-Lost Knight its forms. (Neutral)
When the Witch Wars ended, many of the knights who 3 Honor. I never forget a promise, even one I made years ago.
(Lawful)
served in Aruanda’s army did not return. Not all these
brave warriors died in the Runewild, however. A few be- 4 Abandon. We should live for today, because tomorrow may
never come. (Chaotic)
came lost in the forest’s depths, kept alive by fey magic or
5 Vengeance. The hag who stole my life will pay for what she’s
a hag’s fell curse. Every now and then, one of them comes
done. (Any)
back, only to discover that the world they left behind dis-
6 Wisdom. I must pass on my knowledge to a new generation.
appeared years, or even lifetimes, ago. (Lawful)
You are one of these time-lost knights. Maybe you fell
asleep in the forest and, when you awoke, found a centu- d6 Bond
ry had passed. Perhaps the fey abducted you, forcing you 1 Another PC is my grandchild, even though I look much
into servitude until you managed to escape. Or, perhaps, younger than them.
no time has passed for you at all, despite the fact your fam- 2 A long-lived friend (perhaps an elf or dwarf ) still remembers
ily and friends have all been dead for decades. Whatever me.
your circumstances, you now struggle to make your way 3 The lord who gave me my mission died years ago, but a prom-
ise is a promise.
in a strange, new world: one in which your present has be-
come the past, and the future is more uncertain than ever. 4 A creature that looks just like me stole my identity while I was
lost. Now everyone thinks I’m the impostor!
Skill Proficiencies: Athletics, History 5 When I escaped the Runewild, I left behind something that I
Tool Proficiencies: Vehicles (land) must get back.
Languages: One of your choice 6 I’m from the past, but I’ve also glimpsed the future. Now I
Equipment: A set of fine clothes, a token from the lord you have a chance to stop something terrible from happening.
served, an item as old as you are (such as an antique ring
d6 Flaw
or an outdated map), and a belt pouch containing 10 gp
1 I still think I’m in the past, despite all evidence to contrary.
Feature: Eye Witness 2 I hate the fey and attack them on sight.
Your memories of the time you spent lost in the Runewild 3 Everyone thinks I’m crazy. Maybe they’re right.
are hazy, but what others consider to be ancient history 4 When under stress, I have flashbacks to my time in the
is for you current events. At the GM’s discretion, you may Runewild.
possess first-hand knowledge of things normally require 5 I’m a sucker for lost causes, the more hopeless the better!
an Intelligence (History) check to recall. For example, you 6 I’m terrified of clocks, hourglasses, and sundials.
might know the details of an ancient battle you fought in
or recognize the portrait of a long-dead king you served.
36
Richard Broadhurst (Order #23491769)
Strange Power Beckons:
Magic of the Runewild

The magic of the Runewild is the magic of the fey: a force its benefits are determined randomly, the Fey-Touched
too alien and ancient for mortal minds to comprehend. feat is designed for players who don’t mind leaving a bit
Centuries of study allowed the Aosidhe elves to harness of their character’s advancement up to chance. This ran-
some of the Runewild’s power, but they were quick to domness may result in characters who are slightly over- or
warn against its careless use. The wizards of Aruanda’s under-powered compared to other characters of their lev-
Council Arcane failed to heed these warnings, often with el, although such disparities tend to diminish as play pro-
disastrous results. gresses. As with any feat, you’re free to decide whether to
The first part of this section presents optional rules de- allow the Fey-Touched feat into your campaign.
signed to help GMs highlight the dangerous, otherworldly
nature of the Runewild’s magic. New magic items PCs may Fey-Touched
discover as they explore the setting follow. The section You’ve experienced the magic of the Runewild firsthand.
ends with a description of the Goblin Market, a traveling Perhaps you’ve suffered a witch’s curse or wandered too
bazaar where the PCs can purchase a bit of the Runewild’s far down an elfpath. Whatever the reason, you now pos-
magic for themselves—if they’re willing to pay the cost. sess a gift you can’t entirely control.
You gain the following benefits:
New Feat: Fey-Touched • Increase your Charisma score by 1, to a maximum of
20.
Ancient fey magic suffuses the Runewild, leaving no one • You have advantage on Charisma checks made to in-
who explores the forest unchanged. Players may select fluence Fey creatures.
the Fey-Touched feat to represent the weird effect con- • When you gain this feat, and each time you gain a level
tact with the Runewild has had on their characters. Since thereafter, roll once on the Fey Boons table.

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Richard Broadhurst (Order #23491769)
Roll Boon
1 One of your eyes bulges from its socket, like that of a fish or frog. You can use an action to cast detect magic or hex, using Charisma as
your spellcasting ability. Once you’ve used this ability, you can’t use it again until you finish a short or long rest. Each time you re-roll this
result, you can use this ability an additional time between rests.
2 The gods themselves have scorned you. Increase your current and maximum Constitution score by 1. Whenever your hit points would
be restored by magical means (a spell, a class feature, or a potion of healing), you regain 5 fewer hit points than normal (minimum 0).
Each time you re-roll this result, you regain 5 fewer hit points from magical healing and your current and maximum Constitution scores
increase an additional 1 point.
3 You can mimic the voice of any creature you’ve heard speak. A suspicious creature can make a Wisdom (Insight) check opposed by your
Charisma (Deception) to see through your trickery. Each time you roll re-roll this result, you gain a cumulative +2 bonus to Charisma
(Deception) checks made while using this ability.
4 You gain an animalistic feature, such as goat’s legs or a rat’s snout. Increase your current and maximum Dexterity score by 1. You
become vulnerable to one type of damage you choose (acid, cold, fire, etc.). Each time you re-roll this result, you become vulnerable to
another damage type and your current and maximum Dexterity scores increase an additional 1 point.
5 Your fingernails grow long and become as hard as metal. Increase the damage die of your unarmed strikes by one step (1 to 1d4, 1d4 to
1d6, and so on). Each time you re-roll this result, increase your damage die an additional step.
6 While you sleep, your unconscious mind wanders through the realms of dream. Increase your current and maximum Wisdom score
by 1. The amount of sleep you need to gain the benefits of a long rest increases by 1 hour. Each time you re-roll this result, you require
another hour of sleep and your current and maximum Wisdom scores increase by 1.
7 No secrets are hidden from you. Choose a cantrip from any class’s spell list. You can cast that cantrip as an action, using Charisma as
your spellcasting ability. Once you’ve used this ability, you can’t do so again until you finish a long rest. Each time you re-roll this result,
choose another cantrip, which you can cast once between long rests.
8 Your frame becomes hunched, as if an invisible weight burdens you. Increase your current and maximum Strength score by 1. Whenev-
er you take less than 5 points of damage from a weapon made of metal, increase the damage you take to 5. Each time you re-roll this
result, increase your current and maximum Strength scores by 1 and the minimum damage you take from metal weapons by 5.
9 Your tongue grows one inch in length. You have advantage on the first Charisma (Deception) check you make each day. If you re-roll
this result, your tongue grows an additional inch and you have advantage on the first two Deception checks you make, and so on.
10 Your eyes adopt an unsettling hue. Increase your current and maximum Intelligence score by 1. Whenever you start your turn in contact
with a significant body of water (such as a lake or stream), you must make a successful DC 10 Constitution saving throw or suffer 1 level
of exhaustion. Each time you re-roll this result, the DC of the Constitution saving throw increases by 5 and your current and maximum
Intelligence scores increase an additional 1 point.
11 You know the tongues of beasts. You can communicate with one type of animal you choose (cats, goats, etc.) as if you shared a lan-
guage. Each time you re-roll this result, choose another animal with which you can communicate.
12 Your countenance becomes splendorous and terrifying. Increase your current and maximum Charisma score by 1. Each time you re-roll
this result, increase your current and maximum Charisma scores by 1.

Fey Boons a single casting. The condition that must be met is unique
PCs with the Fey-Touched feat roll on the table above to to each curse—the caster of the curse always knows it, and
determine the benefits they receive from that feat. The a character with proficiency in the Arcana skill can learn
GM may also roll on the table whenever exposure to the it by studying the curse during a short rest. Some of the
Runewild’s strange magic may have a lasting effect on a curses presented in the Runewild Gazetteer have specif-
PC. ic conditions by which they can be ended, and example
conditions are presented on the Breaking the Curse table
Optional Rule: Runewild Curses below. As GM, you’re encouraged to invent your own con-
Clerics, wizards—even the gods themselves—find curses ditions for breaking a curse, as well.
in the Runewild difficult to neatly undo. To break such a This optional rule emphasizes the dangerous nature of
curse, you must cast one remove curse or similar spell on fey magic and those who wield it. Characters who become
the accursed creature for each day it’s been cursed. For ex- cursed must act quickly to break the enchantment—pos-
ample, a creature that has suffered from a curse for seven sibly expending resources intended for other goals—or
days must receive no less than seven remove curse spells else risk losing the chance to end the curse entirely. Find-
before the curse is broken. (This is why curses often have ing a shortcut around a curse’s time limit creates endless
effects that aren’t immediately apparent, so that they go possibilities for adventure. As GM, work to make these
unnoticed until it’s too late to break them easily.) adventures as harrowing and memorable as possible. Like
Thankfully, there are ways of circumventing this re- returning from the dead, escaping the baleful effects of a
striction. If a specific action is taken before, during, or after witch’s curse is a significant moment in an adventurer’s ca-
the remove curse spell is cast, the curse is broken with only reer, one no player (or GM) should take lightly.

38
Richard Broadhurst (Order #23491769)
Breaking the Curse creatures on the Ethereal Plane within the candle’s illumi-
Whenever a character wishes to circumvent a curse’s time nation radius. At the GM’s discretion, the light of a beckon-
limit (see the Runewild Curses optional rule), roll on the ing candle may attract the attention of ghosts and similar
following table to determine what condition must be met. restless spirits.

Roll Condition Dreaming Stones


1 You must marry a pooka (Runewild Bestiary, page 278). The Wondrous item, very rare
novelty of marrying a mortal is enough for most pooka to ac- The shape and hue of these gemstones vary, but each
cept the proposal, but the pooka-king Seven-Tail (Runewild holds a mote of powerful fey magic. A skilled arcane crafter
Bestiary, page 280) must also bless the union.
can use the magic contained in a dreaming stone to grant
2 As punishment for escaping the curse prematurely, you must
sentience to an inanimate object. The Council wizard Mon-
endure a spate of bad luck. The next seven times you roll a
natural 20 on an attack roll, ability check, or saving throw, tagne (139) uses dreaming stones to imbue his constructs
reroll the die and use the second result. with a semblance of life.
3 You must brand your flesh with an ancient symbol only a When used to craft a magic item, a dreaming stone
witch of the GM’s choice remembers. counts as 5,000 gp toward the special materials required
4 During the casting, your image must be reflected in a mirror to create the item. In addition, a magic item crafted using
worth at least 1,000 gp. The curse returns if the mirror is ever a dreaming stone becomes a sentient item upon comple-
shattered. tion. The item’s alignment, personality, and other features
5 To end your curse, you must complete a journey of no less are determined by the GM.
than 100 miles while carrying a live goblin on your back.
6 For the remove curse spell to be successful, the caster must Dryad Lure
prick their finger with a weapon that has slain a witch. Wondrous item, rare
7 The curse can be broken only in a garden no mortal has When the ogre Iodun (66) first stole this enchanted music
previously entered. box from his mother Griselda (86), he hoped to capture
8 Magic that changes your race (such as the reincarnate spell) the heart of a dryad named Merivae (67). Iodun trapped
ends the curse immediately. Merivae inside the lure, but he soon discovered magic
9 You must convince a cat to bow before a king. more powerful than the lure was needed to make the dry-
10 You can’t tell a lie for three days after the curse is broken. If ad love him.
you do, the curse returns. Fey creatures visit you each day to You can use an action to open and wind the dryad lure.
trick you into lying.
For the next minute or until you close the lure again, the
11 The spell to end the curse requires an additional material lure plays a lilting melody reminiscent of unrequited love.
component, something found only at the Goblin Market (roll
on the Goblin Trinkets table on page 47).
While the song plays, you can use a bonus action to choose
a dryad within 60 feet of you that can hear the melody.
12 You must drink wine with the Aosidhe specters at the Mov-
able Feast (see location 52). The dryad you choose must make a DC 15 Wisdom saving
throw. The dryad’s Magic Resistance trait doesn’t apply to
this save.
New Magic Items On a successful save, the dryad ignores the lure’s song
The following magic items can be found in the various en- and is immune to its effect for 24 hours. On failed save,
counter locations presented in the Runewild Gazetteer. the dryad becomes trapped inside the lure. While you have
a dryad trapped within it, a ghost-like image of the dry-
Beckoning Candle ad appears above the lure whenever the lure’s melody is
Wondrous item, uncommon
played. In this form, the dryad must truthfully answer any
The Aosidhe wizard Camadaithe created these candles to
question you ask to the best of its ability.
help lost souls find their way out of the Cronemarsh. Using
You can use an action to release a dryad trapped in-
an action to light a beckoning candle activates its magic.
side the lure. Destroying the lure also releases a trapped
While you hold a lit candle, you know the distance and di-
dryad. If another dryad would become trapped within the
rection to a location determined by the candle’s creator. (In
lure while the lure is already occupied, the original dryad is
the Runewild Campaign Setting, all beckoning candles lead
released and the new dryad takes its place.
to location 112, the Tavern on the Marsh). A beckoning
candle remains lit until you extinguish it, no longer hold Frostbite
the candle, or arrive at the candle’s destination, at which Weapon (longbow), rare (requires attunement)
time the candle’s magic ends. This enchanted longbow is trapped along with its owner,
While lit, the candle sheds dim light in a 30-foot radi- the Aosidhe archer Thoren Frost, in the Blackfell Tapestry
us. Light shed by a beckoning candle extends beyond the (location 111).
Material Plane. While you hold a lit candle, you can see

39
Richard Broadhurst (Order #23491769)
At your command, a sheen of frost coats an arrow change to a different form for 1 minute. At the end of each
nocked into the bow. The bow has 3 charges. Whenev- of its turns, the creature can repeat the saving throw to
er you attack a creature with the bow, you can expend 1 end the effect.
charge to cause the arrow to burst into icy shards upon im- Glimmer Bane. This weapon has seven charges. It re-
pact. After the attack is resolved, hit or miss, the target and gains 1d6 charges daily at dawn. As an action, you can ex-
all other creatures within 5 feet of it take 2d6 cold damage. pend the weapon’s charges to cast detect magic (1 charge)
The bow regains 1d3 expended charges daily at dawn. or dispel magic (3 charges). In addition, when you see a
creature within 60 feet of you casting a spell, you can use
Grave Robber’s Spade your reaction to expend two of the weapon’s charges to
Wondrous item, uncommon (requires attunement) cast counterspell.
The ogre hag Griselda enchanted this shovel to aid the Heat Death. While you wield this weapon, you can use
Whitebone Sisters (18) in their gruesome work. The spade your action to douse one nonmagical fire (up to the size of
has 3 charges and regains 1d3 expended charges each a bonfire) that you can see within 60 feet of you. Whenever
night at midnight. you hit a living creature with this weapon, that creature
While within a cemetery or any place corpses have must make a DC 12 Constitution saving throw. On a fail-
been properly buried, you can expend one of the spade’s ure, the creature can’t regain hit points for 1 minute. At the
charges and tap the spade upon a grave. One humanoid end of each of its turns, the creature can repeat the saving
corpse buried in the grave animates and digs its way to the throw to end the effect.
surface over the course of the next minute. Once free of its Iron’s Oath. While you wield this weapon, you ignore
grave, the corpse ceases to move and becomes a normal difficult terrain caused by plants (both natural and magi-
corpse again. cal). When you hit a plant creature with this weapon, that
A spellcaster familiar with necromancy magic (such as creature takes an extra 7 (2d6) slashing damage. A crea-
a cleric of a god of death) can wield the spade as a +1 quar- ture that takes this extra slashing damage automatically
terstaff. releases any creature it has grappled or restrained.
Sin Reaver. Only a lawful creature can attune to this
The Highvale Blades weapon. When you hit a chaotic evil, chaotic good, or cha-
Weapon (longsword), very rare (requires attunement)
otic neutral creature with this weapon, that creature takes
The Aosidhe elves forged these seven longswords to ce-
an extra 7 (2d6) slashing damage. A creature that takes this
ment their alliance with the Aruandans during the Witch
extra slashing damage can’t take the Disengage, Dodge,
Wars. The swords grant a +2 bonus to attack and damage
or Hide actions until the start of your next turn.
rolls made with them. In addition, each blade possesses a
Truth Teller. While you wield this weapon, you have
magical property uniquely suited to fighting witches and
advantage on Intelligence ability checks made to discern
their minions (described below).
or disbelieve illusions. A creature that has lied to you or
The locations of the Highvale Blades have been for-
tried to deceive you within the past 24 hours takes 7 (2d6)
gotten over time. Currently, three of the blades—Charm
fire damage whenever it touches the sword or is hit by a
Breaker, Glimmer Bane, and Iron’s Oath—are secured with-
melee attack you make with it.
in the Giant’s Vault (120). The trolls of Stump Home (74)
claimed Heat Death when they captured its former own- Jug of Shrinking and Swelling
er, the knight Sir Reinhold. Though he’s too small to wield Wondrous item, rare
the blade himself, a sprite named Sir Fulbright protects Sin This long-necked jug has two spouts. A crudely painted
Reaver (128). Lord Galthyr Lionfell, now known as the Bro- mouse decorates one side of the jug, while the image of a
ken King, wields Truth Teller (109). The ogre hag Griselda bear decorates the other. The jug can be found in the lair
(86) possesses the final blade, Eclipse. of the ogre Iodun (66).
Charm Breaker. While you wield this weapon, when- You can use an action to cause the jug to create either
ever you start your turn subjected to the charmed condi- a potion of diminution or a potion of growth. The type of
tion, you can attempt a saving throw to end the condition potion you create depends on the spout from which you
immediately, even if the effect wouldn’t normally allow a pour the potion (the spout on the mouse side creates the
saving throw. potion of diminution, while the bear spout creates the po-
Eclipse. When you use this weapon to attack a crea- tion of growth). You can drink the potion as part of the ac-
ture that isn’t in its true form (such as a shapechanger or tion you used to create it, or you can store the potion in a
a druid using Wild Shape), that creature takes an extra 7 second container, such as a potion vial. A potion stored in
(2d6) slashing damage on a hit. When a creature not in its this way loses its effectiveness after 8 hours.
true form touches the weapon or takes damage from it, Once it has produced three potions, the jug can’t pro-
that creature must make a DC 12 Wisdom saving throw. duce more until the next dawn.
On a failure, the creature reverts to its true form and can’t

40
Richard Broadhurst (Order #23491769)
King Wobbly-Odd’s Crown with the cittern in this way doesn’t require concentration.
Wondrous item, legendary Once you’ve used the cittern to cast a spell, you can’t use it
The Golden Bodach (Runewild Bestiary, page 273) stole to cast that spell again until the next dawn.
this crown from the Runish lord King Wobbly-Odd (20) in
ages past. King Wobbly-Odd searches for the Bodach and Magic Honey
his crown to this day. Potion, common
While you wear King Wobbly-Odd’s Crown, you become The bees that live in the Magic Honey Tree (13) produce a
strikingly beautiful. Even creatures who wouldn’t be at- honey that drips with the magic of the Runewild.
tracted to you normally can’t deny your regal grace. You You can use an action to swallow one dose (roughly
gain the following benefits: one spoonful) of the honey and regain 1d4 + 1 hit points.
• Your Charisma score becomes 22. This feature of the For each dose of the honey you consume, there’s a cumu-
crown has no effect on you if your Charisma score is al- lative 1% chance you increase one size category (as if by an
ready 22 or higher. enlarge/reduce spell). This chance resets to 0% after each
• The first time each turn a creature who can see you size increase. You return to your normal size if you don’t
targets you with an attack, it must make a DC 15 Charisma consume at least one dose of the honey every 24 hours.
saving throw. On a failed save, it can’t attack you this turn,
Ritual: Create Honey Golem
and it must choose a new target for its attack or the attack
Any spellcaster with at least one 2nd-level spell slot can
is wasted. On a success, the creature is immune to this ef-
spend 8 hours to learn the ritual to create a honey golem
fect for 24 hours.
(Runewild Bestiary, page 274).
Curse. When you remove the crown, you become Creating a honey golem requires at least 50 doses of
cursed. While cursed, you suffer the following effects: magic honey harvested from the Magic Honey Tree (13).
• Your physical appearance becomes hideous. Your Cha- The ritual fails if an insufficient amount of honey—or hon-
risma score is reduced to 3. ey from a different source—is used.
• Whenever a creature who can see you starts its turn
within 30 feet of you, the creature must make a success-
ful DC 15 Wisdom saving throw or become frightened of
you until the start of its next turn. On a successful save, the
creature is immune to this effect for 24 hours.
The curse lasts until you wear the crown again or until a
remove curse spell or similar effect ends the curse. If a re-
move curse spell ends the curse, your Charisma returns to
its original score (i.e. what it was before you first donned
the crown).

Lord Widderspire’s Cittern


Wondrous item, rare (requires attunement)
The Aosidhe elves crafted this instrument for Lord Wid-
derspire as a reward for his service in the Witch Wars. An
elemental spirit safeguards the cittern beneath the ruins of
Widderspire Keep (39).
While attuned to the cittern, you gain the following
benefits:
• You become proficient with the cittern (but not oth-
er musical instruments, or even other citterns). If you’re a
bard, you can use the cittern as a magical focus for your
bard spells.
• When you play the cittern, you can choose up to six
other creatures familiar to you. Provided you’re on the
same plane of existence as them, those creatures can hear
the cittern’s music as if they were in the same room as you.
• You can use an action to play the cittern and cast one
of the following spells as if you had used a 3rd-level spell
slot: bless, cure wounds, sleep, spirit guardians. A spell cast

41
Richard Broadhurst (Order #23491769)
To create a honey golem, you must work for 8 hours While touching the octagonal mirror, you can cast the
uninterrupted, at the end of which time the magic honey clairvoyance spell (sight only) up to 8 times each day (once
is consumed and your maximum hit point total is reduced in each cardinal and intermediate direction). While the
by 1d6 points. The reduction to your maximum hit points spell is active, the viewed area appears within the mirror’s
lasts until the honey golem is destroyed. reflection, visible to you and anyone else who can see the
Once created, the honey golem is under your com- mirror.
plete control, although you must issue commands to it
verbally (the golem understands any language you speak). Mirror of Opposition
There’s no limit to the number of honey golems you can Wondrous item, very rare
have under your control, other than the limit imposed by When Queen Firba, ruler of the gnomes of Deepdoom
the reduction to your maximum hit points. Hall (129), gazed into this enchanted mirror, her reflection
came to life and became her evil twin sister, Queen Abrif
Mantle of the Moon Bear of East-Doom (138).
Wondrous item, legendary (requires attunement) The images of creatures reflected in the surface of
Intricate patterns of celestial bodies mark this moon bear this 4-foot-tall mirror move independently of their cre-
pelt. The moon bears of the Runewild regard anyone who ators. The mirror weighs 50 pounds, and it has AC 11, 10
wears the mantle as their king or queen. Until recently, hit points, immunity to poison and psychic damage, and
an Aosidhe druid named Ursula wore the mantle, but the vulnerability to bludgeoning damage. It shatters and is de-
witches Sister New and Sister Full stripped Ursula of the stroyed when reduced to 0 hit points.
item after Lord Raven captured her (see location 148). Creatures within 30 feet who see their reflection in the
While attuned to the mantle, your body ceases to age. mirror must make a DC 15 Charisma saving throw. On a
You can communicate with bears as if you shared a lan- failure, an exact duplicate of the creature, including any
guage. Bears are automatically charmed by you while they worn or carried equipment, appears in the unoccupied
can see you. space closest to the mirror. The duplicate uses its creator’s
In addition, you can use an action to magically poly- game statistics and shares its creator’s memories. The du-
morph into a moon bear (as a brown bear). You remain plicate is hostile to its creator and their allies. The duplicate
polymorphed until you use a bonus action to return to and its equipment disappear when it or the mirror is re-
your original form. While polymorphed, you retain your duced to 0 hit points.
Charisma, Intelligence, and Wisdom scores, can speak any A creature can have only one duplicate of itself in exis-
language you could normally speak, and retain all of your tence at a time. A creature with an active duplicate reflects
class and race features. When you cast a spell in this form, no image in the mirror.
you don’t require somatic components to do so. Once
you’ve used the mantle to polymorph, you can’t do so Moonbeam Rope
again until you finish a short rest. Wondrous item, uncommon
Finally, you can use an action to cast spells the mantle Moon hags (Runewild Bestiary, page 299) weave these
grants you. Once you’ve used the mantle to cast a spell, enchanted ropes from beams of real moonlight. Typical
you can’t use it to cast that spell again until you finish a ropes are 30 feet long and weigh 3 pounds, although ropes
long rest. The length of time you’ve attuned to the mantle of different lengths exist. A shapechanger bound with the
determines the spells you can cast, as outlined below. rope instantly reverts to its original form and can’t assume
• After 30 days, you can cast conjure animals to summon a different form until it escapes or is released.
up to two moon bears. The rope has AC 20 and 20 hit points. While in moon-
• After one year, you can cast feign death on yourself. light, a moonbeam rope regains 1 hit point every 5 min-
When cast through the mantle, the spell’s duration be- utes, provided it has at least 1 hit point. If the rope drops
comes 6 months, although you can end the spell prema- to 0 hit points, it is destroyed.
turely if you choose.
The Six Spires
• After 10 years, you can cast commune with nature.
• After 100 years, you can cast foresight.
Wondrous item, artifact
The Six Spires are Aosidhe relics from a forgotten past. The
Mirror of Eight Directions Spires’ magic allowed the Aosidhe to travel from spire to
Wondrous item, very rare (requires attunement) spire without traversing the distance in between. While all
The ogre hag Griselda (86) gave this enchanted mirror to six of the Spires stood, each was imbued with a specific vir-
one of her minions, a ghast named Ghazrek (8), as a reward tue the Aosidhe valued: strength, dexterity, constitution,
for his loyal service. Ghazrek uses the mirror to spy on the intelligence, wisdom, and charisma.
Ruasidhe elves (34) for his mistress. Each of the Spires is a 30-foot-tall obelisk of white
stone. Though ancient, the Spires seem to have ignored

42
Richard Broadhurst (Order #23491769)
the passage of time. The Spires radiate auras of powerful as it contains at least one sprite, the lamp sheds light like
conjuration and transmutation magic if inspected with a a candle. As a bonus action, you can command the sprites
detect magic spell or similar effect. Arcane runes decorate inside the lamp to shed bright light in a 30-foot radius and
the base of each of the Spires. PCs who make a successful dim light for an additional 30 feet, or command them to
DC 12 Intelligence (Arcana) check realize the runes func- revert to candlelight.
tion as the sigil sequence for a permanent teleportation As an action, you can ask the lamp one direction-re-
circle. lated question and receive a truthful answer from it. For
The Six Spires can be found in the following locations: example, if you ask the lamp which way through the for-
• The Widderspire is in the village of Widderspire (1). est is the safest, the lamp may focus its light on one path
• The Whitespire stands inside the tower of the dragon- or another. Similarly, if you seek a specific item or person,
born wizard Bormgastor (32). the lamp’s light may shine in the direction of your quarry.
• The Brokenspire lies atop a ridge southeast of Burly The GM has the final say as to whether the lamp knows
Point (65). the answer to any question. Once the lamp has answered
• The Illspire is a day’s ride north of the village of Ill Hol- a question, it can’t do so again until the following dawn.
low (76). Finally, a grimlock that starts its turn within the illumi-
• The Grayspire is found near the Sunken Tower, a for- nation radius of a sprite lamp takes 7 (2d6) radiant damage.
mer Council Arcane stronghold (142). A lamp that contains no sprites loses its magical prop-
• The Elfspire is hidden, along with the Aosidhe elves, in erties until at least one sprite is inside it again. The lamp
Highvale (150). can carry any number of sprites. As a bonus action, a crea-
ture within 5 feet of the sprite lamp can open the lamp and
Though still intact, the Brokenspire has toppled, pre-
release any sprites contained inside it. Unless they were
venting its use as a teleportation circle. Until the Broken-
trapped in the lamp by force or trickery, the sprites are
spire is righted (see 65), the PCs can’t access any of the
generally friendly to the lamp’s owner and act accordingly.
Spires’ attunement properties (see below).
Attuning to the Spires. Once the Brokenspire is re- Staff of Clarity and Confusion
paired, the Six Spires regain their full magical power. By Staff, very rare (requires attunement by a sorcerer, warlock, or
spending an hour in meditation at the base of a Spire, you wizard)
can attune to that Spire, gaining a +2 bonus to one of your A crystal carved in the likeness of a multifaceted eye tops
ability scores for as long as the attunement lasts. The abili- this staff of gnarled wood. The dragonborn wizard Borm-
ty scores to which the Spires are keyed follows: gastor (32) currently possesses the staff.
• The Brokenspire is keyed to Strength. The staff has two aspects: clarity and confusion. While
• The Grayspire is keyed to Dexterity. you hold the staff, you gain benefits according to the staff’s
• The Widderspire is keyed to Constitution. current aspect (detailed below). The staff has 10 charges,
• The Whitespire is keyed to Intelligence. and it regains 1d6 + 4 expended charges daily at dawn. If
• The Illspire is keyed to Wisdom. you expend the last charge, you lose the benefits of the
• The Elfspire is keyed to Charisma. staff’s current aspect until it regains at least 1 charge.
Multiple creatures can attune to the same Spire, but you Clarity: While the staff is in its clarity aspect, the eye
can’t attune to more than one Spire at a time. If you be- that tops it emits an incandescent glow like a candle. You
come attuned to a second Spire, your attunement to the gain a +2 bonus to AC and saving throws. You can use an
first Spire immediately ends. You don’t have to stay within action to expend one or more of the staff’s charges to cast
100 feet of a Spire to remain attuned to it. The Spires count one of the following spells from it: light (1 charge), see in-
toward your limit of attuned magic items, as normal. visibility (2 charges), arcane eye (4 charges), or true seeing
(6 charges). You can also use a bonus action to expend one
Sprite Lamp of the staff’s charges to change to the staff to its confusion
Wondrous item, rare (requires attunement) aspect.
Sometimes, when a mortal becomes lost in the Runewild, Confusion: While the staff is in its confusion aspect, the
a sprite is born from their lantern-light (see page 305 of eye that tops it sparkles with multi-colored radiance. You
the Runewild Bestiary for more information about how gain a +2 bonus to spell attack rolls. You can use an action
sprites are born). The sprite’s sudden appearance enchants to expend one or more of the staff’s charges to cast one
the lantern, transforming it into a magic item called a sprite of the following spells from it: color spray (1 charge), mir-
lamp. The time-lost knight Sir Rolf (location 4) carries one ror image (2 charges), confusion (4 charges), or phantasmal
of these enchanted lanterns. killer (6th-level version, 6 charges). You can also use a bo-
A sprite that enters a sprite lamp reverts to its original nus action to expend one of the staff’s charges to change
form: a mote of living light. Once inside the lamp, a sprite to the staff to its clarity aspect.
can’t leave it unless released by the lamp’s owner. So long

43
Richard Broadhurst (Order #23491769)
Staff of Nethermancy The Twisted Tome
Staff, very rare (requires attunement) Wondrous item, legendary (requires attunement by a wizard)
This blackwood staff is shod with orichalcum bands and No one is certain how The Twisted Tome came to be. Some
topped by a sphere of flawless crystal. A doppelganger say it was created when a fey spirit cursed the spellbook of
disguised as the staff’s creator, a wizard of the Council Ar- a wizard who summoned and bound the creature. Others
cane named Amadan, currently possesses the staff (see lo- believe the ogre hag Griselda penned the tome to spread
cation 132). her wicked magic throughout the world. Whatever its ori-
The staff of nethermancy can be wielded as a magic gins, The Twisted Tome has led to the ruin of more wizards
quarterstaff that grants a +2 bonus to attack and damage than anyone can count, and yet the Tome continues to
rolls made with it. While attuned to the staff, you can see tempt ambitious spellcasters to this day.
through normal and magical darkness to a range of 120 Currently, The Twisted Tome is in the possession of Ri-
feet. kus, Lord Caerfell’s Councilor Arcane (102). Rikus is aware
Nethermancy. The staff has 20 charges, and it regains of the Tome’s curse and thus far has resisted the tempta-
2d8 + 4 charges daily at sunset. If you expend the staff’s tion to delve into its secrets. To ensure the Tome doesn’t
last charge, roll a d20. On a 1, you must make a successful fall into unworthy hands, he has summoned two invisible
DC 12 Charisma saving throw or become trapped inside stalkers to protect it. The stalkers attack anyone who re-
the staff’s crystal prison (see below). While attuned to the moves the Tome from the wizard’s chambers.
staff, you can use an action to produce one of the follow- Extra Spell Slot. You gain an additional spell slot at the
ing magical effects: highest level you can cast. The only spells you can cast us-
• Call to Darkness. You expend one of the staff’s charges ing this spell slot are those you’ve prepared from The Twist-
to cast darkness. ed Tome (see below). You lose this spell slot if you end your
• Shadow Play: You expend three of the staff’s charges to attunement to the Tome.
cast any 3rd-level or lower illusion spell you know without Spells. While attuned to The Twisted Tome, you add
spending a spell slot to do so. If you prepare spells, you the following spells to the list of wizard spells you can
must have the spell prepared in order to cast it this way. prepare, as if the spells were among those written in your
• Summon Shadow: You expend five of the staff’s charges spellbook. Spells you prepare from the Tome must be of a
to summon a shadow. A shadow created by the staff looks level for which you have spell slots. The spells contained
like a real humanoid with features you choose. The shadow within the Tome are identical to their normal versions, ex-
understands any languages you know, but it can’t speak. cept each has an additional, sometimes dangerous, effect
A physical inspection reveals the shadow’s true nature, when cast. If you have a normal version of a spell in your
as does a successful DC 20 Intelligence (Investigation) or spellbook, you can choose to prepare either version of the
Wisdom (Perception) check. When the shadow is created, spell (or both) whenever you prepare your spells.
it appears in an unoccupied space you choose within 60 The spells contained within The Twisted Tome, as well
feet of you. The shadow follows your spoken commands. as their additional effects, follow:
The shadow remains for 10 minutes or until either you or • Sleep. When you cast this spell, roll a d20. On a 1, you
the shadow dies. You can also dismiss any shadows under fall unconscious as if affected by the spell, regardless of
your control as an action. your hit points and even if you aren’t otherwise in the
spell’s area of effect. On a 2 or higher, add the result to the
Crystal Prison. When you attempt to attune to the
number of hit points worth of creatures affected by this
staff, you must make a DC 12 Charisma saving throw. On
spell.
a success, you attune to the staff as normal. On a failure,
you and any equipment you are wearing or carrying be-
• Web. Each time you cast the spell, 1d4 phase spiders
appear in unoccupied spaces within the spell’s area, as
come trapped inside the crystal sphere that tops the staff.
chosen by the GM. There’s a 1 in 6 chance the spiders are
While trapped in the sphere, you wander a shadowy laby-
hostile toward you and your allies. The rest of the time,
rinth from which there is no escape. Characters who gaze
they attack the creature nearest to them, other than an-
into the sphere see tiny versions of the creatures trapped
other phase spider. The spiders disappear when reduced
inside it. A wish spell frees all creatures trapped inside the
to 0 hit points or when the spell ends.
sphere, as does destroying the staff’s crystal.
Destroying the Crystal. A creature in possession of
• Vampiric Touch. Whenever you regain hit points by
means of this spell, roll a d20. On a 1, you can’t regain hit
the staff can use an action to smash the crystal sphere. Any
points again by any means until you finish a long rest. Oth-
creatures trapped inside the sphere when it’s smashed re-
erwise, you regain additional hit points equal to the die’s
appear in unoccupied spaces nearest the staff. Once the
result.
crystal sphere is smashed, the staff becomes a normal +2
quarterstaff.
• Arcane Eye. The eye also has truesight. When the spell
ends, roll a d6. On a 6, you also gain truesight until you fin-

44
Richard Broadhurst (Order #23491769)
ish a long rest. On a 1, you’re blinded until you finish a long Once a witch ember has been used to end a curse, it
rest or until a lesser restoration spell or similar magic ends becomes a worthless lump of melted glass.
the condition. On a 2–5, the spell ends with no additional
effect. Wizard’s Weed
• Contact Other Plane. You have disadvantage on the Wondrous item, common
Intelligence saving throw to avoid being driven insane by The halfling village of Kidwelly (19) is renowned for the
the spell. If your saving throw is successful regardless, you many varieties of pipeweed it grows. Of these, wizard’s
can ask up to seven questions (instead of only five) and weed is the rarest and most valuable. It’s particularly sought
the answers you receive are especially detailed (GM’s dis- after by those who would use its hallucinatory properties
cretion). to gain magical insight.
• Chain Lightning. Each time a creature or object is tar- You can spend 10 minutes to smoke one use of wiz-
geted by the spell, roll d100. On an odd result, the target ard’s weed. At the end of this time, roll a d12 on the table
takes an additional 2d8 lightning damage. On an even re- below to determine the weed’s effect.
sult, consult the wand of wonder effects table for an addi-
tional effect.
Effects of Wizard’s Weed
• Prismatic Spray. When determining what color ray af- Roll Effect
fects a target, roll a d8 twice and choose one of the results. 1 No effect, and roll a DC 10 Wisdom saving throw. On a failure,
you permanently become immune to the effects of wizard’s
If you roll doubles, both you and the target are affected by
weed.
that ray instead.
• Control Weather. Each time you change the weather
2 You are afflicted by a Short-Term Madness for the next 1d10
minutes.
conditions with this spell, roll randomly on each of the Pre-
3 You feel compelled to reveal your darkest secrets to anyone
cipitation, Temperature, and Wind tables to determine the who’ll listen. The effect lasts for 1d10 minutes.
new conditions. Whenever you cast the spell, there’s a 1 in 4 For the next 1d10 minutes, you become convinced an inani-
6 chance the weather also includes an unusually strange mate object of the GM’s choice is speaking to you. If you own
phenomenon, such as a rain of frogs, St. Elmo’s fire, or an the object, it tries to convince you to give it away. If someone
eclipse. else owns it, the object tries to convince you to steal it.
• Wish. You can cast this spell only to grant wishes to 5 You gain the ability to communicate telepathically with one
creatures other than yourself. Upon casting the spell, the creature of the GM’s choice. There’s a 50% chance the effect
lasts for 1d10 minutes. Otherwise, it lasts 1d10 days.
next creature to use an action to speak its wish aloud has
its wish granted (as if it had cast the spell). If you don’t hear 6 You regain one expended spell slot of 1st or 2nd level. If
you have no expended spell slots, the wizard’s weed has no
a creature make a wish before the end of your next turn, effect.
the spell is wasted.
7 As #6, except the spell slot can be up to 3rd level.
Witch Ember 8 As #6, except the spell slot can be up to 5th level.
Wondrous item, uncommon 9 You see visions of a distant location of the GM’s choice. These
Witch embers are the remnants of hags burnt at the stake. visions last for 1d10 minutes. The effect is otherwise identical
to the clairvoyance spell.
As result of the Aruandans’ zeal during the Witch Wars,
witch embers are common throughout the Runewild. The 10 You receive the answers to three questions you ask, as if you
had cast the commune spell. If you roll this result again, you
hearth hag Strega Rakka (104) collects such embers, and receive only two answers (then one, then none).
witch embers turn up occasionally in the Ember Hills (25).
11 You gain insight into the nature of the multiverse. You imme-
Whenever a pyre wraith (Runewild Bestiary, page 279) diately gain 1d20 x 100 XP. If you’ve already gained XP in this
dies, it leaves behind a witch ember in its place. way, the wizard’s weed has no effect.
A witch ember appears as a glowing, palm-sized crys- 12 Roll a d20. If the result is greater than your current Wisdom
tal that is slightly warm to the touch. If a cursed creature score, increase your Wisdom score by 1. If your Wisdom score
sleeps at least one watch (6 hours) while holding an ember, is already 20 or higher, the wizard’s weed has no effect.
it can make a DC 10 Wisdom saving throw when it awak-
ens. On a successful save, the curse ends, regardless of The Goblin Market
the length of time the creature has been cursed (see the If on your travels through the woods you should hear in-
Runewild Curses optional rule on page 38). A failure re- human voices approaching, close your eyes. Shut them
leases the spirit of a hag (as a ghost), who tries to possess tight until the clangor passes, until the promises of won-
the cursed creature instead. Breaking the ember (AC 10, der fade and the forest falls silent once again. Don’t peek,
1 hit point, immune to psychic and poison damage) de- not even for a moment. For if you do, you may find yourself
stroys the ghostly hag instantly. transported to the Goblin Market.

45
Richard Broadhurst (Order #23491769)
Grand Broodma Oona, an ageless goblin warlock, Using the Market
rules the market. Oona and her minions have wandered As GM, you can drop the Goblin Market into your existing
the Runewild for centuries, peddling their strange wares campaign whenever and wherever you wish. The market
to witches, fey, and unwary mortals alike. No one can an- provides the PCs an opportunity to spend treasure they’ve
ticipate when or where the Goblin Market will next appear, accumulated on new magic items, or to trade away mag-
but the cries of vendors, the trundle of carts, and the roars ic items they no longer want. The Goblin Market may also
of unnatural beasts always precede the market’s arrival. serve as a place for the PCs to gather rumors and adven-
Fey magic forbids the goblins from molesting mortals who ture hooks, or to secure the MacGuffin they need to com-
avert their gaze from the Goblin Market as it approaches. plete a quest. If you find your players straying into an area
But those who dare even a peek must visit the market until of your campaign you haven’t prepared for yet, a visit to
Oona blows her enchanted sounding horn, signaling that the Goblin Market is an excellent side trek to keep them
the time has come for the market to move on. busy until the start of the next session.
When the market chances upon a customer, the gob- The goblins of the market accept gold and jewels as
lins work quickly, unpacking their carts until a maze of payment and are usually willing to barter for magic items
brightly colored stalls fills the spaces between the trees. of similar value. PCs who haggle with the vendors can
All manner of magic can be found at the market, from mi- attempt a Charisma (Deception or Persuasion) check op-
nor trinkets to relics of unspeakable power. Discerning the posed by the goblin’s Wisdom (Insight). On a success, the
trash from the treasure is tricky, but it’s said that if you’re in goblin agrees to lower their price by 10 percent, or 20 per-
need of something that can’t be found anywhere else, it’s cent if the PC beats the goblin’s roll by 5 or more.
up for sale at the Goblin Market. Savvy bargainers might Each time the PCs visit the Goblin Market, you should
even walk away from the Goblin Market with a bit of fey determine what items are available for sale. How you
magic in their pockets . . . assuming they’re willing to pay choose these items is up to you, but the Trinkets, Goblin
the price. Charms, and Treasures tables can serve as a guide. As a rule

46
Richard Broadhurst (Order #23491769)
of thumb, assume the PCs can peruse 2d4 trinkets, 1d4 Roll Trinket
charms, and one or two treasures before Grand Broodma 16 A feather plucked from the wing of a flying serpent.
Oona blows her horn and the party’s visit to the Goblin
17 The eyes of a wizard who slept for 7 straight years before
Market ends. dying of starvation.
If you want to extend the time the party spends at the 18 A pig that can be trained to grunt up to 13 words.
Goblin Market, the Vendors and Encounters tables intro-
19 Inscribed on a roll of parchment, a thorough account of your
duce interesting NPCs and situations the players may en- first romantic kiss. Contains details even you don’t remember.
counter as they explore the market. For more information 20 A sack of pungent manure only good-aligned priests can
about the Goblin Market’s ruler, Grand Broodma Oona, see smell.
her entry in the Runewild Bestiary (page 272). 21 A +1 net. Fey creatures have disadvantage on Strength checks
to free themselves from the net. Damage can destroy the net,
Trinkets as normal.
Most of the items for sale at the Goblin Market are of little 22 Two copper coins, stolen from the eyes of a pauper’s corpse.
interest to adventurers, but clever PCs may find uses for
23 The left boot of a pair of boots of striding and springing. The
even the oddest bauble. You can set prices for such trin- location of the other boot is determined by the GM.
kets as you choose or roll 1d10 x 10 gp to determine prices. 24 A glass lens. If you inspect a pregnant creature with the lens
You may also refer to this table to determine the contents for 10 minutes, you can determine the baby’s gender and
of a witch’s lair or the material components required for a whether it will be born healthy.
magical ritual. 25 A writ extending your natural lifespan by a year and a day.
Roll Trinket Invalid if the writ is destroyed and no protection against
unnatural deaths.
1 A cauldron. In place of feet, four miniature iron pigs carry the
cauldron on their backs. The pigs animate and move on your 26 A goblin dentist will remove any teeth you request. Half-price
command. if the goblin gets to keep the teeth.
2 A painting depicting the edge of a forest, with gremlin-like fey 27 A cat that turns invisible while it sleeps.
lurking in the foreground. The fey recede into the trees when 28 A torch that, when lit, sheds no light. The torch deals fire dam-
observed. age and burns down as normal.
3 A newborn’s wails trapped inside a glass bottle. Once re- 29 A selection of holy symbols worn by false prophets.
leased, the wailing fades after a few moments and doesn’t
30 A chicken’s egg. If broken open, the bones of a tiny humanoid
return.
creature are found inside.
4 A goblin finger that wriggles as if still alive.
31 A ring that thieves always overlook.
5 Salted butterfly wings, one jarful. They taste like potato chips.
32 A sickle that deals force damage to ghosts and other incorpo-
6 A ring which, when tapped against an inanimate object, real creatures. Otherwise nonmagical.
becomes the same material as that object (stone, wood, gold,
33 A stick of black chalk. If you take a rubbing of a gravestone,
etc.).
you can cast speak with dead on the grave’s occupant even
7 A basket of six goodberry scones. The scones heal 1 hit point if the corpse is otherwise out of the spell’s range. There’s
and provide enough nourishment to sustain a Medium-sized enough chalk for six uses.
creature for an entire day. The scones lose their magic if not
34 An adulterer’s wedding ring.
eaten within 24 hours.
35 An ordinary-looking toad. If you kill the toad, it becomes a
8 A silver-framed hand mirror. While holding the mirror, you can
toad-sized pile of salt.
cause an image from a dream you had the previous night to
appear briefly in the glass. 36 An iron thimble. With a word, you can make the thimble
thumb-sized, bucket-sized, or barrel-sized.
9 A spool of thread. Anyone who goes to sleep wearing a piece
of clothing created with the thread has terrible dreams. 37 A severed rat’s tail. The tail stretches up to 50 feet, remaining
as sturdy as a hempen rope. The tail shrinks back to normal
10 A jar of witch’s spit. Dipping your finger in the spit allows you
length after a few minutes.
to cast the mending cantrip. The jar holds enough spit for
seven uses. 38 A gemstone that glows warmly in your palm. Whenever you
fall asleep holding the gem, it grants you a pleasant dream.
11 A dagger that disappears forever the moment it deals dam-
The dreams are all stolen from other creatures.
age.
39 A handkerchief that changes color when you shake it.
12 A fly trapped inside a wooden box. If released inside your
enemy’s home, the fly can’t be shooed away or killed by any 40 A handful of black seeds. If you plant the seeds in a garden,
means. nothing grows there until the seeds are discovered and
removed.
13 A ruby-studded ring. The ring appears valuable, but no one
will ever buy it from you for more than the price you paid. 41 A child’s ragdoll. Showing the doll to a mother who has lost a
child causes her to weep uncontrollably.
14 Seven left hands, severed from witches. The hands are dead
but never decompose. Sold as a set. 42 A candle. Lighting the candle allows you to speak with your
great-grandmother’s ghost. She has nothing useful to say to
15 A pair of leather gloves. The gloves increase your Dexterity
you.
score to 10. The gloves have no effect if your Dexterity is
already 10 or higher.
47
Richard Broadhurst (Order #23491769)
Roll Trinket Roll Trinket
43 A vial containing twelve tears collected from penitent sinners. 69 A packet of fine gray dust. You can sprinkle the dust on any
If you add a thirteenth tear, the liquid functions as a potion of non-living surface, covering an area of up to 100 square feet.
mind reading against good-aligned creatures. Hundreds of harmless toadstools spring up in the area 24
44 A set of fine clothes. Once you put the outfit on, you have hours later.
until the stroke of midnight, at which point the clothes trans- 70 A wheel of cheese that remains edible forever but grows
form into worthless rags. increasingly pungent.
45 A troll-skin glove that follows your commands as a mage 71 Loaves of bread with a living blackbird baked into the center
hand. A single point of acid or fire damage destroys the glove, of each loaf.
but it’s otherwise invulnerable. 72 Morning dew in a glass vial, collected on the day the charac-
46 A witch’s ashes in a leather pouch. ter was born.
47 The spent bezoar of a prismatic centipede (Runewild Besti- 73 A stirge-beak sewing needle.
ary, page 278). 74 Lumps of dried basilisk dung.
48 The heart of a sparrow, still beating, inside a small glass vial. 75 A wicker basket containing a swarm of quippers. The quip-
49 A jar of rendered halfling fat. pers can breathe air, as well as underwater.
50 A multicolored cloak. The first time you would fall, the cloak 76 A spoonful of ground pegasus hoof.
transforms into a cloud of butterflies that transport you lightly 77 An animate snail carved from jade.
to the ground (as if by a feather fall spell). The butterflies then
disappear. 78 An illustrated herbology manual. If you study the manual
over the course of three long rests, you gain proficiency with
51 A frost giant’s frozen tear. herbalism kits.
52 A nondescript candle. Once lit, the candle burns to a stub 79 A whistle that can perfectly mimic the sound of any natural
within 8 hours. Any creature that sits in the candle’s light for beast you’ve previously heard.
more than an hour is exposed to the magical disease sight rot.
80 A bar of sweet-smelling soap. Anyone who washes with the
53 A constrictor snake trained to snatch mortal babies from soap breaks out in embarrassing (but harmless) boils the next
their cradles. day.
54 A book of dirty limericks. 81 An ogre’s eyeball wrapped in damp linen.
55 A bag of caltrops. The caltrops are invisible until a creature 82 A branding iron designed in the shape of the party cleric’s
steps on them. holy symbol. Treat as a club that deals an extra 1d6 fire dam-
56 A marble-sized pebble. You sink like a stone if you enter a age to fey creatures.
body of water with the pebble on your person. 83 A rope once used to hang a murderer.
57 A five-headed goat. 84 A rare viperbloom orchid. Looks like a normal orchid but bites
58 A dowsing rod. Instead of water, it points you in the direction like a poisonous snake.
of the nearest hag. 85 All the parts of a living crocodile, broken down to fit inside a
59 An expertly executed portrait of the party’s favorite NPC. large satchel. With 10 minutes of work, you can re-assemble
60 A bird’s nest, complete with baby birds. the parts, at which point it becomes a normal, nonmagical
crocodile. The crocodile isn’t friendly to you.
61 An iron nail that refuses to be hammered into wood.
86 A map of whatever dungeon the party plans to head to next,
62 Six unlabeled firecrackers. As an action, you can light and with 1d4+1 dangers (traps, monsters, etc.) already marked.
throw one of the firecrackers at a target within 20 feet of you.
Make a ranged attack against a target creature, treating the 87 A satyr-skin drum.
firecracker as an improvised weapon. On a hit, the target takes 88 A comically large powdered wig. Anyone who tries on the wig
1 point of damage of a random type. Roll 1d4: 1-fire, 2-poison, gets lice.
3-radiant, 4-thunder. 89 A blood-red pearl. If you drop the pearl into a body of water,
63 A copper tea kettle that once belonged to a witch. the water turns crimson for 24 hours. There’s no size limit: a
64 A personal belonging the PCs thought was long lost. lake, a river, even an ocean can be transformed.

65 A rope leash. Leading a cow with the leash for a few minutes 90 A simple wooden rake. If you use the rake to tend a garden,
causes its milk to sour forever. If you use the leash to lead a it becomes overgrown with grasping weeds (as the entangle
small child, the child becomes mischievous and unmanage- spell) the next morning. The weeds remain for 24 hours, at
able until its 18th birthday. which point they wilt away.

66 A hedgehog the goblins claim is really a human prince under 91 A living mandrake root caught in a burlap sack. If you cast find
the effects of a witch’s curse. Whether or not this is true is up familiar on it, the mandrake serves you (as a homunculus).
to the GM. Otherwise, it tries to escape as soon as it’s released.

67 A button. If you sew the button onto a living creature, it won’t 92 A rose thorn. If you prick your finger with the rose at dawn,
be able speak until the button is removed. The creature can’t you don’t grow any older that day. If you miss a day, you gain
remove the button themselves. a level of exhaustion that can’t be recovered until you prick
your finger again.
68 A knot of hair cut from a centaur’s tail.

48
Richard Broadhurst (Order #23491769)
Roll Trinket Roll Spell Effect
93 A crystal orb filled with swirling clouds and flashes of light- 1 alter self
ning. While you hold the orb, you have advantage on Intelli- 2 augury
gence (Nature) checks made to predict the weather.
3 enhance ability
94 A smelly black “cat” with a bushy tail and white stripe running
down the length of its back. 4 enlarge/reduce
95 A set of horseshoes. A horse shod with them inevitably breaks 5 invisibility
a leg within 1d4 hours. 6 jump
96 A flute. You can cause any tune you play on the flute to sound 7 longstrider
as if it were coming from up to 500 feet away.
8 pass without trace
97 A ball of yarn that never runs out.
9 protection from evil and good
98 A forgotten memory.
10 protection from poison
99 Information of special value to the party (GM’s choice). How
11 see invisibility
the goblins came to learn this secret is a mystery, but the
information is reliable. 12 silence
100 A sickly-looking goose. Each morning at dawn, roll a d20. On
a 20, the goose lays a golden egg (worth 250 gp). On a 1, the Treasures
goose dies. Sorry, no refunds. Many of the items for sale at the Goblin Market are of dubi-
ous value, but occasionally a true treasure is found among
Goblin Charms the trash. Such treasures are unique; as they’re purchased,
Sometimes, an otherwise unremarkable item becomes im- replace them with other items of your own. You can set
bued with fey magic and transforms into a goblin charm. prices for these items as you choose or roll 1d6 x 1,000 gp
Though their forms vary, all goblin charms allow their own- to determine prices.
er to duplicate the effect of a magical spell. A typical goblin 1. Chicken Mount. A haggard chicken in a wicker
charm has 1d3 charges and vanishes once its final charge basket. Up to six times each day, you can use an action to
is spent. Activating a charm requires the owner to use an transform the chicken into a Large-size version of itself or
action and expend one of the charm’s charges. back into its normal form. While Large, the chicken uses
Prices of goblin charms typically range from 100 to the same stats as an axe beak and can be ridden as a
1,000 gp. As GM, you can set prices as you choose or roll mount. If reduced to 0 hit points in either form, the chick-
1d10 x 100 gp to determine the price. en becomes nonmagical (and dies).
To generate a goblin charm, roll on the following tables 2. Shrinking Knight. An animated figurine of an ar-
to determine what form the charm takes and the spell ef- mored knight, about six inches tall. While within 5 feet
fect it mimics. of you, the knight brandishes its sword and makes other
threatening gestures toward you, though it is harmless. As
Roll Charm Form
an action, you can activate the knight and cause yourself
1 Small, harmless animal to grow one size category (as by the “enlarge” effect of the
2 Ring, bracelet, or locket enlarge/reduce spell) for 1d4 hours. Each time you do so,
3 Handful of mushrooms or berries the knight shrinks one inch. The sixth time the knight is
4 Potion or elixir activated, it shrinks out of existence.
5 Music box 3. Potion of Written Words. A vial of what appears
6 A “magic word” to be black ink. When you drink the potion, you become
7 Tree branch or bird feather
unable to speak aloud for 1 minute. During this time,
whenever you try to speak, your words appear written on
8 Spotted bird egg
a scroll of parchment that unravels from your mouth. You
9 Hand mirror or silver key
can’t cast spells with verbal components while affected
10 Shiny rock by the potion; instead, any such spell you cast during this
11 Knotted string or ribbon time emerges from your mouth as a spell scroll.
12 Lump of unidentifiable ooze 4. Mirror Mask. A silver mask worked to resemble
your own face. An illusion causes any humanoid creature
that wears the mask to appear as you (as if they were af-
fected by a disguise self spell). Anyone who uses an action
to inspect the creature can discern the illusion with a suc-
cessful DC 13 Intelligence (Investigation) check.
5. The Backwards Bell. A bronze hand bell. As an
action, you can ring the bell. Creatures within 120 feet
49
Richard Broadhurst (Order #23491769)
who can hear the bell must make a DC 13 Wisdom saving truesight or similar divination magic. Other than the illu-
throw. On a failure, the creature becomes cursed. When- sion that cloaks it, the replica isn’t magical and contains no
ever a cursed creature speaks, others hear the opposite of spells. A successful dispel magic (DC 16) cast on the book
what it intends to say. A creature can circumvent the curse reveals it to be a grease-stained goblin cookbook.
easily enough (by saying “I’m not hungry” when they are, 10. Caged Halfling. A halfling named Ansol Thistle-
for example). Each creature’s curse lasts until it is broken whip (see location 19) is locked in an iron cage. An en-
by a remove curse spell or until the creature hears the bell chantment on the cage silences Ansol’s words, but he’s
rung again. obviously in great distress. Ansol’s cage is included in the
6. Portable Mouse Hole. A scrap of black fabric, a few sale. It fits one Small-size creature and magically silences
inches across. When you place the hole on a wall, floor, or anything you put inside it.
other surface, a passage appears through the surface (as if 11. Fey Magic. A handful of raw fey magic. You can
by the passwall spell). The passage is just large enough for store the magic in your pocket, a belt pouch, or under your
a Tiny size creature to squeeze through but can be up to 20 hat. Once per day, you can withdraw the magic to produce
feet deep. Once you’ve placed the mouse hole, it loses its a random magical effect (roll on the wand of wonder ef-
magic and becomes a permanent fixture of the surface on fects table).
which it was placed. Mice infest the hole after 1d4 hours. 12. Market Key. An iron key adorned with the face of
7. Sprite Bread. A loaf of bread, still warm from the a scowling goblin. Placing the key in the lock of any door
oven. The bread smells delicious, and sprites find it irresist- and turning it opens a magical portal leading to the Goblin
ible. If you leave the bread in a secluded spot, Market. Once used, the key vanishes. The portal remains
2d4 sprites are sure to find it within the hour. open for 1d20 minutes, during which time any crea-
Any sprites who eat the bread are friendly to ture (including goblins) can step back and forth
you and must follow your verbal com- through the portal as they choose.
mands (as if you used a conjure wood-
land beings spell to summon them) Vendors
for 24 hours. Refer to the following table if you wish to give
8. Donkey Hide. With 10 min- the vendors of the Goblin Market unique per-
utes work, you can sew a willing or sonalities as the PCs interact with them. Unless
helpless creature of Medi- otherwise noted, the vendors are treated as
um size or smaller in- typical goblins with the following additional
side the hide. Once skills: Deception +1, Insight +1.
done, the creature 1. Ineega sells milk by the ladleful from a
within the hide churn she claims was stolen from a human
polymorphs into a farmer just this morning. The milk has at-
mule. While poly- tracted an army of stray cats, which In-
morphed in this way, eega struggles to shoo away.
the creature’s statistics 2. The devious
(including its mental abili- Uttgut ingratiates herself
ties, alignment, and personality) to the PCs by warning
become those of a mule, and the them against the other
creature’s location can’t be deter- vendors. In truth, she’s
mined by divination spells or any the most deceitful goblin
magic short of a wish. The effect in the market. Few of the
lasts until the mule dies, at which items she sells are magi-
point another creature can use its cal, and those that are bear
action to free the creature inside curses of the GM’s choice.
the hide. If a creature isn’t freed 3. If the PCs pass Gargle’s
within 24 hours, it dies as well. The stall without buying anything,
hide can be used only once. they encounter the goblin again else-
9. Replica Spellbook. An ex- where in the market. This keeps happening
act replica of the spellbook of a until one of the PCs makes a purchase, at which
powerful NPC (GM’s choice). The tome point Gargle’s brothers (identical and all named
is enchanted to appear perfect in every Gargle) converge to celebrate the sale.
detail, so that even its owner can’t un- 4. Chorg is a churlish goblin whose prices are ten
cover the deception without the use of times higher than they have any right to be. If the

50
Richard Broadhurst (Order #23491769)
PCs haggle, Chorg folds his arms and pouts like a stubborn ever money they need in return for a small favor. The GM
three-year-old. Only magic can convince the goblin to ne- determines the hag’s abilities, as well as the nature of her
gotiate. request.
5. Kreezel has hung a collection of mismatched kitch- 2. A goblin juggler named Squeela busks in the mar-
enware to his coat and now wanders the market like a ket’s center. If the PCs toss her a few coins, Squeela pauses
noisy Christmas tree. 1d6 of the pots and pans he wears long enough to point the party in the direction of whatev-
are actually goblin charms (roll on the Goblin Charms ta- er it is they’re looking for.
ble). 3. One of the PCs spots a familiar face from across the
6. Nozba becomes enamored with the hat or helmet market. Once noticed, the person slips into the crowd. If
of one of the PCs. She offers to trade the best item she has the PC chases them, the person is revealed to be one of
for it or tries to steal it if the PC refuses. a gang of four doppelgangers who proceed to rob the
7. Flibburt cowers behind his stall as the PCs ap- character.
proach. He’s terrified of adventurers and drops his prices 4. Bogwug, a goblin, argues with a dashing young
to next to nothing if the PCs agree to let him live. Flibburt’s half-elf named Regan (as a spy). If the PCs needed an op-
wife Milba is outraged if she discovers the party taking ad- portunity to pilfer Bogwug’s wares, now’s their chance.
vantage of him. Regan winks if he notices what the PCs are up to, but he
8. Krooga sells baskets of colorful bird eggs, but an slinks away if Bogwug catches them.
odd trinket (roll on the Trinkets table) sits on a shelf behind 5. Grand Broodma Oona’s servant, a satyr named Hur-
her in clear sight. If asked about it, Krooga insists the trin- ry-Skurry, approaches one of the PCs. Oona has heard tales
ket isn’t for sale. The PCs must steal the trinket if they want of the PC and requests a private demonstration of their tal-
to get their hands on it. ents. A PC who impresses Oona is rewarded with an item
9. Meuric, a ghoul, is the Goblin Market’s only of their choice from the market.
non-goblin vendor. Meuric deals in poison and tonics 6. A giant crab snaps at a PC through the bars of its
capable of raising the dead. Meuric wants control of the cage. If the crab is harmed, its owner demands recom-
market. Although he doesn’t have the power to overthrow pense in the form of 50 gp, or three times that amount if
Oona himself, he hints the PCs could help turn the tide in the crab is killed.
his favor. 7. A human farmhand named Jack leads a cow through
10. Dipper, a human urchin, works as an assistant for a the market. Jack wants to trade his cow for a gift to win the
half-deaf old goblin named Bargus. Dipper fell in with the heart of his beloved. Jack is hopelessly naïve, and the gob-
market a decade ago and is happy here. If forced to leave, lins hoodwink him unless the PCs intervene.
he ages into a handsome young man within the span of a 8. A goblin approaches a PC and hands them an odd
few moments. item (roll on the Goblin Trinkets table). If pressed for details,
11. Plinx has grown tired of her life with the Goblin the goblin claims a hooded figure ordered them to deliver
Market. She begs the PCs to take her with them when the the item. The nature of this mystery is left for the GM to
market moves on. The PCs must use magic (such as invisi- decide.
bility) or a clever plan to ensure Plinx’s escape goes unno- 9. Six goblins guard a footpath leading away from the
ticed. If the party fails, Oona herself spots the deception market. The path wasn’t there before the market arrived. If
and orders her minions to capture both Plinx and the PCs. the PCs slip past the goblins, the path magically transports
12. Zig and Zag have set up in adjacent stalls. The two the party to another location of the GM’s choice.
goblins nearly come to blows as they compete to sell the 10. A stack of crates overturns, releasing 2d6 sprites.
party identical items. The PCs might get a good deal if they The PCs can help the sprites escape or recapture them to
pit the goblins against each other. curry favor with their captor, a goblin slave-trader named
Zobbo.
Encounters 11. A teenage girl named Elisa wanders the Goblin
Roll or choose one or more of the following encounters Market in a night dress and bare feet. If the PCs speak with
each time the party visits the Goblin Market. Use the en- her, she claims to have fallen asleep and the next thing she
counters to break up the monotony of shopping or to en- knew found herself here.
gage players who don’t have business in the Goblin Mar- 12. The PCs witness a dozen or more goblins leading
ket. Cross off encounters as you use them and re-stock the an awakened tree in chains. The goblins use the tree as
list with your own encounters. a beast of burden, but the tree is intelligent and speaks
1. The PCs cross paths with a hag doing some shop- fluent Sylvan. Its name is Blossom-Crown and it ruled this
ping of her own. The hag offers to loan the party what- part of the forest before Oona’s goblins enslaved it.

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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
53
Richard Broadhurst (Order #23491769)
The Wild Places of the Night:
A Runewild Gazetteer

The section that follows describes key locations in the Widderspire rests in a low spot between three light-
Runewild, numbered to match their placement on the ly-wooded hills, atop which sit the structures the village is
Runewild map found on pages 52-53. We encourage you best known for: Macson’s Mill, the Church of St. Adso, and
to “re-stock” locations as the players visit them. For exam- the Widderspire itself. The North Road connects the town
ple, if the PCs defeat the basilisk that lives in the cave in to Aruanda to the south and to the communities of Burly
encounter 14, perhaps a tribe of goblins takes over the Point (77) and Caerfell (101) to the north. To the west lies
abandoned cave and stages an ambush when the party Widderspire Wood. Once the private hunting grounds of
returns to that location. You should also feel free to popu- Lord Aldric Widderspire, Widderspire Wood has sat large-
late empty hexes on the map with encounters of your own ly untouched since the lord’s death a half-century ago. A
creation. dilapidated hunting lodge known as Widderspire Hall still
stands within the lonely woods.
1. Widderspire (CR 0)
Macson’s Mill
Upon first sighting Widderspire, one would hardly suspect Aldor Macson, Widderspire’s de facto mayor, inherited this
the sleepy village lies only a few hours’ walk from the bor- windmill from his father, who built it during the Aruan-
ders of the Runewild. Only the Widderspire itself—a mon- dan Conquest. A decade ago, a band of goblins set fire to
ument of white stone that towers above the village’s roof- the mill before a hastily-arranged militia drove the raiders
tops—sets Widderspire apart from the hundreds of similar from the village. The mill still bears the scars of the flames
hamlets found across Aruanda. that nearly devastated the structure.
54
Richard Broadhurst (Order #23491769)
Almost 70 years old now, Aldor Macson leaves the day- Church of St. Adso
to-day operations of the mill to his son, Gregor. He instead Hettie Price, a fresh-faced acolyte of the Church of St. Adso,
devotes his time to managing the village and playing with oversees this modest temple. Villagers gather here each
his seven grandchildren. Aldor’s daughter-in-law, Marga- dawn to listen to Hettie’s daily reading of St. Adso’s Alma-
ret, is a notorious matchmaker; she deluges the PCs with nac. For more information about St. Adso, see page 9 of
introductions to the village’s unattached residents. Running the Runewild.
Macson House, the home of Aldor Macson and his Hettie’s sermons have been strained of late. If the PCs
family, lies downhill from the mill. With its many parlors, press her, Hettie reluctantly admits she hasn’t received a
servants’ quarters, and a private garden, the home is the current almanac from the priests at Wexmore Abbey (10)
village’s largest residential building. Being invited to din- for two years. She’s been adapting passages from old al-
ner at Macson House is the highest honor a citizen of Wid- manacs as best she can, but she fears the village will soon
derspire can achieve. lose its way without St. Adso’s proper guidance.
A well-tended graveyard adjoins the church. At its cen-
The News from Macson’s Mill ter lies the Widderspire family crypt. Currently, only Lord
Farmers from the surrounding countryside travel to Mac- Widderspire is interred within the crypt; the rest of his fam-
son’s Mill to sell their grain and share the latest gossip. PCs ily remains unburied among the ruins of Widderspire Keep
wishing to pick up rumors about the area can do so here. (38). PCs who visit the Widderspire crypt at night might
Roll Rumor
encounter a pooka named Hoorah there (see 38 for more
information).
1 “We lost a wagon of grain to goblins on the way here, just
past Flyspeck Hill (12). The goblins rode on the backs of flies
the size of ponies. Laugh all you want, but we barely escaped
The Widderspire
with our lives!” No one in the village remembers who built the Widder-
2 “Ianto the Red (89) struck another caravan along the North spire, or why, but few doubt the Aosidhe elves were in-
Road last week. Word is Lord Caerfell has promised a weapon volved in its construction. Despite its age, the spire’s sur-
from the Earthdragon Forge (102) to anyone who can bring face remains flawlessly smooth. Arcane runes decorate the
the scoundrel to justice.” spire’s base.
3 “My daughter’s grown sweet on the Turners’ oldest boy. I told The Widderspire is one of the Six Spires, a collection of
her to carve his name into Elenwen’s Tree (41). That’s how I magical obelisks scattered across the Runewild (see Mag-
landed her father!”
ic of the Runewild, page 42). If inspected with a detect
4 “If you want to learn about the Runewild, no one knows the
magic spell, the Widderspire radiates auras of powerful
forest better than Murgrin Two-Face (24). He might be able to
help you . . . if he doesn’t set his hounds on you first!” conjuration and transmutation magic. A PC who makes a
5 “Lord Widderspire’s body might be buried in the village cem-
successful DC 12 Intelligence (Arcana) check while study-
etery, but his soul doesn’t rest easy. We spotted strange lights ing the spire realizes it functions as a permanent telepor-
in the ruins of Widderspire Keep (38) only two nights ago.” tation circle. The arcane runes that decorate its base are
6 “A monster with the body of a man and the head of a stag the spire’s sigil sequence.
drove the Coppertank dwarves from one of their mines
recently (64). The dwarves claim none of their weapons could Widderspire Wood
harm the beast.” After his family was killed during the hag-queen Grisel-
7 “If you’re looking to head into the Runewild, stay within sight da’s attack on Widderspire Keep (38), Lord Widderspire
of Waithrik’s Wall. The elves of the forest protect those that lived out the remainder of his years in Widderspire Hall,
do.” (Not true, but see 3.)
the hunting lodge he maintained within these woods. The
8 “Lord Widderspire used to burn witches in the Ember Hills lodge is in poor shape today but remains habitable. If the
(25). Some say the witches’ ghosts still haunt the place. Don’t
camp there, if you value your lives!” PCs arrive in the area as members of the Runewardens
(see page 8 of Running the Runewild), Queen Esme gave
9 “There’s a dwarf living in the forest somewhere to the east.
The poor fellow’s gone feral. He attacks anyone who wanders them a letter granting them the use of the lodge.
into his territory.” (Partially true. See 27.) Though a decent-sized forest by any measure, Wid-
10 “Some rough-looking men passed through Widderspire a few derspire Wood isn’t part of the Runewild proper. The fey
weeks back. Wouldn’t say where they were headed, but my magic that suffuses the Runewild is absent here. Except
neighbor spotted them camping near the Last Tower (2).” for the occasional wild boar, Widderspire Wood is free of
11 “If you’re interested in the Widderspire, you can find another danger. PCs looking for glory must travel deeper into the
spire just like it east of Burly Point (65). Take care you don’t Runewild to find it, but the woods and Lord Widderspire’s
run into the witch Malicraft (53) on your way there!”
lodge can serve as a comfortable “home base” for the party
12 “The best pipeweed in the Runewild is found in Kidwelly (13). in between their adventures.
The halflings there grow something called ‘wizard’s weed’
(Magic of the Runewild, page 45) that’s supposed to have
magical properties.”

55
Richard Broadhurst (Order #23491769)
People to Meet in Widderspire the PCs first arrive in Widderspire, Moira gives them a bas-
Derrog Gandrin, owner of Gandrin’s Goods. Gandrin’s ket of a dozen scones as a gift. If the party is interested in
Goods stocks all the mundane adventuring equipment the buying more, she can bake more batches for a price of 15
PCs might require, and more. (For armor or weapons, the gp per basket.
party will have to travel north to Burly Point or Caerfell.) Oscar and Amide Coslett run the Runewild Stables,
A dour man, Gandrin quickly loses patience with those selling and stabling mounts at reasonable prices. Several
who haggle for better prices. He walks with a limp, the months ago, bandits set upon the Cosletts as they traveled
result of a crossbow shot he received from the infamous to Caerfell, robbing Amide of an owl figurine given to her
bandit Ianto the Red (89) several years ago. by her elven father (see 35). Unbeknownst to Amide, the
A bold and boisterous caravan guard, Ashwhen Bark figurine is actually a figurine of wondrous power (serpentine
escorts Derrog Gandrin’s goods back and forth along the owl). The figurine is currently in the possession of Merta, a
North Road. She’s always looking for brave souls to help green hag allied with Ianto the Red (89).
her in her work. Ashwhen and Gandrin have grown close A native of Kidwelly (19), Winn Weatherbee makes
of late, though so far, they’ve kept their unlikely romance the journey to Widderspire several times a year to deliv-
hidden from the rest of the village. er messages and sell pouches of wizard’s weed (Magic of
Bertram Howell, proprietor of the Howling Bear Tav- the Runewild, page 45). Winn is the closest thing the par-
ern, and his niece, Isabel. As a young man, Bertram led ty will find to another adventurer, and they might wish to
a treasure-hunting expedition into the Runewild. He re- hire him as a guide. The halfling’s knowledge of anything
turned a week later with a backpack full of silver but no beyond the trail between Widderspire and Kidwelly is
memory of his adventure other than the howl of a terrify- scant at best, but he can call out points of interest along
ing beast echoing in his ears. this journey, including Elenwen’s Tree (41), the Whispering
Recently, the howling Bertram still hears has grown Well (30), and the home of the Whitebone Sisters (18).
louder. Isabel does her best to soothe her troubled uncle,
but Bertram is convinced the howling won’t stop until 2. The Last Tower (CR 4)
the beast causing it is slain. (See 81 for more information
• A ghost haunts the tower
about the source of Bertram’s curse.)
Goji Oddarrow, master taxidermist. Eccentric even
• Ten giant rats feast on bandit corpses in the tower’s
basement
for a gnome, Goji lines the path to his burrow with exam-
ples of his work, including displays of creatures found only
• The bandits carried stolen treasure
in the Runewild (see the Runewild Bestiary for sugges- To the east of Widderspire (1) is the only watchtower still
tions). Some people find the gnome’s prices outrageous, standing along Waithrik’s Wall, the Last Tower. During the
but Goji assures prospective clients that the cost of a “Goji Aruandan Conquest, Blaedyn Mabbot, a scion of a Runish
original” is surprisingly affordable. “Who, after all, can put a warrior clan, captured the tower and held it for several
price on genius?” weeks before Aruandan forces arrived to re-take it. Blae-
Lord Ian Whitehall, the youngest child of a minor dyn’s tormented spirit haunts the tower to this day.
Aruandan noble, moved to Widderspire a decade ago to
pursue his love of linguistics. Having long-since mastered Blaedyn Mabbot
the native Runish tongue, Whitehall now seeks adventur- Blaedyn Mabbot’s ghost only manifests at night. He at-
ers to escort him into the Runewild so he might learn the tacks anyone not wearing some symbol of the Mabbot
language of the thrushkin, a race of bird-folk who live in Clan, such as the wolf’s head shields found in his family’s
the forest (see 15). Whitehall gladly pays for any expenses crypts beneath Flyspeck Hill (12). Defiant even in death,
required for such an expedition. Blaedyn won’t rest until his kin are given a proper burial in
Widderspire’s oldest resident, Moira Bivins, has sold Widderspire.
pastries from her modest bakery for over half a century.
Bandit Corpses
Visitors to Widderspire invariably find a basket of Moira’s
A search of the tower’s interior reveals a trapdoor leading
warm goodberry scones waiting for them on their door-
to an underground storeroom. PCs who open the trap-
steps . . . even if their arrivals were unannounced or unex-
door are met with the stench of decay. Inside the lightless
pected. Moira’s assistants say she has the energy of some-
storeroom, ten giant rats feast on the corpses of several
one half her age and often wonder if fey spirits don’t help
humanoids.
the kindly old woman in her work.
A few weeks ago, five bandits—lackeys of the infa-
Like the berries created by the goodberry spell, Moira’s
mous Ianto the Red (89)—made camp in the Last Tower’s
scones heal 1 hit point and provide enough nourishment
basement. Blaedyn killed four of the bandits; the fifth, a
to sustain a human-sized creature for an entire day. The
coward named Rogard the Rat, fled the tower to the ruins
scones lose their magic if not eaten within 24 hours. When
of the Widderspire Keep (38). PCs who search the store-

56
Richard Broadhurst (Order #23491769)
room can make a DC 12 Intelligence (Investigation) check. cottage suggests there’s more to the Mulrands’ story than
On a success, the character spots footprints suggesting meets the eye. Enclosing the dozen or so graves is a gar-
that, while the corpses of four bandits remain in the base- den of breath-taking beauty. Islands of violets and golden-
ment, there was once a fifth among their number. rod, neat borders of lavender, well-trimmed hedges, flaw-
Among the bandits’ gear (the equivalent of 5 explor- less white pebble paths, and soaring, rose-draped bowers
er’s packs) is a leather sack containing 1,700 cp, 800 sp, 100 come together in a tableau fitting for a royal palace.
gp, and assorted jewelry and trinkets worth 150 gp.
The Mulrands
3. Wall’s End (CR 2) With Widderspire (1), the nearest village, two days travel
to the west, the Mulrands welcome any traveler in need
• A fiddlehead (Runewild Bestiary) of a hot meal or a place to rest their feet. Only when asked
• Hidden buried treasure: DC 12 about their fabulous garden do Tom and Maggie grow qui-
Waithrik’s Wall stretches several miles into the Runewild et. Tom counters questions about the garden by claiming
before abruptly ending. A bronze plaque at the wall’s end his wife has a green thumb, but George and Winifred reveal
proclaims that the area patrolled by Aruandan forces ends the true story. “The knight tends the garden!” the children
here, and that those who travel further do so at their peril. innocently proclaim. “The knight and his fairy friends!”
A sigil painted beneath the inscription marks the territory Once exposed, Maggie relates their tale. For as long as
as belonging to the Ruasidhe elves (34), though this graffi- she can remember, a man bearing the sword of an Aru-
ti appears quite old. Any character who understands Elvish andan knight has emerged from the forest each night to
recognizes the sigil. tend the garden. The knight also carries a glowing lantern,
inside of which live fairies who help him in his work. The
Fiddlehead Ambush knight has visited the farm since her grandmother’s time,
The first time the PCs visit this location, a fiddlehead am- Maggie explains, and it’s become a family tradition to
bushes them from the nearby underbrush. Allow the char- leave food and other gifts for the man to thank him for the
acters Wisdom (Perception) checks opposed by the fiddle- garden.
head’s Dexterity (Stealth) to avoid being surprised by the At this point in Maggie’s story, Tom breaks in to remind
attack. The fiddlehead retreats if reduced to less than half his children never to bother the knight. Tom explains he
its maximum hit points. once waited up for the knight and was met with a barrage
of arrows from the knight’s “fairy friends.” The attack, he
Buried Treasure grumbles, left him blind for nearly a week. Neither Tom nor
Buried 50 paces north of the wall’s end is a hempen sack Maggie believe the knight means any harm, but to be safe
containing 2,400 cp, 1,000 sp, and 60 gp. Ianto the Red (89) they keep his existence quiet. They request the PCs do the
hid the coins here several weeks ago. Ianto is the only hu- same.
manoid who knows about the coins, but PCs who search If the PCs ask to tour the garden, Tom and Maggie
the area can discover the stash by making a successful cautiously agree. The garden’s beauty is even more re-
DC 12 Intelligence (Investigation) or Wisdom (Perception) markable up close, and PCs who make a successful DC 10
check. The sprite Whisperwink might also lead the party to Intelligence (Arcana or Nature) check realize some sort of
the coins as a reward for rescuing her (see 28). magic must be involved. PCs who study the graves auto-
matically notice one of them seems particularly well-tend-
4. The Time-Lost Knight (CR 4) ed. According to the marker, the grave belongs to “Brial-
• Sir Rolf, a time-lost knight, carries a sprite lamp (Magic len Parks,” Maggie’s great-aunt. Maggie explains she never
of the Runewild, page 43) met Briallen, who died many years before she was born.
• Three sprites—Dandydew, Oaksong, and Lem- She doesn’t know why the knight shows Briallen’s grave
ontwig—accompany Sir Rolf more attention than the others.
A rutted cart path winds through the hills before end- Sir Rolf
ing at the gate of this modest peasant farmstead. A pen A half-elf raised by the Aosidhe, Sir Rolf left his elven family
crammed with bleating sheep abuts a simple stone and to fight alongside his human kin during the Witch Wars.
turf cottage. Behind the cottage, the forest hugs a grave- After a particularly brutal campaign left him lost in the
yard decorated with a dazzling assortment of flowers. Runewild, Sir Rolf returned to his adopted home to discov-
The farmstead is home to Tom and Maggie Mulrand er a lifetime had passed. Worse, the human woman with
and their twin children, George and Winifred. The Mul- whom he’d fallen in love, Briallen Parks, had died in his ab-
rands are peasants who, like hundreds of Runish families, sence. Since then, Rolf has tended Briallen’s grave, return-
make their living along the edges of the Runewild. As or- ing each night to prove—to her memory, at least—that he
dinary as the Mulrands seem, the graveyard behind their never forgot about their love.

57
Richard Broadhurst (Order #23491769)
A DC 12 Charisma (Persuasion) check is required to his sword again. However, if he determines the PCs have
convince the Mulrands to let the party meet the myste- noble aims—a fact his sprite companions can confirm (see
rious knight. On a success, the Mulrands allow the PCs to The Sprite Lamp below)—Sir Rolf proves a useful source of
wait in the garden for Sir Rolf. Unless the PCs conceal their information about the Runewild:
presence, Rolf spots the party in advance and declines to
visit the garden that night. The PCs can hide by making
• Rolf has heard tales of other knights who became lost
in the Runewild. He once fought alongside Sir Reinhold, a
Dexterity (Stealth) checks opposed by Rolf’s Wisdom. On
human knight cursed with immortality, who is said to still
a success, the party remains hidden as Rolf emerges from
wander the Cronemarsh (see location 74).
the forest to tend the Mulrands’ garden.
A middle-aged half-elf whose features favor his human
• Sir Rolf’s elven mother gave him his armor (an elven
chain shirt) and sword (a +1 longsword). Rolf cherishes
side, Sir Rolf has close-cropped hair and a red beard tinged
the gifts but admits they pale in comparison to true Ao-
with gray. A chain shirt of elven make hides beneath his
sidhe relics, such as the Highvale Blades (Magic of the
flowing green cloak. A longsword hangs at his side, and he
Runewild, page 40).
carries a lantern that shines with ethereal light.
After decades spent wandering the Runewild, Rolf un-
• Rolf’s mother retreated from the Runewild at the end
of the Witch Wars, along with the rest of the Aosidhe. If any
derstands he’s more a creature of the forest than the mortal
of Rolf’s elven kin remain in the forest, they live with the
world. He doesn’t want to cause trouble for the Mulrands,
Ruasidhe in their territory to the east (34).
only to visit Briallen’s grave in peace. If he spots the PCs,
Rolf hurriedly departs. Only a successful DC 12 Charisma The Sprite Lamp
(Persuasion) check convinces him to speak with the party. Three sprites named Dandydew, Oaksong, and Lemontwig
If befriended, Sir Rolf tells the PCs his sad tale. Though accompany Sir Rolf. Drawn to Rolf by his courage and his
his heart remains noble, Rolf tired of bloodshed long ago. connection to the forest, the sprites help the knight tend
Only exceptional circumstances (such a direct threat from the Mulrands’ garden by night and protect him when he
Griselda or her minions) convinces the knight to take up retreats to the forest during the day. Sir Rolf transports the

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Richard Broadhurst (Order #23491769)
sprites inside his enchanted lantern, a magic item called a What appears to be a human boy wearing a tortoise shell
sprite lamp (Magic of the Runewild, page 43). hunches beside the pool, painstakingly counting the
The sprites are fiercely protective of Sir Rolf, serving stones.
him as (literal) fairy godparents. If the PCs threaten Sir Rolf,
the sprites attack the party in response. Regaining the Hori the Pooka
sprites’ trust requires a successful DC 12 Charisma (Persua- The boy at the water’s edge is Hori, a tortoise-pooka
sion) check. At your discretion, the PCs may also need to (Runewild Bestiary, page 278). For reasons only he un-
submit to an examination via the sprites’ Heart Sight abili- derstands, Hori is compelled to count the stones in the
ty. pool day and night, starting over each time he finishes the
Refer to the following details as you roleplay the tally. As might be imagined, Hori’s count is infuriatingly
sprites: slow. When the PCs arrive, he’s up to 628; not until several
moments later does he finally reach 629. If the PCs inter-
• Lemontwig is Rolf’s longest companion, born from rupt him, Hori sighs deeply and restarts his count at 1.
his lantern-light when he first became lost in the Runewild Persistent characters can convince Hori to pause long
(see page 305 of the Runewild Bestiary for more informa- enough to talk with them. If asked why he counts the
tion about how sprites are born). Playful and kind-hearted, stones, Hori gives no clear answer. “Why wouldn’t I count
Lemontwig concocted the plan to tend the Mulrand’s gar- them?” is his only reply. If the party befriends Hori, the
den to raise Sir Rolf’s spirits. pooka can share the following information:
• A wise, old sprite, Oaksong joined Sir Rolf after the
knight saved a sprite nursery (16) from a rampaging troll. • Hunters from the thrushkin village of Shadownest
Oaksong wears an acorn cap, carries a pussy willow staff, (15) sometimes gather water from Hori’s pool. The bird-
and can cast the druidcraft cantrip at-will. folk frighten Hori, and he’s grateful to anyone who chases
• Dandydew insists he’s as much a knight as Sir Rolf, de- them off.
spite his diminutive size. If the PCs recruit Sir Rolf for an ad- • The thrushkin haven’t always lived in this part of the
venture, Dandydew encourages the knight to accept the Runewild. They once served the Feathered Serpent, a fey
offer and is dejected when he refuses. lord who lives on Feather Lake (57).

The sprites’ arrows, like those of all sprites in the


• Hori warns the PCs to stay clear of the Whitebone Sis-
ters (18), a pair of hags who live east of his pool.
Runewild, are invisible and curse targets until removed.
Dandydew proudly proclaims his shot was the one that Counting Hori’s Stones
blinded Tom Mulrand (until Rolf convinced him to remove If the PCs offer to help Hori count the stones, he gladly ac-
the arrow). Replace the sprites’ normal shortbow attack cepts their assistance. Counting the stones requires one
with the following: shift (6 hours) work, although multiple creatures working
together reduce this time accordingly. At the end of this
Invisible Arrow. Ranged Weapon Attack: +6 to hit, range
time, the PCs may make a DC 12 Intelligence check to pro-
40/160 ft., one target. Hit: 1 piercing damage, and the tar-
duce the correct tally (7,952 stones, to be exact). Grant ad-
get is cursed. While cursed, the target is also blinded. The
vantage on the check if the players propose a clever plan
curse lasts until a creature uses an action to make a suc-
for counting the stones (sorting them into equal piles, for
cessful DC 10 Intelligence (Investigation) or Wisdom (Per-
example).
ception) check to find and remove the invisible arrow. A
If the Intelligence check fails, Hori scowls. “That doesn’t
remove curse spell cast on the target also ends the curse.
match my last count,” he grumbles before beginning his
Like Sir Rolf, the sprites are well-versed in the history of count again. If the party offers to help him again, Hori
the Runewild and can serve to introduce the party to fur- grows angry and wanders off. PCs who upset Hori earn the
ther adventures. Oaksong, for example, might mention a displeasure of the pooka-king, Seven-Tail (Runewild Bes-
druid named Rufus Ambercomb lives north of the Mul- tiary, page 280).
rands’ farm (27), while Dandydew moans he’ll never have If the PCs count Hori’s stones successfully, he offers to
a chance to fight a real dragon, like the one that lives on enchant one of the stones for the party as a reward.
Feather Lake (58).
Hori’s Stone
5. Hori’s Pool (CR 1) Hori’s Pooka Trick allows him to imbue a stone from the
pool with divination magic similar to a find the path spell.
• Hori, a tortoise pooka, gives an enchanted stone to To enchant the stone, Hori must speak the name of a per-
those who help him son, place, or object while touching the stone. Once this is
Southeast of Shadownest (5), a bubbling brook feeds a done, any creature who holds the stone always knows the
pool lined with stones worn smooth by the water’s flow. distance and direction to the person, place, or object to
which the stone is keyed.
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Richard Broadhurst (Order #23491769)
The stone doesn’t function while it and its target are 7. The Wyvern Stones (CR 6)
on different planes of existence. Every 24 hours, there’s a
1 in 20 chance the stone permanently loses its enchant- • Enchanted standing stones break curses
ment. Hori can have only one such stone enchanted at a • The stones are part of a wyvern’s hunting grounds
time. • The wyvern’s nest contains treasure
A circle of standing stones crowns a hilltop southeast of
6. Price Farm (CR 2) Wobbly-Odd Wood (20). A flat-topped altar sits in the cen-
• Three bandits led by a thug and his pet wolf ter of the stones. Iron rings, like those used to secure rope
• Stolen loot hidden in the barn or chain, are driven into the altar’s sides. A mix of animal
and humanoid bones litters the ground around the altar.
A well-beaten wagon path leads to a farmstead at the base
of these low hills. The farm was once the home of Gramson Inspecting the Standing Stones
and Emma Price and their three sons, Markus, Luka, and If inspected with a detect magic spell or similar effect,
Eri. Two weeks ago, a group of Ianto the Red’s bandits (89) the standing stones radiate an aura of abjuration magic.
slaughtered the Price family and took over the farm. Only During nights of a full moon, a remove curse spell cast on
Eri, the Prices’ youngest son, survived the massacre. Eri is a creature inside the circle ends all curses affecting it, re-
now the bandits’ captive and unwilling servant. gardless of the length of time the creature has been cursed
As they approach the farm, each PC can make a DC 12 (see the optional rules for curses on page 38 in Magic of
Intelligence (Investigation) or Wisdom (Perception) check. the Runewild). After the remove curse spell is cast, the tar-
Characters who succeed notice the farm has gone untend- get suffers a Short-Term Madness for the next 1d12 hours.
ed for some time. PCs who search the area around the farm (This is the purpose of the central altar; in ancient times,
stumble across a hastily dug grave with a successful DC 12 Runish priests would secure cursed victims to the altar be-
Intelligence (Investigation) check. The grave contains the fore casting the ritual.)
remains of the Price family. PCs who study the standing stones can make a DC 14
Intelligence (Arcana) check. On a success, the character
The Bandits senses that the magic of the stones is fading. Each time
The bandits (named Clem, Tolli, and Zekel) are incompe- the circle is used, roll a d6. On a 1, the stones lose their
tent goons, but they’re led by a nasty brute named Mord enchantment.
(use stats for a thug) and his pet wolf, Blood. The bandits Characters who study the stones over the course of a
spend most of their time inside the farmhouse, playing short rest automatically learn their properties. An identify
cards and bullying Eri. If confronted, the bandits pass spell cast on the stones also reveals the information.
themselves off as farmers but attack as soon as their ruse
is discovered. If the PCs capture and interrogate the ban- The Wyvern
dits, they admit they’ve never met Ianto in person. Instead, The standing stones are within the radius of a wyvern’s
they direct the party to their compatriots hiding out in the hunting grounds. The bones that litter the hilltop are the
ruins of Widderspire Keep (38). remains of the wyvern’s prey. The first time the PCs visit
The bandits have hidden a stash of coins beneath a this location at night, the wyvern appears shortly after
pile of straw in the Price barn: 2,000 cp, 700 sp, and 280 they arrive and attacks. Reducing the wyvern to less than
gp. The coins go unnoticed unless a PC specifically search- half its maximum hit points drives it off, but the beast re-
es the straw, but the bandits may offer up the coins in ex- turns to the stones nightly after completing a long rest.
change for their lives. Eri knows about the stash, as well. The wyvern nests atop a crag a few miles south of the
Any bandit forced to flee the farm returns the following standing stones. Assuming the PCs have means of keep-
night to retrieve their treasure. ing up with the wyvern, the party can follow the beast
back to its nest. Otherwise, locating the nest requires one
Helping Eri shift (6 hours) of searching and a successful DC 14 Wisdom
His family’s murder traumatized Eri to the point that he (Survival) check. Scattered among the bones that line the
refuses to speak even if rescued from his captors. Only a wyvern’s nest are 1,000 cp, 8,000 sp, 1,500 gp, 160 pp, jew-
successful DC 17 Charisma (Persuasion) check convinces elry and other trinkets worth a total of 600 gp, and a potion
Eri to relate his tale. PCs who befriend Eri can place him of fire giant strength.
into the care of his cousin in Widderspire (1), Hettie Price,
who is eternally grateful for the boy’s rescue. 8. Ghazrek’s Rock (CR 5)
If the PCs fail to win Eri’s trust, he flees into the Runewild
at the first opportunity. Eri has heard rumors of the White- • Ghazrek, a ghast, leads eight ghouls
bone Sisters (18) and believes the witches can help him • Ghazrek uses the mirror of eight directions (Magic of
exact revenge against the bandits. (He isn’t wrong.) the Runewild, page 42)

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Richard Broadhurst (Order #23491769)
An outcropping of jagged black rock towers above the 9. Badberry Patch (CR 3)
treetops. A treacherous path snakes around the rock, end-
ing at the mouth of a dark cave. The cave is home to a pack • Magical berries are badberries in disguise: DC 12
of eight ghouls and their leader, a ghast named Ghazrek. A stretch of bushes spotted with crimson berries grows
along the trail. The berries appear bright and succulent,
Griselda’s Spies regardless of the season.
Ghazrek and the ghouls are servants of the ogre hag The PCs can make a DC 12 Intelligence (Nature) or
Griselda (86). To ensure the Ruasidhe (34) remain too weak Wisdom (Survival) check to identify the berries. Characters
to oppose her, Griselda has ordered the ghouls to spy on who fail don’t recognize the berries, while those who suc-
the elves and harass them whenever possible. To this end, ceed believe them to be goodberries (as the druid spell).
she’s cast a powerful spell on the ghouls that allows their Only a character who passes the check by 5 or more rec-
paralytic touch to affect elves as well as other creatures. ognizes the berries’ true nature. Badberries, a toxic variety
Furthermore, Griselda has given Ghazrek her mirror of of goodberries, are nearly identical to goodberries in ap-
eight directions. Ghazrek uses the mirror to spot would-be pearance but have very different effects on those who eat
intruders before they reach his cave. them. Druids automatically recognize the badberries.
Creatures who eat even a single badberry must make a
Approaching the Cave
DC 17 Constitution saving throw. On a success, the creature
It’s a 200-foot climb up the footpath to the mouth of the
takes 5 (1d10) poison damage. On a failure, the creature
ghouls’ cave. Outside of combat, creatures who tread care-
takes 11 (2d10) poison damage and becomes poisoned for
fully can travel the path without danger. During combat,
1 minute. While poisoned by badberries, creatures are also
creatures who end their turn on the path must make a DC
charmed and must use their action each turn to eat more
14 Dexterity (Acrobatics) check. On a failure, the creature
berries. Poisoned creatures can repeat the saving throw at
takes 3 (1d6) slashing damage as they stumble and cut
the end of each of their turns to end the effect.
themselves on the knife-like crags. Creatures who fail this
The fey lord Cassandrae’s presence in Wexmore Abbey
roll by 5 or more take an additional 3 (1d6) slashing dam-
(10) encourages the badberries to grow here. If Cassandrae
age and fall prone. The ghouls are familiar enough with
is driven from the abbey or destroyed, the badberry bush-
the path that they ignore this hazard.
es wither and die after a few hours. One minute after they
Each day, Ghazrek uses the mirror of eight directions to
are picked, the badberries turn black and lose their magic.
scry the surrounding territory. Unless the PCs have taken
steps to conceal themselves, the ghouls are aware of the
party’s approach and ambush them once they come with- 10. Wexmore Abbey (CR 6)
in 30 feet of the cave’s entrance. Otherwise, the ghouls Built during the Aruandan Conquest to house the Church’s
are inside the cave when the PCs arrive, squabbling over high prophets, Wexmore Abbey remains the heart of the
bones. Adsonian religion in the Runewild. A terrible fate, however,
has befallen the abbey. Two years ago, the abbey’s lead-
Inside the Cave er, Abbot Dorian, suffered a crisis of faith and fell under
The ghouls’ cave is 35 feet deep and shaped roughly like the sway of a beguiling fey creature named Cassandrae
a figure-eight. A narrow ledge runs along the back of the (Runewild Bestiary, page 264). Cassandrae’s influence
cavern, 10 feet above the floor. The ledge is inconspicuous, has caused Abbot Dorian to engage in the gravest sin a
requiring a successful DC 19 Wisdom (Perception) check priest of St. Adso can commit: false prophecy.
to notice from the cave floor. When the PCs first arrive,
Ghazrek retreats to this ledge and hides, waiting for an Approaching the Abbey
opportunity to leap down upon a paralyzed or otherwise As the PCs approach Wexmore Abbey, they find the sur-
vulnerable PC. Once engaged in combat, Ghazrek fights to rounding fields overgrown with vines flowering with
the death, although he surrenders if the PCs threaten the bright red blooms. PCs who make a successful DC 14 In-
mirror of eight directions. (He’s terrified of what Griselda will telligence (Nature) check recognize the flowers as red cas-
do to him if the mirror breaks while in his care.) sandrae. Folklore holds that travelers who stray from their
Among the gnawed bones atop Ghazrek’s ledge is path to pick the alluring blooms invariably lose their way.
a sack containing 700 cp, 2,000 sp, 1,700 gp, 120 pp, ten Creatures walking through the fields must make a DC
gemstones worth 100 gp each, and the mirror of eight di- 17 Wisdom saving throw as indistinct whispers fill their
rections. ears. On a failure, the target is subjected to a false proph-
ecy (see the False Prophecies table). Creatures must repeat
the saving throw each time they pass through the fields,
though deafened creatures or those who take logical pre-
cautions (such as plugging their ears) are immune to the
effect.
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Richard Broadhurst (Order #23491769)
False Prophecies gate is barred from the inside (AC 15, 27 hp). A knock spell
Unless an area of the abbey describes a specific prophecy, opens the gate. Otherwise, the PCs must batter down the
roll on the following table whenever a creature is subject- gate or find another way into the abbey.
ed to a false prophecy. Roll a d12 twice and combine the
results. Area A2 – Courtyard
A creature subjected to a false prophecy is charmed by • One false creeper
Cassandrae. While charmed in this way, the creature be- Tidy vegetable gardens once ringed this welcoming cob-
lieves its false prophecy is undeniably true and acts accord- blestone courtyard. Now, the paving is cracked and the
ingly. If in doubt, charmed creatures take whatever actions gardens weed-choked. A false creeper lurks beneath an
you deem appropriate. overturned handcart in front of the stables (Area A3).
Whenever Cassandrae deals damage to a charmed The creeper ambushes PCs who move within 5 feet of it.
creature, that creature can repeat the saving throw to end Combat in this area alerts Brother Mason and Sister Teva
the effect. Otherwise, false prophecies last until Cassandrae in Area A8.
is killed or until ended by a greater restoration spell or sim-
ilar magic. Area A3 – Stables
• False prophecy: DC 17
Roll “You will…” Roll “If you…/unless you…” The horses once kept in these stables died several months
1 Be devoured by 1 Speak another word. ago; only their bones remain. A rusty pitchfork leans
worms…
against the north wall. The first PC to see the pitchfork
2 Find a priceless trea- 2 Drop whatever you’re hold- must make a successful DC 17 Wisdom saving throw or
sure… ing and refuse to pick it up.
succumb to a false prophecy that the pitchfork is a power-
3 Bring about the end of 3 Crawl on the ground like an ful relic to be wielded in preference to all other weapons.
the world… animal.
Treat the pitchfork as a trident (1d6 piercing damage, or
4 Become the greatest 4 Gouge out your eyes.
1d8 piercing damage if wielded in two hands).
hero of your age…
5 Be struck blind… 5 Reveal your darkest secret. Area A4 – Library
6 Find your true love… 6 Leave this place immedi- • A priest named Brother Hammond (as a cultist) guards
ately. the library
7 Be struck dead by light- 7 Stand completely still for
ning… the next 24 hours. Though the rest of the grounds are in shambles, the ab-
8 Become invulnerable to 8 Abandon your current
bey’s library remains tidy. This is due to Brother Hammond,
harm… career (i.e. class) forever. who protects the books here with his life. Sane in all other
9 Shrink to the size of a 9 Throw yourself from the respects, Brother Hammond is under the effects of a false
mouse… highest point you can see. prophecy that reading any of the books will bring about
10 Grow in strength ten- 10 Harm another creature. the end of the world.
fold… Hammond has already killed several other priests who
11 Fall asleep and never 11 Tell a lie. have tried to read the books (their bodies are hidden be-
wake up… hind a bookshelf ). Hammond attacks the PCs if they show
12 Learn the truth… 12 Speak the truth. interest in the library. Otherwise, he’s helpful and answers
questions about the abbey as best he can.
Keyed Areas If asked why he doesn’t simply destroy the books,
Brother Hammond’s eyes widen, as if the thought had
Area A1 – Walls and Gate never occurred to him. He then promptly goes about set-
• False creepers (Runewild Bestiary, page 268) cover ting fire to library. Unless stopped, the library burns to the
the walls ground with Brother Hammond inside.
• Vines (AC 11, 15 hp) hold shut a barred gate (AC 15, The library contains hundreds of volumes, most of
27 hp) them past editions of St. Adso’s Almanac. The books are
worth 1d4 x 10 gp each.
The walls surrounding the abbey are 15 feet high and cov-
ered with red cassandrae vines. PCs can scale the walls Area A5 – Barracks
easily enough, but assume one false creeper grows among • Sir Levantus (a knight) and Cacklebray (a satyr) argue
the vines every 10 feet or so. • Longsword and plate mail beneath bed
The vines covering the abbey’s main gate must be
hacked through (AC 11, 15 hp) or otherwise cleared be- These spartan cells once housed the abbey’s high prophets
fore the gate can be reached. Even if cleared of vines, the and their assistants. Some of the rooms remain untouched
by the madness that has gripped the abbey, while others
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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
are thoroughly ransacked. Poorly played music and a pair fore the door can be opened. Like in Area A1, false creep-
of voices are heard from a cell at the end of the hall. ers grow among the vines at 10-foot intervals.
Inside the walls, a stone well sits a short distance from
The Knight and the Satyr the servant’s door. The first PC to spot the well must make
The voices are those of Sir Levantus, a wandering knight a successful DC 17 Wisdom saving throw or be compelled
who arrived at Wexmore not long after Cassandrae, and to throw themselves down it. The compulsion is brief and
Cacklebray, a satyr who serves Cassandrae. Sir Levantus is fades if the afflicted PC is held back for even a single round.
stricken with a false prophecy that caused him to forswear Brackish water fills the bottom 10 feet of the 60-foot-deep
his knighthood and pursue music, which he now believes well. Creatures who fall into the well take 17 (5d6) blud-
is his “true calling.” Sadly, Levantus is a terrible musician. geoning damage.
He’s spent the last two years in this room, fruitlessly pluck-
ing away on his battered lute. Area A8 – Chapel Entrance
A wicked creature, Cacklebray delights in the madness • Two priests (as cultists) stand guard
his mistress causes. The satyr routinely brings food to both • False prophecy: DC 17
Levantus and Brother Hammond (Area A4) in the hopes
Two priests, Brother Mason and Sister Teva, guard the en-
of prolonging their miserable lives. Cacklebray particularly
trance to the abbey’s chapel. Like Abbot Dorian, Mason
enjoys mocking Levantus for his lack of musical talent.
and Teva believe Cassandrae is a messenger of St. Adso.
Dealing with Levantus and Cacklebray The priests attack intruders with knives (1d4 + 1 piercing
The party’s arrival upsets Cacklebray, as he believes the damage) taken from the dining hall (Area A6), but a friend-
PCs are here to end Cassandrae’s reign over the abbey. He ly PC can convince them to escort the party to Cassandrae
rushes off to warn his mistress about the PCs at the first peaceably by making a successful Charisma (Deception or
opportunity. If the party intervenes, Cacklebray begs Le- Persuasion) check opposed by the priests’ Wisdom. On a
vantus to come to his aid. Unless the PCs make a success- failure, the priests attack, fighting to the death.
ful Charisma (Persuasion) check opposed by Cacklebray’s If the PCs kill either Mason or Teva, the character who
Charisma, Levantus attacks the party. struck the final blow must make a successful DC 17 Wis-
If brought to his senses, Levantus retrieves the long- dom saving throw or become convinced of a false prophe-
sword and plate mail stored beneath his bed. If the party cy that the bodies of the priests must be burned immedi-
intends to confront Cassandrae, Levantus pledges to fight ately, lest they rise as undead.
alongside them until she is defeated.
Area A9 – Scriptorium
Area A6 – Dining Hall and Kitchen • Padlocked doors: DC 15
• Three false creepers in kitchen • An acolyte named Tomas resists Cassandrae’s magic
• False prophecy: DC 17
This dining hall is the site of a great massacre. When the
priests who resisted Cassandrae’s influence confronted High windows on the east wall and rows of candelabra
those who had fallen sway to her false prophecies, Cas- keep this area well-lit. While the room’s interior doors are
sandra’s followers slaughtered the unbelievers. The mold- unlocked, the eastern door is padlocked from the outside.
ering bodies of these priests are draped across the table, Abbot Dorian carries the key to the lock in Area A11. A
sprawled on the floor, or remain sitting upright in their character using thieves’ tools can pick the lock by making
chairs. a successful DC 15 Dexterity check.
A kitchen adjoins the dining hall. Red cassandrae Tomas, a young scribe, is the only person in the ab-
vines have broken through a window and spread through- bey not dead or under the effects of a false prophecy. He’s
out the room. Among the mundane vines are three false spent the last two years as Abbot Dorian’s prisoner, forced
creepers, which attack any creature that enters the room. to transcribe Cassandrae’s insane prophecies. The satyr
Cacklebray (Area A5) brings Tomas the occasional meal,
Area A7 – Back Door and Well but otherwise the acolyte is treated as little better than a
• False creepers cover the walls slave.
• Hidden door: DC 14 Upon first seeing Tomas, each PC must make a DC 17
• Vines (AC 11, 15 hp) seal the door Wisdom saving throw. On a failure, the PC is subjected to
• False prophecy: DC 17 a false prophecy that compels them to protect Tomas at
all costs. PCs who resist this prophecy must immediate-
PCs who investigate this section of the abbey’s walls can
ly make another saving throw. Characters who fail this
make a DC 14 Wisdom (Perception) check to notice a ser-
second save are stricken with a conflicting prophecy that
vants’ door beneath the vines. The door is unlocked, but
Tomas is the source of the abbey’s troubles and must be
the vines that cover it must be cleared (AC 11, 15 hp) be-
destroyed.

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Richard Broadhurst (Order #23491769)
Tomas is exhausted and terrified, but if rescued he can priests arrive to take the places of those who died during
provide the PCs with information about the abbey, as well Cassandrae’s reign. These grateful priests reward the PCs
as healing magic. with free lodging at the abbey in perpetuity. If you’re using
the optional resting rules found on page 12 in Running
Area A10 – Abbot’s Quarters the Runewild, this benefit allows the party to take long
• Coffer contains treasure and three potions of healing rests at the Abbey. In addition, while the priests are keen
• False prophecy: DC 17 to resume work on the upcoming edition of St. Adso’s Al-
With its private hearth and fine furnishings, the abbot’s manac, they agree to pause their divinations long enough
quarters are noticeably more luxurious than those found to provide the party with one prophecy regarding a sub-
in Area A5. An unlocked coffer inside Dorian’s wardrobe ject of their choosing (as the commune spell).
contains the abbey’s wealth: 500 cp, 2,000 sp, 2,100 gp,
130 pp, five silver icons of St. Adso worth 25 gp each, and 11. The Head in the Wall (CR 10)
three potions of healing. • Disturbing the head triggers a curse: DC 20
The first PC to spot the potions must make a success-
ful DC 17 Wisdom saving throw or become convinced of a A marvel of Aruandan construction, Waithrik’s Wall once
false prophecy that the vials contain deadly poison. ran 50 miles along the Runewild’s southwest border. Lit-
tle of the wall remains intact today. All but one of its
Area A11 – Chapel watchtowers (see 2) have collapsed, and locals erase long
• Abbot Dorian (cult fanatic) consults with Cassandrae stretches of the wall each year as they rob its stones for
• False prophecy: DC 17 building projects elsewhere.
Here, Waithrik’s Wall has been reduced to a waist-high
Sunlight filtering through the chapel’s majestic stained-
mound of earth and rubble. Staring out from a hollow
glass windows fills this space with dreamlike color. Every
amid the stones is the head of a middle-aged human man.
sound is quieter here, softened by the curtains of red cas-
Judging from his sunken cheeks and pale, gray skin, the
sandrae that drape the walls. This is the sanctum of the fey
man died several weeks ago.
lord Cassandrae and her loyal but deluded servant, Abbot
Dorian. Inspecting the Head
Characters with the ability to detect undead (such
Dorian and Cassandrae
a paladin using Divine Sense) sense nothing
Two years ago, when Abbot Dorian lost
unusual about the head. However, a detect
his faith (and with it his ability to re-
magic spell or similar effect reveals auras of
ceive prophecies from St. Adso), he
divination and necromancy magic radiat-
began taking long retreats into the
ing from the head. If a PC approaches the
Runewild. On one of these sojourns,
head to inspect it more closely, the man’s
he encountered Cassandrae. Since
eyes snap open and regard the character
then, Dorian has become obsessed
coldly. If the party decides to leave the
with writing a new edition of St.
head alone, the PCs can attempt a DC
Adso’s Almanac, one filled with the
10 Wisdom (Perception) check to no-
prophecies Cassandrae has given
tice the head peeking at them as they
him. Fully mad now, Dorian can’t be
pass by.
reasoned with by any means. He at-
The ogre hag Griselda (86) placed
tacks anyone who threatens Cassan-
the head here as a sentinel. Grisel-
drae or endangers his work on the
da senses whenever a humanoid
new almanac.
creature enters the head’s line of
Cassandrae isn’t overtly cruel,
sight, and with a moment’s con-
but once she has a mortal under
centration she can see through the
her sway, she refuses to release them.
head’s eyes as if they were her own. If
Only if Cassandrae’s hold over everyone
the party interrogates the head with a
at the abbey is broken (such that no one in
speak with dead spell, Griselda can speak in
the abbey remains charmed by her) does she
the dead man’s stead, either to unnerve the PCs or
agree to abandon Wexmore Abbey peaceably. Oth-
to lead them astray with false answers.
erwise, she fights to the death.
Griselda’s Curse
Aftermath
PCs who disturb the head (by removing it from the wall,
If Cassandrae is killed or driven away, Wexmore Abbey
damaging it, or blocking its line of sight) must make a DC
eventually recovers. Over the next few months, new
65
Richard Broadhurst (Order #23491769)
20 Wisdom saving throw. On a failure, the PC becomes Area B2 – Entrance
cursed. The next time the character finishes a long rest, • A swarm of insects devour a corpse
they awaken with a splitting headache that causes them • Hidden pot of magic honey (Magic of the Runewild,
to suffer one level of exhaustion. While the character re- page 41): DC 12
mains cursed, this exhaustion can’t be removed by any
The above-ground portions of Mabbot Keep were reduced
means short of a wish spell. Furthermore, Griselda can see
to rubble decades ago. However, a quick search of the hill-
through the cursed character’s eyes and speak through
top reveals a set of crumbling steps descending into the
their mouth, although a protection from evil and good spell
hill’s interior.
cast on the PC prevents her from doing so.
Lashed to a stake near the steps (marked X on the
The curse lasts until a remove curse spell or similar
map) lie the remains of a human merchant. Several weeks
magic ends it. Restoring the head to its original place in
ago, the Flyspeck goblins captured the merchant, slath-
the wall (if possible) also ends the curse. In this case, Grisel-
ered him with magic honey, and left the poor soul here to
da lets loose a wicked cackle through the head before the
be devoured by insects. A swarm of insects (ants) still pick
curse ends.
at the merchant’s bones. Gorged on magic honey, the ants
If the PCs destroy the head, Griselda replaces it after
have grown aggressive and attack any creature that ap-
1d6 days. You may place additional heads along Waithrik’s
proaches within 10 feet.
Wall as the PCs explore it. No matter how long these heads
PCs who search the area around the corpse can make a
remain, none ever decay.
DC 12 Intelligence (Investigation) or Wisdom (Perception)
check. On a success, the character finds a pot of magic
12. Flyspeck Hill (CR 3) honey in the underbrush. The pot is mostly empty, but a
Travelers approaching Widderspire from the north pass a single dose of honey can be salvaged from it.
squat hill known to locals as Flyspeck Hill. Once the site
of a Runish stronghold, Flyspeck Hill is currently home to Area B3 – Workshop
a tribe of goblins who have named themselves after the • Blart, an aging goblin, labors here
landmark. Until recently, the Flyspeck goblins lived in the • Three casks of magic honey
Runewild (see 14), but they were driven from the forest In a workshop off the landing, an old goblin named Blart
after refusing to join the Broken King’s army (109). Now, fashions the leather harnesses and saddles the tribe’s
the goblins ambush travelers on the road from the backs fly-riders use. If attacked, Blart calls for help while attempt-
of their giant fly mounts (Runewild Bestiary, page 270). ing to shove intruders into the fly kennels below (Area
The tribe’s broodma, Ma Burble, led her followers to B4). Creatures pushed off the landing fall 10 feet and have
Flyspeck Hill with the hope of returning to the Runewild a 1 in 6 chance of releasing the giant flies in that area.
someday. She knows how to use the tribe’s supply of mag- Blart’s shop contains a workbench, racks of animal
ic honey (Magic of the Runewild, page 41) to make a hon- hides, and a selection of crude leatherworking tools. The
ey golem (Runewild Bestiary, page 274). With one golem tribe’s supply of magic honey is stacked in one corner,
already complete, she’s in the process of constructing an- three casks in all. Each cask contains 25 doses of the honey.
other. If opened, the casks can be used to distract the flies found
Beneath the ruins are the crypts of the Mabbot Clan, in Area B4.
a family of Runish warriors that ruled this area before
the Aruandan Conquest. The Flyspeck goblins have suc- Area B4 – Fly Kennels
cumbed to an ancient curse that protects the crypts (see • Two giant flies in wooden cages
Area B7). The goblins repel all intruders, but they’re partic-
Six wooden cages crowd the room. At any given time,
ularly hostile toward those who disturb the crypts.
only two of the cages contain flies (the goblins patrolling
Area B1 ride the others). If released, the flies attack any
Keyed Areas
non-goblins in the area, but they fly off after two rounds if
not wrangled by a goblin (or an enterprising PC).
Area B1 – Approach
• Four goblins riding giant flies (Runewild Bestiary, Area B5 – Living Quarters
page 270) patrol the area • Four sleeping goblins
Four goblin fly-riders and their mounts patrol the skies • Rock-slide trap: DC 12
above a hard-beaten path up the hill. If they spot intruders, Four goblins rest here on beds of stinking straw. Survivors
three of the goblins attack while the fourth flies off to warn from battles elsewhere retreat to this area to make their
the rest of the tribe. Other than their armor and weapons, final stand. If the goblins are aware of the PCs, one is ready
the goblins possess nothing of value (Ma Burble keeps the to trigger the rock-slide trap (see below) when the party
tribe’s wealth in her quarters in Area B6). arrives.
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Richard Broadhurst (Order #23491769)
Rock-Slide Trap Area B6 – Ma Burble’s Sanctum
A heap of rubble balances on a ledge above the room’s • A honey golem (Runewild Bestiary, page 274)
entrance. As an action, a creature within 5 feet of the rub- and one goblin bodyguard protect Ma Burble, a goblin
ble can release the wooden boards that hold the rubble broodma (Runewild Bestiary, page 271)
in place, causing rocks to tumble into the 10-foot-square • Treasure includes a cask of magic honey
space directly south of the ledge. Creatures in the area • Hidden scrolls: DC 12
when the trap is triggered must make a successful DC 12
The goblins’ broodma, Ma Burble, labors day and night
Dexterity saving throw or take 7 (2d6) bludgeoning dam-
in this chamber, assisted by her honey golem and goblin
age and be knocked prone.
bodyguard, Drak. Though Ma Burble normally forbids the

67
Richard Broadhurst (Order #23491769)
tribe to eat from their magic honey supply, she keeps Drak 700 sp, 60 gp, and a bead of polished amber worth 25 gp.
well fed. As a result, he’s grown from Small to Medium size. In addition, an opened cask of magic honey (15 uses re-
He has 9 (2d8) hit points, and his attacks deal an additional maining) rests against the southern wall.
+1d4 damage. As a result of these changes, treat Drak as a PCs who search the sanctum can make a DC 12 Intel-
CR 1/2 (100 XP) creature. ligence (Investigation) check. On a success, the character
uncovers two scrolls hidden behind a loose brick in the
Treasure east wall. The first scroll is a rough map of the area around
Ma Burble’s sanctum is littered with the implements of her the Flyspeck’s old home in the Runewild (14), with arrows
weird magic: stubs of beeswax candles, chunks of honey- pointing to the “Magic Honey Tree” (13) and “Stupid Dwarf”
comb, a leather thong strung with the husks of fist-sized (27). The second scroll details the ritual to create a honey
bees. Scattered among these worthless items are 1,900 cp, golem (Magic of the Runewild, page 41).

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Richard Broadhurst (Order #23491769)
Area B7 – Crypt Entrance turbed. To harvest honey from the hive, the PCs must first
• Ancient curse: DC 17 deal with the swarms and then reach the hive itself, the
base of which begins 20 feet from the ground. Any reason-
A door carved with the wolf-head symbol of the Mabbot
able plan for dealing with the bees (such as pacifying them
clan marks the entrance to these crypts. Creatures who
with smoke or magic) is successful, but if driven off the col-
touch the door must make a successful DC 17 Wisdom sav-
ony always returns to the hive after one shift (6 hours).
ing throw or become cursed. The curse lasts until removed
The hive contains an essentially unlimited supply of
by a remove curse spell or similar magic. Cursed creatures
magic honey. Collecting the honey, however, is time-con-
refuse to enter the crypts and violently oppose other crea-
suming (requiring several minutes to fill a jar with six uses),
tures attempting to do so. All the Flyspeck goblins, includ-
and PCs who take too much risk drawing the ire of the
ing Ma Burble, have succumbed to the curse. As a result,
dwarven druid Rufus Ambercomb (27).
they protect the crypts with their lives.

Area B8 – Mabbot Crypts 14. Basilisk Cave (CR 3)


• Six zombies and one wight rise from sarcophagi • A basilisk nests in an abandoned goblin lair
• Treasure in a trapped coffer: DC 17
This dugout cave was once home to the Flyspeck goblin
A collapsed ceiling has buried most of these once-sprawl- tribe (12), but the goblins abandoned the lair when they
ing crypts. Only seven sarcophagi remain intact. The lids of fled the forces of the Broken King (109). In the weeks since,
the sarcophagi are pushed aside to reveal Runish warriors a basilisk has moved into the cave and laid a clutch of eggs.
interred within. If the crypts are entered, six of the warriors PCs who search the area outside the cave can attempt
rise as zombies and attack. One round later, the final war- a DC 12 Intelligence (Investigation) or Wisdom (Percep-
rior (a wight) joins the fray. tion) check. On a success, they spot the petrified (and
The zombies fight with longswords (1d8 + 1 slashing shattered) remains of several forest creatures, a clue to the
damage) and use shields (increasing their AC to 10). The cave’s current inhabitant.
same wolf-head symbol found on the crypt’s door deco- Medium-size creatures must crawl in order to negoti-
rates the shields. If any of the shields are brought to the ate the cave’s low-ceilinged entrance. (The basilisk is squat
Last Tower (2), Blaedyn Mabbot recognizes them as once enough that it can enter and exit the cave with no trou-
belonging to his clan. ble.) As they crawl, characters in the tunnel can attempt
another Investigation or Perception check to notice more
Treasure petrified remains scattered along the tunnel’s length.
In the wight’s sarcophagi is a coffer containing various
After 15 feet, the tunnel widens into a larger cham-
grave goods: 2,700 cp, 1,400 sp, 100 gp, and nine gem-
ber. The Flyspeck’s crude graffiti mars the cave’s interior,
stones worth 50 gp each. A trapped lock protects the cof-
the only evidence of their former occupation. Among the
fer. Anyone who tries to pry open the coffer, or who fails
drawings are images of a nude dwarf (a caricature of Rufus
to disable the lock by making a successful DC 15 Dexterity
Ambercomb from location 27) and a tree swarming with
check, must pass a DC 17 Dexterity saving throw or take 16
bees (the Magic Honey Tree at 13).
(3d10) poison damage. A creature that takes this damage
The basilisk nests alone in the cave, guarding 1d4
must make a successful DC 17 Constitution saving throw
eggs. (The goblins at 44 captured the basilisk’s mate sev-
one minute later or suffer an additional 16 (3d10) poison
eral days ago.) The basilisk protects its eggs ferociously,
damage.
but it doesn’t pursue creatures who flee beyond the cave’s
entrance.
13. Magic Honey Tree (CR 2) If recovered intact, the basilisk’s eggs can be sold for
• Five swarms of insects defend a hive filled with magic up to 250 gp each. However, PCs who harm the basilisk risk
honey (Magic of the Runewild, page 41) drawing the ire of Medusa (109), who regards the creature
as one of her many children.
Northeast of Waithrik’s Wall (3), a buzzing drone drowns
out all other sound. PCs who investigate the sound soon
discover its source: an enormous beehive filling the 15. Shadownest (CR 4)
boughs of an ancient oak tree. The air around the hive is • 24 adult thruskin (Runewild Bestiary, page 281) and
a haze of bees. Druids in the party spot a circle of pebbles their shaman, Three-Feathers
arranged around the tree’s base, a signal that the hive is • Three-Feathers carries a wand of magic detection and
under the protection of a fellow druid. wears a ring of air elemental command
Five swarms of insects (bees) make up the colony. • The village safeguards a giant egg
Though not “giant,” the bees are abnormally large (about
The first time a random encounter is triggered in this hex,
the size of a human thumb) and become aggressive if dis-
2d4 thrushkin from the village of Shadownest confront the
69
Richard Broadhurst (Order #23491769)
PCs instead. The thrushkin don’t speak Common, but they Roll Name Quirk
can communicate simple ideas through gestures. While 1 Bold Feather Challenges the strongest PC to a fight.
not actively hostile, the thrushkin negotiate only if first
2 Bough Runner Fascinated by something shiny a PC
offered a tribute (they’re particularly fond of metal weap- carries.
ons). If a line of communication is opened, the PCs can 3 Broken Wing Knows a few words in Common.
befriend the thrushkin by making a successful Charisma
4 Caws-at-Dawn Wears a necklace made of goblin finger
(Persuasion) check opposed by the thrushkins’ Wisdom. bones.
On a failure, the thrushkin either drive off the intruders or 5 Cold Egg Has traveled as far north as the Giant’s
retreat to their village to gather reinforcements. Vault (120).
6 Crooked Beak Offers the party a meal of dried lizard
Shadownest meat.
PCs who avoid the patrol or win the thrushkins’ trust may
7 Flies Funny For reasons unknown, can cast minor
find their way to Shadownest, a collection of nest-like tree- illusion at will.
houses in a nearby grove. Two dozen thrushkin warriors
8 Little Talon Mourns a clutch of eggs lost to preda-
live in Shadownest, along with another dozen young and tors.
elderly. A cantankerous shaman named Three-Feathers 9 Moon Caller Paints her beak with geometric pat-
leads the tribe. Despite the cold reception the thrushkin terns.
give outsiders, the bird-folk are relatively peaceful, spend- 10 Red Plume Once held captive by the Whitebone
ing most of their time either hunting or ridding their terri- Sisters (18).
tory of goblin intrusions. 11 Swift Spur Wields a sword of Aruandan design.
The thrushkin don’t range far from their village, but 12 Tough Tuft Doesn’t trust the PCs. Never will.
their ability to communicate with birds allows them to stay
well-informed about the Runewild. They can share the fol- Three-Feathers
lowing information with the PCs: Three-Feathers is an accomplished spellcaster, and his
• The thrushkin often come into conflict with the forest’s walking staff functions as a wand of magic detection. He
has a Wisdom of 16 (+3) and the Spellcasting feature de-
goblin tribes, but in recent months the goblins have all but
disappeared. (For more information, see 109.) scribed below, increasing his CR to 2 (450 XP).
• The thrushkins’ hunting parties sometimes collect wa- Spellcasting. Three-Feathers is a 5th-level spellcaster. His
ter from a pool to the south (5). A pooka who lives near the spellcasting ability is Wisdom (spell save 13, +5 to hit with
pool has tried to drive them off, but the creature is power- spell attacks). He has the following spells prepared:
less to stop mighty warriors such as themselves.
• The thrushkins’ bird allies bring Cantrips (at will): guidance, light, resistance, thaumaturgy
troubling reports of a war 1st level (4 slots): bless, cure wounds, protection from evil
brewing to north (135). and good, purify food and drink
2nd level (3 slots): aid, lesser restoration, silence
Thrushkin of 3rd level (2 slots): dispel magic, mass healing word
Shadownest If befriended, Three-Feathers shares legends of
While suspicious of the times when his ancestors served a powerful
outsiders, the thrush- fey spirit (“the Feathered Serpent”) on an island
kin of Shadownest may in Feather Lake (57). If asked why his people
prove helpful to PCs who left their home, the shaman explains that a
win their trust. As the party in- green dragon named Apophix (58) drove
teracts with the thrushkin, refer to them from the area. Three-Feathers
the following table to generate indi- wants nothing more than to see his tribe
vidual members of the tribe. return to Feather Lake, but he knows his
warriors don’t have the strength to con-
front Apophix alone. Three-Feathers re-
members the location of the Tomb of the
Feathered Serpent (110). Inside the Tomb
is a magic amulet that might help the PCs
should they decide to challenge Apophix.

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Richard Broadhurst (Order #23491769)
The Serpent’s Egg Heartnettle
In Three-Feathers’s hut, kept warm by the flames of a The light that pierces the canopy above makes this glade
low-burning fire, is an egg the size of a grown human. one of the last naturally occurring sprite nurseries in the
Three-Feathers claims the Feathered Serpent laid the egg Runewild. A clan of sprites led by an elder named Heart-
generations ago, and he believes it will hatch only when nettle protects the glade. Born from the very sunlight
the Feathered Serpent dies. The fact that the egg hasn’t that illuminates the glade, Heartnettle shares many of the
hatched yet gives Three-Feathers hope the Feathered Ser- glade’s characteristics. She is wild but good-hearted, un-
pent still lives. civilized but beautiful. She can speak to the birds and bees
As Three-Feathers suspects, the Feathered Serpent is in the glade as if they shared a language and can call on
still alive (Apophix holds it captive in his lair at 58). If the the creatures to protect the nursery should the need arise.
Feathered Serpent dies, Three-Feathers’s prediction comes When the PCs arrive, Heartnettle and her three com-
to pass, and a reborn Feathered Serpent hatches from the patriots observe the party invisibly from the treetops. Un-
egg 1d20 hours later. If broken open prematurely, the egg less the PCs change their course to avoid the glade, the
instead releases 5d20 flying snakes, which attack all crea- sprites attack the characters as soon as they enter it, pep-
tures in the area for 1d6 + 1 rounds before flying off. pering them with arrows from above. The sprites’ arrows,
like those of all sprites in the Runewild, are invisible and
The Ring of Air Elemental Command curse targets until removed. Replace the sprites’ normal
Three-Feathers safeguards another treasure: a ring of air shortbow attack with the following:
elemental command. If asked about the ring, Three-Feath-
ers explains that the Feathered Serpent was a creature Invisible Arrow. Ranged Weapon Attack: +6 to hit, range
with strong ties to the natural world. As such, elementals 40/160 ft., one target. Hit: 1 piercing damage, and the tar-
were often attracted to its presence. Before Apophix drove get is cursed. A cursed target becomes sleepy (as if affect-
the thrushkin out, the bird-folk would use rings such the ed by a slow spell) and must make a DC 10 Constitution
one Three-Feathers wears to control these elementals. If saving throw at the end of each of its turns. On a failure,
the PCs decide to slay Apophix and make their intentions the target falls unconscious and can’t be awakened while
known to Three-Feathers, the shaman gives them his ring it remains cursed. The curse lasts until a creature uses an
to aid them on their quest. action to make a successful DC 10 Intelligence (Investiga-
Three-Feathers believes his ring is the last in existence. tion) or Wisdom (Perception) check to find and remove the
However, a ring of earth elemental command can be found invisible arrow. A remove curse spell cast on the target also
at the destroyed thrushkin village at location 46. The ends the curse.
Gunkpuddle Girls, a coven of sea hags who serve Apophix, PCs who try to convince the sprites they mean no harm
possess a ring of water elemental command. can attempt a Charisma (Persuasion) check opposed by
Heartnettle’s Wisdom. On a success, Heartnettle calls off
16. Sprite Nursery (CR 4) the attack long enough to confirm the party’s intentions
• Four sprites led by Heartnettle guard the nursery using her Heart Sight ability. If satisfied, Heartnettle apolo-
• Birds (as two swarms of ravens) and bees (as two gies for the attack but insists the PCs find a different route
swarms of wasps) assist the sprites through the forest. She explains the nature of the nursery
and may even allow interested PCs to observe the glade
The sun pierces the canopy of a picturesque glade, dap- for a few minutes. During this time, PCs who make a suc-
pling the forest floor with light. Flowers with delicate white cessful DC 17 Wisdom (Perception) check notice an occa-
and yellow petals carpet the ground. Above them, the air sional mote of light that seems to move of its own volition:
is busy with the melodies of songbirds and the buzzing of a newborn sprite fluttering about the glade.
innumerable bees. If the PCs befriend Heartnettle, she shares the follow-
Where Do Sprites Come From? ing information about the forest:
In the Runewild, sprites are born from light. The glimmer • Heartnettle apologizes again for the sprites’ aggres-
of starlight on a midnight pond, the rays of the sun flash- sion, explaining that the thrushkin, a race of bird-folk who
ing off a sword’s edge, even a candle burning atop a high live to the west (15), unwittingly tramp through the glade
tower can give birth to one of the diminutive fey creatures. on occasion.
Infant sprites remain indistinguishable from the light that • The sprites are terrified the Whitebone Sisters will dis-
birthed them until they transform into fully-grown adults cover the nursery. Heartnettle can direct the PCs to the sis-
several weeks later. Some say a sprite’s “birth-light” deter- ters’ cottage (18).
mines its temperament. Sprites born from sunlight, for • Whisperwink, one of the Heartnettle’s clan-mates,
example, are believed to be kinder than their moon-born went missing several weeks ago. Heartnettle insists run-
cousins, while those born from artificial light (such as a ning off isn’t in Whisperwink’s nature. (Whisperwink is
lantern) are more inclined to develop bonds with mortals. trapped at location 28.)
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Richard Broadhurst (Order #23491769)
Heartnettle and her companions protect the nursery with The curse is permanent or until a remove curse spell or
their lives. If the PCs fail to befriend the sprites or refuse to similar effect ends it. Creatures that don’t sleep (such as
leave the glade, Heartnettle calls on two swarms of ravens elves) are unaffected by the curse.
and two swarms of wasps to join the fight until the party
is subdued. The sprites then drag unconscious characters 18. The Whitebone Sisters (CR 5)
to a random adjacent hex before awakening them (by re-
A fence of bones encloses the yard of this otherwise
moving their cursed arrows) and flying off invisibly.
charming cottage. Clavia and Sterna, a pair of bones hags
known as the Whitebone Sisters, live here with their skele-
17. The Repeating Glade (CR 3) tal “grandchildren” and Dandelion, an albino, two-headed
• Those who sleep in the glade become cursed snake that serves as the hags’ familiar. (See page 302 of the
• A hidden copy of St. Adso’s Almanac: DC 12 Runewild Bestiary for more information about the White-
bone Sisters.)
A small shrine of piled stones is the only remarkable fea-
ture of this otherwise peaceful glade. There’s no indication
to which god the shrine is dedicated, but PCs who exam-
Keyed Areas
ine it closely can make a DC 12 Intelligence (Investigation)
Area C1 – Yard
or Wisdom (Perception) check. On a success, the character
• Aggressive chickens: DC 14
notices something hidden beneath the stones.
• A grave robber’s spade
The Fate of Brother Sevros A dozen black-feathered chickens peck at the dirt or cluck
Shifting the shrine’s stones reveals a copy of St. Adso’s Al- inanely from their large straw nests. The chickens are both
manac. The date on the Almanac’s cover indicates this edi- aggressive and exceedingly stupid. PCs who come within
tion is four years old. Despite the book’s age, the shrine has 5 feet of a chicken must make a successful DC 14 Dexterity
shielded it from the elements sufficiently that its pages re- (Stealth) or Wisdom (Animal Handling) check to avoid dis-
main legible. turbing the bird. On a failure, the chicken panics, and the
The almanac’s margins are crammed with writing. PC must make a successful DC 14 Dexterity saving throw
Reading the notes reveals the almanac once belonged to or take 2 (1d4) slashing damage as the chicken rakes them
a Brother Sevros, a priest of St. Adso. Four years ago, Broth- with its talons. Killing the chickens upsets the sisters. Any
er Sevros had made camp in the glade and fell victim to ruckus the chickens cause alerts anyone in Area C2.
its curse (see The Repeating Glade below). After several Cracking open the chickens’ eggs reveals the bones of
unsuccessful attempts to escape the glade’s magic, Sevros what appears to be tiny humanoids. While unsettling, the
began to fear he’d never see his home in Widderspire (1) bones are harmless.
again. His final entry describes his intention to seek out A shovel leans against the north side of the cottage.
the Whitebone Sisters (18), witches he believed lived east Though nondescript, it is in fact a grave robber’s spade
of the glade. (Magic of the Runewild, page 40). The PCs must avoid at
Brother Sevros eventually found the Whitebone Sisters, least one chicken in order to reach the spade.
but the hags offered him no assistance. Sevros’s bones are
now among those found in the witches’ basement (Area Area C2 – Sitting Room
C5 of their lair). • The Whitebone Sisters may be encountered here
If asked, Hettie Price in Widderspire remembers Sev- • Dandelion, a two-headed giant poisonous snake,
ros well. She served as an acolyte under the priest and as- guards the area
sumed his duties after he disappeared. Hettie is grateful to Two rocking chairs rest before a stone hearth. The other
anyone who locates and recovers his remains. furniture is child-sized: tiny benches, a bookcase, a little
The Repeating Glade table on which the pieces of some sort of board game are
Though the glade seems unremarkable, it bears a pow- arranged. Clavia and Sterna spend most of their time here,
erful enchantment. Creatures who sleep within the glade doting upon Dandelion or their grandchildren (see Area
are cursed upon awakening. While cursed, whenever the C4). Alternately (1 in 6 chance), the hags grind bones in
creature falls asleep, they awaken to find themselves back Area C5, leaving Dandelion to guard the room alone.
in the glade. This effect occurs no matter the distance be- Dandelion is an albino, two-headed snake. Treat Dan-
tween the cursed creature and the glade, and regardless delion as a giant poisonous snake that can use its action
of any bonds that hold the cursed creature. Those who to make two Bite attacks. Dandelion has an Intelligence of
observe the effect see the cursed creature blink out of ex- 4 and understands Common, though it can’t speak aloud.
istence the moment it awakens as it teleports back to the As the Whitebone Sisters’ familiar, Dandelion can commu-
glade. nicate telepathically with the sisters while within 100 feet

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Richard Broadhurst (Order #23491769)
of them. In turn, the hags can see through Dandelion’s age, or half as much damage with a successful DC 12 Con-
eyes and hear what it hears. stitution saving throw. A creature that takes damage from
the symbol is also incapacitated until it regains at least 1 hit
Area C3 – Kitchen point as it cradles its shattered limb.
• Padlock trapped with a symbol of fracturing: DC 12 Sterna carries the key to the padlock in her apron
This area is typical of peasant kitchens everywhere, with pocket. Once the symbol is triggered, a character using
one exception: in the northwest corner, a trapdoor bound thieves’ tools can pick the lock by making a successful DC
with an iron padlock leads down to Area C5. 15 Dexterity check.
Clavia and Sterna ward the padlock with a sym-
Area C4 – Children’s Bedrooms
bol of fracturing (see the Whitebone Sisters’ entry in the
Runewild Bestiary). A PC who makes a successful DC 12
• Six child-size skeletons play here
Intelligence (Investigation) check to inspect the padlock
• Treasure hidden behind a magic mirror
notices the symbol. Trying to open the padlock without A short hallway leads to a trio of children’s bedrooms. Six
the key triggers the symbol. If the symbol is triggered, the skeletal children animated by Clavia and Sterna’s foul mag-
creature that touched it takes 22 (5d8) bludgeoning dam- ic share the rooms.

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Richard Broadhurst (Order #23491769)
The Whitebone Sisters have commanded the skeletons tavern is large enough to accommodate anyone willing to
to behave like normal children. The skeletons play hide- duck beneath its oaken ceiling beams. Travelers looking to
and-seek, squabble over toys, read picture books, and so rest overnight in Kidwelly can rent one of the several ram-
on. They don’t attack the PCs unless the hags command shackle cottages behind the establishment (at a cost of 5
them to do so. Treat the children as unarmed skeletons sp per person).
with AC 12 and 6 hp. These changes reduce their CR to 1/8 The Golden Bodach is owned by Finn Weatherbee, fa-
(25 XP). ther of Winn Weatherbee (see 1). Finn is sure to ask visitors
A mirror hangs on the wall of the western bedroom. from Widderspire about his son and gives a free drink to
Its frame is made up of hundreds of tiny humanoid bones anyone who shares a story or two about Winn’s exploits.
(identical to those found inside the chicken eggs in Area If asked about the tavern’s name, Finn happily relates the
C1). As an action, the mirror’s owner can recreate the like- tale of King Wobbly-Odd (see below).
ness of any creature ever reflected in the mirror. The reflec- The wizard Bormgastor (32) is one of the Bodach’s
tion lasts only a few moments before its flesh rots away, most frequent patrons. On any given night, there’s a 1 in
leaving behind the image of a grinning skeleton. 6 chance the dragonborn is here chatting with locals and
A hidey-hole behind the mirror conceals the White- enjoying a pipe of wizard’s weed (Magic of the Runewild,
bones’ treasure: 2,200 cp, 1,300 sp, 30 gp, three potions of page 45).
superior healing, and a belt of hill giant strength.
The Tale of King Wobbly-Odd
Area C5 – Basement There was once a human king named Wobbly-Odd, a mor-
• A ghoul named Marrow tal so fair the elves of the Runewild fashioned for him a
golden crown, a treasure matched in splendor only by
A ladder descends 10 feet into this low-ceilinged cave.
Wobbly-Odd’s own beauty. Though King Wobbly-Odd’s
A heap of bones as tall as a human stands in one corner.
reign was prosperous and just, it wasn’t long before the
Across from it rest two stone mortars beside a stack of bur-
fey of the Runewild—unaccustomed to sharing the elves’
lap sacks filled with ground bone powder.
attention with mortals—grew jealous of the king. And so,
A ghoul named Marrow hides behind the bone pile.
they sent the ugliest of their number, a wicked creature
Marrow ambushes any creature other than the sisters
known as the Bodach, to steal King Wobbly-Odd’s crown.
who enters the basement. The Whitebone Sisters ensure
The fey then wove a terrible curse: so long as the Bodach
Marrow’s loyalty by providing him a near-endless supply
wore Wobbly-Odd’s crown, the Bodach would be beauti-
of bones on which to gnaw. He defends the sisters to the
ful, and King Wobbly-Odd hideous and vile.
death.
It’s said the two of them still wander the Runewild:
If the PCs have yet to encounter the Whitebone Sisters,
the cruel but now beautiful Golden Bodach, and old King
they find them here. The hags also retreat to this location if
Wobbly-Odd, a monster seeking to reclaim his crown and
faced with a serious threat, hoping Marrow turns the tide
former glory. (For more information about Wobbly-Odd
of battle in their favor. If either sister is reduced to fewer
and the Golden Bodach, see location 20.)
than half her maximum hit points, both fall to their knees
and beg for mercy. Kidwelly Fields
The bones of Brother Sevros (see 17) are among those Thriving fields of pipeweed, including several plots of wiz-
in the bone pile. Clavia and Sterna can point out the cursed ard’s weed, surround Kidwelly. While most varieties of pipe-
priest’s skull. Otherwise, sorting his remains from the other weed can be purchased for a mere 1d4 sp per use, wizard’s
skeletons is impossible without the aid of magic. weed is more expensive, costing 10 gp per use. Bormgas-
tor uses well-placed hallucinatory terrain spells to keep the
19. Kidwelly (CR 0) wizard’s weed fields hidden from thieves, a service he pro-
A village of a dozen halfling families, Kidwelly lies on the vides in return for keeping his own supply well-stocked.
outskirts of the Runewild’s southern reach. The inhabitants PCs who search the fields for a plot of wizard’s weed can
of Kidwelly don’t trouble themselves much with anything make a DC 14 Intelligence (Investigation) check. On a suc-
that happens outside their sleepy shire—and look upon cess, the character sees past the hallucinatory terrain.
those who do with equal parts distrust and disbelief. The A powerful magic item called a dreaming stone (Magic
village is famous for the fine pipeweed the halflings grow, of the Runewild, page 39) is buried beneath the pipeweed
as well as its proximity to an area of the Runewild known fields. Even Bormgastor is unaware of the stone, although
as Wobbly-Odd Wood (20). a detect magic spell cast in the fields reveals its presence.
Characters hoping to dig for the stone may find securing
The Golden Bodach the halflings’ permission to tear up their fields a daunting
A cozy tavern and smoking den, the Golden Bodach is Kid- challenge.
welly’s only public business. Though sized for halflings, the

74
Richard Broadhurst (Order #23491769)
Thistlewhip Hill tale with the party, then asks if the PCs have come to un-
A pall of gloom hovers like a raincloud above the home dertake his quest: to find the Golden Bodach, slay the crea-
of Kidwelly’s most prominent (and formerly largest) family. ture, and recover his enchanted crown.
Cort and Cora Thistlewhip are the parents of seven chil- Characters who accept Wobbly-Odd’s quest becomes
dren ranging in ages from 13 to 25, all of whom are cur- the target of a geas spell (no saving throw allowed). Char-
rently missing. acters subject to the geas must do everything in their
The trouble began after Theodin, the eldest Thistle- power to find King Wobbly-Odd’s crown and return it to
whip child, wandered into Wobbly-Odd Wood (20) and him. The geas lasts until the quest is completed or until a
agreed to become one of King Wobbly-Odd’s knights. In remove curse spell or similar magic ends it.
doing so, he unwittingly set in motion a series of events A geased character may abandon the quest but doing
that would doom not only himself, but his six siblings as so only shifts the geas to another creature, usually a family
well. All the Thistlewhip children are now missing, either member or, in the case of a player character, another PC.
dead or lost within the Runewild. The geas also shifts if a creature dies before completing
Cort and Cora reward anyone who locates their chil- the quest. (This is what happened to the Thistlewhip chil-
dren with part-ownership in the family’s pipeweed fields, dren, with each sibling falling under the geas as the previ-
a profitable business that includes a plot of wizard’s weed. ous one died or abandoned the quest.)
The seven Thistlewhip children, as well as their ages and While eager for the party’s help, Wobbly-Odd doesn’t
current whereabouts, follow. For more details about what hide the consequences of agreeing to his quest. He an-
happened to the Thistlewhip children, see 20. swers questions truthfully and admits he knows little of
the Golden Bodach or its current location. Wobbly-Odd
Theodin (Age 25): Killed by prismatic centipedes. His knows nothing about the fates of the Thistlewhip children
body is found at 50. after Theodin first agreed to undertake his quest.
Hamfast (Age 22): Transformed into a pig by the swine If you need stats for King Wobbly-Odd, treat him as a
hag Missus Switch (63). hill giant whose type is fey instead of giant. He has an In-
Hort (Age 19): Held captive by Ianto the Red (89). telligence of 12 (+1) and a Wisdom of 14 (+2). He speaks
Bungo (Age 18): Partying at the Movable Feast (52). Common and Elvish. His alignment is neutral good.
Ansol (Age 16): For sale at the Goblin Market (Magic of
the Runewild, page 50). The Lions
Brandolyn (Age 15): A prisoner of the five-headed ogre The mice skittering about Wobbly-Odd’s feet are fey lions
Iodun (66). who once served the king, before Wobbly-Odd’s curse
Conner (Age 13): Wandering the forest. See the Random transformed them into their current state. King Wob-
Encounters table on page 15. bly-Odd gives a mouse to any PC who accepts his quest.
The mice, Wobbly-Odd explains, will serve the party as
20. Wobbly-Odd Wood (CR 6) guides until the quest is either completed or abandoned.
• King Wobbly-Odd (as a hill giant) asks the PCs to com- Though the mice can’t speak, they are intelligent and
plete a quest follow any commands the PC gives them. Wobbly-Odd ex-
• Fey lions (Runewild Bestiary, page 268) disguised as plains that while the mice don’t know the Bodach’s current
mice serve as guides location, they remember the “old elfpaths” through the for-
est. Upon command, a mouse can lead the PCs along one
The halflings of Kidwelly refer to the area of forest east of of these elfpaths, magically teleporting them to another
their village as Wobbly-Odd Wood. The woods are named location in the Runewild (see the Elfpath Destinations ta-
after a Runish lord, King Wobbly-Odd, who fell under a fey ble). Unbeknownst to King Wobbly-Odd or his mice, many
curse centuries ago. (For more information on this curse, of the elfpaths lead to the missing Thistlewhip children.
see The Tale of King Wobbly-Odd at 19).
Elfpath Destinations
King Wobbly-Odd Legends say the Aosidhe elves created these magical
In the heart of Wobbly-Odd Wood is a clearing where King shortcuts through the Runewild millennia ago. King Wob-
Wobbly-Odd “holds court” from atop a throne of broken bly-Odd’s mice still remember the elfpaths, although they
rubble. As tall as a house, with beady, black eyes and limbs frequently lose their way while traveling them. Whenever
like tree trunks, King Wobbly-Odd is a monstrous-looking a mouse travels an elfpath, roll randomly to determine its
brute. Hidden beneath Wobbly-Odd’s fearsome appear- destination. A mouse returned to its fey lion form can lead
ance, however, is a gentle soul. He smiles fondly at the the PCs to any of the following locations without error.
dozen or so field mice skittering about his massive feet.
Wobbly-Odd is friendly to anyone who shows him the
respect that (in his mind) a king deserves. He shares his

75
Richard Broadhurst (Order #23491769)
Roll Destination
1 On the doorstep of the Whitebone Sisters (18)
2 Outside the den of Rufus Ambercomb (27)
3 Along the southern shore of Feather Lake (46)
4 Within sight of the Stone Fish Fountain (60)
5 A stone’s throw from Missus Switch’s schoolhouse (63)
6 On a game trail north of Iodun's Mound (66)
7 Waist-deep in the middle of the Cronemarsh (83)
8 On the banks of the river beneath Wersig’s Bridge (121)
9 In Old Mother Toombs’s graveyard (114)
10 Atop a hill overlooking the Giant’s Vault (120)
11 At the foot of the Tree of Dead Men (137)
12 Roll again. When the party arrives, they find 1d20 days have
passed.

Completing the Wobbly-Odd’s Quest


Finding and killing the Golden Bodach (Runewild Bes-
tiary, page 273) is a quest that may require several ses-
sions for the players to complete. The Bodach wanders the
Runewild without purpose, so unless the PCs happen to
stumble across the Bodach via a random encounter, they
must find some magical means of locating it. We encour-
age you to let the players come up with their own solu-
tions for finding the Bodach. Some possibilities follow:
• An enchanted stone from Hori’s Pool (5) can lead the
party to the Bodach.
• The PCs can widen their search using the mirror of
eight directions (Magic of the Runewild, page 42).
• The Seeker (95) might show the party the way to the Two gray-skinned figures wearing nothing but tatters have
Bodach. backed a fox against a cliff wall. The figures run horribly
long tongues over their lips as they close in on their prey.
PCs who destroy the Bodach can recover King-Wobbly Meanwhile, a bird with iridescent feathers swoops above
Odd’s crown (Magic of the Runewild, page 41) and return the scene, cawing angrily at the monstrous figures.
it to King Wobbly-Odd. Doing so ends the geas affecting
the PCs and returns Wobbly-Odd to his original form: a ra- Sir Edmund
diantly handsome man with a kind smile and noble bear- The bird is Sir Edmund, a human knight from Aruanda
ing. For their service, Wobbly-Odd rewards the party with a polymorphed into a starling. Years ago, Sir Edmund sought
figurine of wondrous power. The figurine functions as a fig- to win the heart of a maiden whose father had locked her
urine of wondrous power (golden lion), but instead of sum- at the top of a tall tower. A witch agreed to transform Sir
moning a normal lion, it summons one of Wobbly-Odd’s Edmund into a bird so he could visit the girl, but Edmund
fey lions (now also returned to their original forms). Unless became trapped in his new form when his fellow knights
you have other purposes for him, King Wobbly-Odd then killed the witch in his absence. Since then, Edmund has
bids the party farewell and disappears into the forest. wandered the Runewild seeking a way to end his curse.
Currently, a different quest holds Sir Edmund’s atten-
21. The Starling Knight (CR 2) tion. Several weeks ago, Edmund was roving the foothills
• Two ghouls fight a magic fox (Runewild Bestiary, of Lord Raven’s Roost (148) when a flock of ravens de-
manded he join Lord Raven’s army. When he refused, the
page 276) and a starling (as a raven)
• The starling is Sir Edmund, a polymorphed knight ravens attacked, and Edmund barely escaped with his life.
• Sir Edmund wears magical plate mail (as a robe of scin- Soon thereafter, Edmund learned about the War of Birds
and Beasts (135). Though a bird himself (in body, at least),
tillating colors)
Sir Edmund swore allegiance to the beasts who opposed
High-pitched barks, panicked bird calls, and low, inhuman the evil Lord Raven. He then flew south to seek help in the
growls are heard from the forest ahead. If the PCs inves- war from the magic foxes of Foxhall (22).
tigate, they discover several creatures about to do battle.
76
Richard Broadhurst (Order #23491769)
Veda’s Escape 22. Foxhall (CR 5)
Sir Edmund has no idea where Foxhall is, but he recent-
ly convinced Veda, a magic fox, to lead him there. As the
• An enchanted door bars entry
pair made their way to Foxhall, two ghouls from Ghazrek’s
• Sava rules an enclave of magic foxes (Runewild Bes-
tiary, page 276)
Rock (8) ambushed them. Having no real loyalty to Sir Ed-
mund, Veda uses the opportunity of the PCs’ arrival to cast
• Sava’s attendants include an animated throne
(Runewild Bestiary, page 263)
misty step and escape into the forest. Angered by the loss
of what they thought would be an easy meal, the ghouls An iron-banded door is set into the trunk of a sprawling
turn on the party. elm tree. A gold knocker in the shape of two foxes with tails
Sir Edmund hates to lose his guide but stays behind to entwined decorates the door. Above the foxes a wooden
help the party battle the ghouls. During the fight, Edmund plaque reads “Foxhall” in Sylvan.
dislodges rocks from the cliff face so that they tumble onto
the ghouls (+4 to hit, 1d10 bludgeoning damage). When- Entering Foxhall
ever one of Sir Edmund’s attacks misses a ghoul by 5 or As the plaque indicates, the door is an entrance to Foxhall,
more, reroll the attack against one of the PCs instead. an enclave of magic foxes. The door has no keyhole or any
visible way of opening it. A detect magic spell or similar ef-
Dealing with Sir Edmund fect reveals an aura of conjuration magic emanating from
Once the ghouls are dispatched, Sir Edmund checks that the door. PCs who make a successful DC 14 Intelligence
none of the PCs are seriously injured. (Edmund speaks (Arcana) check suspect the door is a portal to an extradi-
Common, even as a bird.) He then flies off after Veda, all mensional space, but the method for activating the portal
the while urging the PCs to help him catch the fox. Even is unclear.
with Edmund’s ability to fly, the party has little chance of The door swings open when a shapechanger (includ-
keeping pace with Veda, who uses the pass without trace ing a druid with the Wild Shape class feature) raps on the
spell to conceal her way through the forest. Unless the PCs door using the fox-tail knocker. A knock spell also opens
have magical means of tracking Veda, she disappears. The the door. The door remains open for one minute, during
party may encounter Veda again if they later visit Foxhall. which time any creatures (including non-shapechangers)
Despite his avian form, Sir Edmund maintains the can pass through it. Anyone can open the door from the
heart of a noble Aruandan knight. He is bold, brave, and a inside.
bit vain: when not regaling the party with tales of his he- If a creature without the ability to shapechange moves
roics, he struts about grooming his beautiful, shimmering to touch the door-knocker, the foxes animate, unwrapping
feathers. Edmund shares the story of how he came to be a their tails and scuttling across the door like frightened
bird and, if the party seems good-hearted, asks the PCs to geckos. The foxes snip at anyone who tries to catch them
join him on his quest to stop Lord Raven. Sir Edmund can (+6 to hit, 1d4 piercing damage). The foxes reunite if left
share the following information with the party: unmolested for one minute.
• Lord Raven, a fey lord in league with the ogre hag
The door can’t be forced open and is immune to all
damage. Attempts to break into Foxhall quickly draw the
Griselda (86), gathers an army of birds in his mountain-top
attention of the enclave’s leader, Sava (see below).
aerie to the north (148).
• Edmund has flown south to find Foxhall, an enclave of Exploring Foxhall
magic foxes. He hopes to convince the foxes to join the Beyond the door is what appears to be the entry hall of a
fight against Lord Raven. noble’s country manor. The hall’s paneled walls are painted
• Now that he’s lost his guide, Edmund plans to seek out with scenes of foxes and other woodland creatures frolick-
the Ruasidhe elves, who live in this part of the forest (34). ing about the forest. A grand staircase flanked by floor-
In his bird form, treat Sir Edmund as a raven with Intelli- length candelabras extends deeper into the tree.
gence and Wisdom scores of 10 (+0), a Charisma of 15 (+2), Foxhall is larger than the tree that contains it and, due
and the ability to speak Common. Sir Edmund no longer to its extradimensional nature, can’t be mapped in any
ages, a side effect of the magic that transformed him into meaningful way. The entry hall leads to a maze of parlors,
a bird. A greater restoration spell or similar magic restores drawing rooms, and dining halls, all decorated in dark
Edmund to his human form. Edmund also reverts to his mahogany and brass. If you wish to play out the party’s
human form if he dies. exploration of Foxhall, you can do so by rolling on the En-
Before his transformation, Edmund wore a suit of en- counters in Foxhall table below. Once you’re ready to move
chanted plate mail +1 that also possessed the abilities of a on, Foxhall’s current leader, a vixen named Sava, arrives to
robe of scintillating colors. If the PCs help Edmund become address the party.
human again, he rewards them with the armor for their
kindness.
77
Richard Broadhurst (Order #23491769)
Encounters in Foxhall Roll Occupant
As the PCs explore Foxhall, roll on the following tables to 1 No occupant.
generate encounters. Assume each room has 1d4 - 1 exits 2 Barbosa, a giant owl. Barbosa speaks Common, Elvish,
(in addition to the one the PCs entered) and at least one Sylvan, Draconic, and Primordial. He has an opinion about
occupant. Foxhall’s layout is fluid, so once the PCs leave a everything, but his information is unreliable.
room, there’s no guarantee they can return to it. Foxhall’s 3 Rushka, a magic fox. In human form, Rushka appears as
occupants are curious about the party but act unhelpful if a young man with bright red hair and a roguish smile. He
pressed for information. They flee and report the party to believes Sava is behind Prince Kumo’s disappearance (see
Sava and the Missing Prince), but he remains loyal to her all
Sava if attacked. the same.
Roll Room 4 Rum-tum, a large goldfish (as a quipper), swims lazily in a
spherical bowl. Rum-tum can communicate telepathically
1 A picture gallery showcasing portraits of Foxhall’s past
with creatures he can see. He always acts as if he’s just awo-
leaders in their human forms. Characters able to see through
ken from a nap.
illusions witness the paintings shift from human to fox and
back again. 5 Vulra, a phase spider, hunts rats and other vermin (includ-
ing Small-sized PCs). PCs who make a successful Charisma
2 A modest reading room furnished with comfortable couch-
(Intimidate) check opposed by Vulra’s Wisdom can bully her
es. The bookcases are stocked with volumes of love poetry,
into sharing gossip about Foxhall’s other inhabitants.
as well as a spellbook containing 1d6 +1 spells of levels 1–4.
6 Min, a sentient rabbit, has served as Foxhall’s majordomo for
3 White-clothed tables fill a cozy tea parlor. A hand-bell rests
generations. She insists the PCs aren’t supposed to be here.
on one of the tables. Ringing the bell summons an unseen
The party can try to ignore Min, but if a house full of foxes
servant carrying a tray of tea and cakes.
doesn’t frighten her, she’s certainly not afraid of the PCs.
4 A private bedchamber with a luxurious poster bed. A crea-
7 Fera, a magic fox, is the great-granddaughter of Foxhall’s
ture that lies down on the bed must make a successful DC 19
founder, a tod named Geron. She believes she should rule
Wisdom saving throw or fall unconscious for 12 hours or until
Foxhall in Prince Kumo’s absence. She demands the PCs
a dispel magic spell ends the effect.
plead her case to Sava.
5 In a well-lit solarium, a fiddlehead (Runewild Bestiary,
8 Ham, a hedgehog pooka (Runewild Bestiary, page 278).
page 269) lurks among the ferns. The solarium’s windows
Ham rolls into a ball the moment he spots the party, but a
can’t be detected from outside the tree. PCs who escape the
successful DC 14 Charisma (Persuasion) check puts him at
room via a window must re-enter Foxhall through the front
ease. Ham’s Pooka Trick allows him to teleport into a crea-
door.
ture’s pocket without that creature noticing.
6 A smoking room furnished with chairs and a well-stocked li-
9 Mirror, an enchanted mirror. Mirror speaks by adopting a
quor cabinet. A silver tin (worth 25 gp) contains 1d6 + 1 uses
creature’s reflection (and is mute if it reflects nothing). Mirror
of wizard’s weed (Magic of the Runewild, page 45).
is helpful but slowly learns a creature’s secrets as it speaks to
7 When the PCs step onto the floor of this elegant ballroom, them.
their clothes transform into fancy party outfits. Clothes revert
10 Torond, a moon bear (as a brown bear). PCs who com-
to normal when a PC leaves, but some element of the outfit
municate with Torond via a speak with animals spell learn
(a scarf, a pair of gloves, a single shoe) always survives.
he’s come to Foxhall to seek help rescuing his queen, Lady
8 A curtained stage occupies an entire wall of this drawing Ursula, from Lord Raven’s Roost (148).
room. A closet is packed with costumes and props, including
11 A hag of your choice or determined randomly by rolling on
a hat of disguise.
the Which Witch? table (page 22). The hag has promised not
9 A child’s playroom cluttered with toys. The dolls speak and to cause any trouble so long as she’s a guest in Foxhall.
move but soon betray their lack of intelligence. The “queen”
12 Roll again twice. The occupants are (roll 1d6): 1—arguing
of the dolls has ruby eyes (worth 1,000 gp each).
philosophy, 2—talking about the PCs, 3—searching for a lost
10 A parlor with a crackling fireplace. Side tables support object, 4—playing a board game, 5—sharing a meal, 6—
bouquets of flowers arranged in painted vases. The blooms discussing Prince Kumo’s disappearance.
turn to face the PCs as they explore the room, like sunflowers
following the sun. Sava and the Missing Prince
11 Preparations for a grand banquet have begun, then been Eventually, the party’s exploration is interrupted by the ar-
abandoned, in this grand dining hall. If a PC tries to sit rival of Foxhall’s current leader, Sava. In human form, Sava
down, a dozen chairs (as animated thrones, Runewild Bes-
tiary, page 263) attack.
appears as a willowy woman in her late-20s. Her straight
red hair stretches below her waist. As a kit, an ogre’s club
12 Roll again, but the chamber has a unique feature. Roll 1d6:
1—strange gravity, 2—shadows animate and attack (one mangled Sava’s legs, confining her to her animated throne.
shadow per PC), 3—draped in spider webs, 4—animated A half-dozen magic foxes (in fox form) accompany Sava
murals, 5—secret door (DC 12 to spot), 6—pit trap (20 ft. wherever she goes.
deep, DC 12 Dexterity saving throw to avoid). Until a few weeks ago, Sava was known as Princess
Sava. But just as her term as Foxhall’s ruler was about to
end, Sava’s successor, Prince Kumo, went missing. Sava is
now in the odd position of having to govern Foxhall with-

78
Richard Broadhurst (Order #23491769)
out the authority to do so. To make matters worse, some of A towering cliff face blocks the party’s progress. Near
Foxhall’s inhabitants believe Sava herself is responsible for the top of the cliff, imposing statues of fey lions flank an
Prince Kumo’s disappearance. Sava seeks to end to these arched passageway leading into the stone. Rubble crowds
nasty rumors by returning Prince Kumo to Foxhall. the base of the cliff, the remnants of a ramp that once ex-
Though physically weak, Sava’s manner is formidable. tended to the passage. Vines and exposed tree roots make
She sees providence in the PCs’ arrival and proclaims that convenient handholds for those wishing to climb the prec-
Foxhall will owe the characters a great debt once they ipice.
locate and rescue Prince Kumo. If the PCs require a more The cliff face is 50 feet high, with the mouth of the pas-
tangible reward, Sava offers a selection of three potions sage 40 feet above the ground. Characters without magic
(a potion of frost giant strength, a potion of heroism, and a or proper gear can climb the cliff by making a successful
potion of invulnerability). The PCs may take one of the po- DC 10 Strength (Athletics) check. PCs who fail the check
tions now; Sava promises to give them the other two once make no progress and can’t move again until the start of
Kumo is safely returned. their next turn. PCs who fail the check by 5 or more lose
Foxhall has eyes and ears throughout the forest. their grip and fall, taking damage as appropriate.
Through this network of informants, Sava has learned that The PCs can find a way around the cliff by making a
a witch named Ma Spriggins holds Kumo prisoner inside successful DC 14 Wisdom (Survival) check. On a failure, the
her floating cottage (36). Ma Spriggins is well-known to party bypasses the cliff, but not before wasting 1d4 hours
the inhabitants of Foxhall. Her powers rival those of Grisel- wandering the surrounding forest.
da, but for decades she’s been burdened with caring for
Griselda’s son, a troublesome ogre named Squaller. False Creepers
If the PCs refuse Sava’s quest, she asks that they leave Three false creepers grow among the vines that cover
Foxhall and not return. If necessary, she commands her the cliff face. When a PC reaches the cliff’s midway point,
attendants to escort them from the hall. Should violence two of the creepers animate and attack. A third creeper
occur, an additional magic fox (or another creature from animates the following round. Characters grappled by a
the Encounters in Foxhall table) arrives every 1d4 rounds to false creeper while climbing must make a DC 14 Dexterity
join the fight. saving throw once they escape. On a failure, the character
If the PCs rescue Prince Kumo, he and the other foxes falls.
are in the party’s debt. If you’re using the optional resting The fey lord Cassandrae’s presence in Wexmore Abbey
rules found on page 12 of Running the Runewild, Prince (10) encourages the false creepers to grow here. If Cassan-
Kumo allows the PCs to take long rests at Foxhall for the drae is driven from the abbey or destroyed, the creepers
remainder of the campaign. In addition, he grants wiz- wither and die after a few hours.
ards in the party access to Foxhall’s vast library of arcane
The Shrine
tomes, allowing them to copy new spells (of your choice)
The passage in the cliff is the entrance to an ancient Ao-
into their spellbooks.
sidhe shrine. The shrine is 15 feet wide and extends 60 feet
Once the matter of Prince Kumo is resolved, the foxes
into the cliff. Motifs of stylized fey lions decorate the walls.
can share the following information with the party:
At the far end of the shrine, an idol in the shape of a fey
• In recent days, Foxhall has begun receiving refugees lion crouches atop a low pedestal. The idol is 2 feet tall and
from the War of Birds and Beasts (135), including the moon appears to be made from solid gold.
bear Torond (see #10 on the Encounters in Foxhall table). A detect magic spell cast in the shrine reveals an aura
• Though she has little empathy for the Ruasidhe (34), of illusion magic emanating from the wall carvings. The
Sava knows the ghouls of Ghazrek’s Rock (8) have caused idol radiates enchantment magic. The first character to
trouble for the elves of late. approach within 30 feet of the idol triggers a phantasmal
• A pooka named Hoon (62) knows more about the for- killer trap. A successful dispel magic spell (DC 14) cast on
est than the foxes like to admit, including a way to reach the wall carvings deactivates the trap.
Bormgastor’s Tower (32). If the trap is triggered, each creature in the shrine must
make a successful DC 19 Wisdom saving throw or become
23. Creeping Cliff (CR 5) frightened for 1 minute, believing the fey lion carvings
• Three false creepers (Runewild Bestiary, page 268)
leap from the walls to attack them. Affected creatures must
repeat the saving throw at the start of each of their turns.
disguised as vines
• A phantasmal killer (DC 19) protects a magical idol
On a failure, the creature takes 22 (4d10) psychic damage.
• An incorporeal fey lion (Runewild Bestiary, page
On a successful save, the effect ends. Creatures who resist
or recover from the frightened effect are immune to the
269) haunts thieves
trap’s effects for 24 hours. The trap resets 1 hour after it is
triggered.

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Richard Broadhurst (Order #23491769)
The Lion Idol bloodthirsty impulses take over. He doesn’t return to his
In ages past, the Aosidhe visited this shrine to honor their human form until either he or his attackers are dead.
favored animal, the fey lion. Characters who show the lion Murgrin files down his antlers and wears a deep cloak
idol proper respect (bowing before it, for example) can to hide the stubs. Though he tries to keep his curse a secret,
make a DC 14 Charisma (Persuasion) check or Intelligence PCs who make a successful Charisma (Persuasion) check
(Religion) check. Speaking to the lion in Elvish or Sylvan opposed by Murgrin’s Wisdom convince the hermit to tell
grants advantage on this check. On a success, the idol his tale. Murgrin hasn’t returned to the Runewild since his
grants the character a magical blessing. While the bless- encounter with Iodun, but he remembers the forest well.
ing lasts, the character can reroll one failed ability check, He can give the party directions to Iodun’s Mound, as well
attack roll, or saving throw and use the second result. The as any of the following information:
blessing lasts until it is expended. A creature can benefit
from only one such blessing at a time.
• A footpath off the North Road between Widderspire
and Burly Point leads into the Runewild. Follow the path
Removing the idol from the shrine suppresses its mag-
and you’ll find Elenwen, a witch who helps those who
ical properties until it is returned. Even without its magic,
bring her gifts. (Elenwen isn’t actually a witch, but see 41.)
the idol is a rare treasure worth 2,500 gp. Unbeknownst to
the PCs, the bones of a real fey lion are encased inside the
• Widderspire Keep (38) isn’t haunted, despite what the
PCs may have heard. A group of bandits are hiding out
idol. If the party removes idol from the shrine, the lion’s
among the ruins.
ghost haunts the characters the following night. The lion
returns every night thereafter until it is destroyed or until
• If confronted about the monster terrorizing Copper-
tank Mine (64), Murgrin insists he’s not to blame. (In fact,
the party returns the idol to the shrine.
the monster is Dade Ironstar, another of Iodun’s victims.)
24. Murgrin Two-Face (CR 4) 25. Ember Hills (CR 5)
• A werestag hermit (Runewild Bestiary, page 282)
• Ghostly fires presage pyre wraiths (Runewild Besti-
and eight mastiffs
ary, page 279)
Travelers who reach the northern end of Waithrik’s Wall • Patient PCs may gather witch embers (Magic of the
sometimes spot a curl of smoke rising over the Stirgewall Runewild, page 45)
Hills. The smoke is from the hearth of Murgrin Two-Face,
In the days of the Aruandan Conquest, Lord Widderspire
a hermit cursed with werestag lycanthropy who lives in
burnt witches atop these windswept hills. Travelers along
these forlorn moors.
the North Road rarely linger here, believing the area to be
Murgrin’s Cottage haunted. An unmarked footpath diverges from the main
Murgrin’s cottage is an hour’s trek north of Waithrik’s Wall. road and leads east into the Runewild.
It’s a lowly structure with walls of stacked stones and a The first time a nighttime random encounter is trig-
decaying thatched roof. A pen containing eight snarling gered in this area, the PCs spot a bonfire burning in the
mastiffs adjoins the cottage. distance instead. If the PCs approach the fire, or if a second
Murgrin spends most of his time inside his cottage, random encounter is triggered the same night, 1d4 pyre
but there’s a 1 in 6 chance he’s out foraging when the PCs wraiths attack the party.
arrive. He returns in 1d4 hours. Murgrin has little in terms If the PCs wait until the next morning to investigate
of material wealth: if the PCs search his cottage, they find the flames, they find no evidence of the bonfire save a
a set of leatherworker’s tools (5 gp), a set of woodcarver’s handful (1d4) of smoldering witch embers.
tools (1 gp), and four traps (worth 5 gp each). While in hu-
man form, Murgrin wields a woodman’s axe (as a battle- 26. Grimlock Ambush (CR 2)
axe, +4 to hit, 1d10 + 2 slashing damage). • Hidden hatch (DC 18) leads to Deepdoom Hall (129)
Murgrin Two-Face
• Eight grimlocks ambush the party
Murgrin Two-Face was a simple woodsman before the The first time the party camps in this hex, ask each PC to
ogre Iodun (66) took him prisoner and infected him with make a DC 18 Wisdom (Perception) check. Characters who
werestag lycanthropy. Murgrin eventually escaped his succeed notice a hatch cunningly concealed to appear as
captor, but ever since he’s lived as a hermit, too afraid of part of the forest floor. The hatch is a secret entrance to
spreading his curse to rejoin society. Deepdoom Hall (129).
Murgrin turns away visitors and sets his dogs on those The hatch is unlocked. Eight grimlocks, servants of the
who refuse to leave. If attacked, Murgrin must make a suc- green hag Malicraft (53), wait on the other side. The grim-
cessful DC 12 Wisdom saving throw to resist transforming locks stumbled upon this entrance to Deepdoom Hall a
into his stag-humanoid form. Once transformed, Murgrin’s few days ago. They currently await Malicraft’s orders as she
decides how best to explore the underground passages.
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Richard Broadhurst (Order #23491769)
If the PCs open the hatch, they catch the grimlocks by The interior of Rufus’s den smells of musky earth. An-
surprise. Otherwise, the grimlocks wait until nightfall, then cient carvings depict moon bears dancing with elves be-
slip from the tunnel to raid the party’s camp. PCs on watch neath a starlit sky. (These carvings may provide insight into
can make Wisdom (Perception) checks opposed by the encounter location 54.) A successful DC 12 Intelligence (In-
grimlocks’ Dexterity (Stealth) to avoid being ambushed by vestigation) or Wisdom (Perception) check uncovers three
the grimlocks. clay pots filled with magic honey (six uses each) stashed
If two or more of their number are killed, the grimlocks beneath a pile of leaves at the back of the den.
grab the weakest-looking PC and retreat down the hatch.
Unless the PCs stop them, the grimlocks and kidnapped 28. Whisperwink’s Prison (CR 1)
PC quickly become lost in the twisting passageways. See
encounter location 129 for more information about the
• Whisperwink, a sprite
dangers of navigating Deepdoom Hall. A hundred paces south of the east-west trail, the party dis-
The grimlocks speak only Undercommon. They know covers the statue of a kneeling ogre. At first, the ogre ap-
little about Malicraft, other than the way to summon her pears to be praying, but closer inspection reveals the ogre’s
(by speaking her name three times into a fire lit beneath hands are cupped as if he holds something between them.
a full moon). If the PCs stay at this location to meet with The ogre glances over his shoulder, his face captured in a
Malicraft, the hag enlists the party to explore Deepdoom moment of surprise.
Hall for her, either as penance for slaughtering the grim- PCs who make a successful DC 12 Wisdom (Perception)
locks or as a favor she promises to repay in the future. check hear from the direction of the statue a high-pitched
whisper pleading for help. Characters who investigate
27. Rufus Ambercomb (CR 2) further discover a tiny girl with dragonfly wings trapped
• A dwarven druid and his moon bear (as a brown bear) between the ogre’s hands. The girl, a sprite named Whis-
perwink, explains the ogre caught her several weeks ago,
companion
• Hidden pots of magic honey (Magic of the Runewild, but something turned the brute to stone before she could
escape. Whisperwink begs the party to free her.
page 41): DC 12
Rescuing Whisperwink from her prison is relative-
The tumbledown slabs of an ancient Aosidhe temple serve ly straightforward, although PCs who simply smash the
as the den of a dwarven druid named Rufus Ambercomb. ogre’s hands risk harming Whisperwink in the process.
A half-wild thing, Rufus wears nothing but the moss and Carefully chipping away the ogre’s fingers does the trick.
vines that grow untended in his waist-length beard. His Returning the ogre to its original state (with a greater res-
companion, a moon bear named Belle, prides herself as toration spell or similar magic) also frees Whisperwink.
being more civilized than Rufus, but she’s savage in her If restored to flesh, the ogre (named Yalthruk) is grateful
defense of the dwarf, if needed. enough not to attack the PCs on sight. If asked what pet-
Rufus is the keeper of the Magic Honey Tree (13). PCs rified him, Yalthruk describes a “big lizard with too many
who try to convince Rufus they pose no threat to the bees legs” (the basilisk from location 14) before he wanders off.
can make a Charisma (Deception or Persuasion) check op- Whisperwink is shy but good-natured. She has a fond-
posed by Rufus’s Wisdom. Druids and dwarves have ad- ness for humanoids, particularly small ones like halflings
vantage on the check. On a success, Rufus becomes help- or gnomes. Even when yelling at the top of her lungs,
ful and shares the following information: Whisperwink’s voice hardly rises above a whisper. Her ar-
• A tribe of goblins used to raid the Magic Honey Tree, rows, like those of all sprites in the Runewild, are invisible
but Rufus hasn’t seen the goblins in months. (For more in- and curse targets until removed. Replace Whisperwink’s
formation on the goblins, see 12.) normal shortbow attack with the following:
• If the PCs seek the thrushkin village of Shadownest
Invisible Arrow. Ranged Weapon Attack: +6 to hit, range
(15), Rufus can lead them to the borders of the bird-folk’s
40/160 ft., one target. Hit: 1 piercing damage, and the tar-
territory. However, he warns the PCs the thrushkin aren’t
get is cursed. While cursed, the target is magically silenced
particularly friendly.
• Rufus is on good terms with the wizard Bormgastor
(as if by a silence spell). The curse lasts until a creature uses
an action to make a successful DC 10 Intelligence (Investi-
(32) and may ask the PCs to deliver a pot of magic honey
gation) or Wisdom (Perception) check to find and remove
to the wizard.
the arrow. A remove curse spell cast on the target also ends
If Rufus suspects the PCs intend to harm the Magic Honey the curse.
Tree, he gives them one chance to leave the area. If they
refuse, or if Rufus catches them in the Runewild again, he PCs who befriend Whisperwink find her to be a useful
and Belle attack the PCs to drive them off. source of information. Whisperwink can share the follow-
ing:

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Richard Broadhurst (Order #23491769)
• To thank them for freeing her, Whisperwink directs the • If you throw a coin into the well, the faces grant you a
party to the coins buried at Wall’s End (3). wish. (This is false.)
• Whisperwink’s clan lives in a glade to the east (16). She • If you drown a cat in the well, you can’t be killed for the
agrees to accompany the party there, should they wish. next nine days. (Also false.)
• Whisperwink doesn’t know what magic petrified the • If you whisper a witch’s name into the well, the witch
ogre, but she guesses it has something to do with the gob- must answer one question you ask. (Only partially true.)
lins who serve the Broken King (109).
The Gunkpuddle Girls
29. The Path of Petals (CR 1) The Gunkpuddle Girls, a coven of sea hags, were drowned
in this well before their transformation into hags (see the
• Magical flowers tempt PCs (DC 10) off the trail to 124 Gunkpuddles’ entry on page 290 of the Runewild Bes-
Vibrant purple wildflowers grow beside the trail in such tiary). The Gunkpuddles hear any words the faces whis-
profusion that the party can’t help but pause to admire per. If the faces are made to say one of the Gunkpuddles’
them. Each PC must make a DC 10 Wisdom saving throw names (Foul Anne, Dripping Jenny, or Fishbone Sue), that
or become charmed for 1 minute. While charmed, PCs are hag climbs from the water at the bottom of the well a few
compelled to abandon the trail and stroll among the flow- moments later.
ers. As if to avoid being trampled, the flowers magically Despite the folk lore surrounding the Whispering Well,
part as the PCs approach, revealing a path leading deeper the Gunkpuddle Girls aren’t bound to answer any ques-
into the forest. tions if summoned in this way. They’re fond of the old well,
Unless physically restrained, charmed characters be- however, and usually arrive in generous moods. If the PCs
gin following this new path. Moments later, they emerge use the well to ambush one of the Gunkpuddles, the re-
in a stand of trees far north from where they started, a half- maining sisters refuse to appear when called.
mile east of the watchtower described in location 124. The
path disappears once the PCs arrive and can’t be used to Entering the Well
return to this location. Creatures who use the carved faces as handholds don’t
Characters who successfully save become immune to need to make a check to climb the well’s interior, provided
the flowers’ charm effect. A character doesn’t need to be the climb is made in silence. If the faces animate, the crea-
charmed to see the path revealed by the flowers. All char- ture must make a DC 12 Strength (Athletics) check. On a
acters can travel the path willingly, if they choose. failure, the creature loses its grip and falls into the water.
Every time the party returns to this location, there’s a 1 The Gunkpuddles’ association with the well has per-
in 6 chance the path of petals has disappeared. manently fouled its water. Creatures who start their turn in
the water must make a DC 12 Constitution saving throw.
On a failure, the creature takes 11 (2d10) poison damage
30. The Whispering Well (CR 2) and is poisoned for one hour. On a success, the creature
• A magic well is a portal to 57 takes half damage and isn’t poisoned.
• The Gunkpuddle Girls, a coven of sea hags, hear ev- Creatures who submerge themselves entirely beneath
erything inside the well the water are teleported to Area F5 of The Palace of Water,
• Foul water: DC 12 Wind, and Stone (57).
A mile north of the trail sits a crumbling well half-hidden in
the underbrush. The well’s pulley system has rotted away, 31. Ten-Ton Satyr (CR 2)
but its low stone brim remains intact. Those who peer into • Scrape, a ghast
the well discover relief carvings of hundreds of faces dec- • Carvings function as a spellbook
orating its interior. The faces are human, but each likeness
is unique. The carvings continue all the way down to the The bones of a gigantic satyr fill this clearing, as if the crea-
waterline, 20 feet below the lip of the well. ture laid down for a nap and never woke up. Though the
satyr’s flesh has rotted away, a nauseating stench greets
Investigating the Well the PCs as they approach.
If inspected with a detect magic spell or similar effect, the
well radiates auras of conjuration and divination magic. The Giant Satyr
Any words spoken into the well cause the faces to animate The bones are the remains of Ponderwattle, the largest sa-
and repeat the words in a chorus of whispers. Characters tyr ever to walk the Runewild. Ponderwattle once served
who make a successful DC 12 Intelligence (History) check a hag named Molly Bitters, but the Whitebone Sisters (18)
knows the well’s name (the Whispering Well) and have killed the satyr and his mistress decades ago. The White-
heard the following folk tales about it: bone Sisters still visit Ponderwattle’s bones to perform

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Richard Broadhurst (Order #23491769)
magic inside his skull. A ghast named Scrape (the source 32. Bormgastor’s Tower (CR 7)
of the foul smell) guards the hags’ sanctum.
While he lived, Ponderwattle stood over 50 feet tall. • An illusion obscures the tower’s location
There’s no sign of how Ponderwattle died, but if the PCs • Four fiddleheads (Runewild Bestiary, page 269)
interrogate his bones using speak with dead, the satyr ex- serve as watchdogs
plains the Whitebone Sisters tricked him into disturbing • Bormgastor, a dragonborn mage
the sprite nursery at 16 and slit his throat when he suc- The hills north of Kidwelly (19) slowly give way to an ex-
cumbed to the sprites’ enchanted arrows. Ponderwattle panse of rolling fields. Where those fields meet the forest,
still bears a grudge against the hags. He tells the PCs every- a slender tower rises above the treetops. Once known as
thing he knows about the Whitebone Sisters, in the hopes the White Tower, nowadays almost everyone refers to the
the PCs decide to confront them. Assume Ponderwattle’s spire by the name of its current occupant, the dragonborn
spirit knows all the information detailed in the Whitebone wizard Bormgastor.
Sisters’ entry in the Runewild Bestiary (page 302).
History of the White Tower
Scrape The Council Arcane built the White Tower at the end of
If the PCs visit this location at night, Scrape is absent, hav- the Witch Wars to safeguard an Aosidhe relic called the
ing gone hunting in the nearby woods. Every hour the PCs Whitespire (Magic of the Runewild, page 42). In the years
spend investigating Ponderwattle’s bones, there’s a 1 in 6 that followed, the tower became a repository for the Coun-
chance Scrape returns. Allow the PCs Wisdom (Perception) cil’s magical research. When the Throne War forced them
checks opposed by Scrape’s Dexterity to spot the ghast to return to Aruanda, the Council’s leaders entrusted the
when he arrives. If he goes unnoticed, the ghast observes White Tower to three of their most promising apprentic-
the PCs for several minutes, then leaves to report their es: the wizards Rikus, Montagne, and Bormgastor. Short-
presence to the sisters. ly thereafter, Rikus and Montagne abandoned the White
During the day, Scrape hides inside Ponderwattle’s Tower to pursue other endeavors (they can be found at
skull, muttering to himself and smashing worms between 102 and 139, respectively), leaving Bormgastor as the
stones. PCs can sneak up on the ghast by making Dexterity tower’s sole inhabitant.
(Stealth) checks opposed by Scrape’s Wisdom. On a failure, Today, Borgmgastor’s Tower serves as the most visible
Scrape senses the party’s approach and attempts to out- reminder of the Council’s presence in the Runewild. Trav-
maneuver them. He ambushes PCs he manages to catch elers can’t help but spot the tower from the trail between
alone. Widderspire and Kidwelly, and stories abound of the trea-
Scrape won’t betray the Whitebone Sisters unless co- sures the Council left behind when they retreated from the
erced by intimidation or magic. He knows the way to the Runewild. Those foolish enough to risk agitating Bormgas-
sisters’ cottage (18) and the halfling village of Kidwelly (19) tor, however, find that reaching his tower is more difficult
but little else about the forest. than it appears.

Inside the Skull Approaching the Tower


Ponderwattle’s skull is large enough to accommodate up Bormgastor’s Tower is visible from miles away, but a pow-
to two Medium-size or smaller creatures. The Whitebone erful illusion obscures its true location. The closer one gets
Sisters have scratched magical symbols across the inside to the tower, the more it pulls away, such that the tower
of the skull. PCs who make a successful DC 12 Intelligence always seems to be “just over the next hill.”
(Arcana) check recognize the symbols as formulae for the Only magic such as a true seeing spell can pierce the
spells animate dead and speak with dead. A wizard charac- illusion long enough for a creature to reach Bormgastor’s
ter who successfully studies the carvings can inscribe the Tower. The illusion that hides the tower’s location also foils
spells into their spellbook. most teleportation magic; when casting the teleport spell,
The space inside Ponderwattle’s skull is cluttered the tower is always treated as a “false destination.” Only
with the trappings of the Whitebone Sisters’ magic: can- those who teleport to the tower via the Whitespire (see be-
dle stubs, mortars and pestles, baskets filled with chicken low) can do so without risk of failure. Currently, only Rikus,
eggs. Cracking open the eggs reveals the bones of tiny, Montagne, Bormgastor, and Hoon the pooka (62) know
unidentifiable humanoids. The chickens the Whitebone the Whitespire’s sigil sequence.
Sisters raise at their cottage lay the eggs. The bones are Bormgastor dislikes visitors and so has no reason to
identical to those which decorate the sisters’ enchanted dispel the illusion that hides the tower. Typically, Bormgas-
mirror (see location 18 for more information). tor reaches the tower by using his staff of clarity and confu-
sion (Magic of the Runewild, page 43) to cast true seeing
on himself. He can also teleport to the tower by creating a

83
Richard Broadhurst (Order #23491769)
teleportation circle keyed to the Whitespire’s sigil sequence. successful Charisma (Persuasion) check opposed by Borm-
PCs who wish to visit the tower must find their own source gastor’s Wisdom, the PCs may be able to convince the
of truesight, learn the Whitespire’s sigil sequence, or con- wizard to cast teleportation circle and escort them to the
vince Bormgastor to escort them personally to the tower. Whitespire directly, but only if their need is great.

Inside the Tower The Clockwork Dragon


PCs who reach the tower make a startling discovery: the The wizard Montagne built the dragon that entwines the
structure is almost entirely in ruins. Only a skeleton of the Whitespire while he was an apprentice at the tower, but
upper floors remains, leaving the tower’s ground level— he abandoned the work decades ago. PCs who study the
an open courtyard 50 feet in diameter—exposed to the el- dragon can make a DC 19 Intelligence (Arcana) check.
ements. Creepers drape the courtyard’s walls, and stands Characters proficient with tinker’s tools may add their pro-
of ferns grow from cracks in what was once an unbroken ficiency bonus to the check. On a success, the PC discerns
expanse of marble tile. that while the dragon’s body is complete, powerful magic
Even when the tower was intact, much of its interior (such a dreaming stone, described on page 39 of Magic of
was hollow, allowing the Whitespire to pierce its center like the Runewild) would be required to animate it. A detect
a needle. The Whitespire, an obelisk of white stone sever- magic spell shows no sign of such magic. (Montagne has
al stories high, still stands in the tower’s central courtyard. since constructed a second, much larger, version of the
Coiled around the base of the spire is what at first appears dragon at 139.)
to be a dragon’s skeleton. A closer look reveals the dragon Over 30 feet long from snout to tail, the clockwork
isn’t made of bone, but brass. dragon is the size and shape of a young brass dragon.
It’s far too heavy to move, but PCs looking to plunder the
Fiddleheads dragon could disassemble it with 4 shifts (24 hours) worth
A pack of four fiddleheads has taken up residence inside of work. Multiple characters working together reduce
Bormgastor’s Tower. The fiddleheads lurk in the under- this time accordingly. Once disassembled, the construct’s
brush around the Whitespire, ambushing creatures as they component parts are worth a total of 1,000 gp. If somehow
approach. For reasons known only to Bormgastor, the fid- sold intact, the construct is worth 2,500 gp.
dleheads serve the wizard like watchdogs. Assuming he’s If asked, Bormgastor recalls that Montagne had a spe-
present in the tower, Bormgastor arrives to investigate any cial talent for building such constructs. He knows that
commotion caused by combat with the fiddleheads after clockwork dwarves (Runewild Bestiary, page 265) were
1d4 + 1 rounds. among Montagne’s creations, but he has no clue how
Due to their familiarity with the area, the fiddleheads Montagne planned to animate a construct as large as the
have advantage on Wisdom (Perception) and Dexterity dragon. If asked where Montagne is now, Bormgastor be-
(Stealth) checks made inside the tower. Once engaged, lieves he left the Runewild decades ago, although he ad-
the fiddleheads fight to the death or until Bormgastor calls mits Montagne was always more talented in the arcane
them off. arts than himself. If Montagne wished to keep his where-
The fiddleheads are the ones that attacked Drysi abouts a secret, he surely could.
Hughes when she visited Bormgastor’s Tower many years
ago (see 33). If Drysi eats the fiddleheads, she regains the The Upper Levels
memories they stole from her. The stairs leading to the tower’s upper levels crumbled long
ago. PCs wishing to explore the rest of Bormgastor’s Tower
The Whitespire must climb or—as Bormgastor does—fly using magic. The
The rest of the tower may be in ruins, but the Whitespire tower has a total of six upper levels, each spaced 20 feet
stands untouched by time. The Spire is one of the Six Spires above the last. The PCs can access the upper levels via bal-
(Magic of the Runewild, page 42), a collection of Aosidhe conies that ring the tower’s central courtyard.
artifacts scattered across the Runewild. If inspected with The tower’s upper levels once housed sleeping quar-
a detect magic spell or similar effect, the Whitespire radi- ters for the Council Arcane, but little evidence of such
ates powerful auras of abjuration and conjuration magic. habitation remains. Bormgastor maintains a bedroom on
PCs who make a successful DC 12 Intelligence (Arcana) the tower’s highest floor; the rest of the chambers have sat
check while studying the spire realize it functions as a per- unoccupied for years. PCs who explore the tower’s upper
manent teleportation circle. The runes that decorate the levels can make a DC 14 Intelligence (Investigation) check
spire’s base serve as its sigil sequence. every 10 minutes spent searching. On a success, roll a d6.
Bormgastor understands the Whitespire’s magical On a 1–5, they stumble across a mundane book worth 1d4
properties and protects the artifact with his life. He won’t x 10 gp. On a 6, they find a random spellbook from the
allow the PCs to study the spire’s sigil sequence, for fear Bormgastor’s Library table, below.
the information might fall into the wrong hands. With a

84
Richard Broadhurst (Order #23491769)
Bormgastor keeps his own spellbook (containing all Bormgastor is the most knowledgeable—and certainly
the spells he has prepared) in his bedroom. Other than his most helpful—ally the PCs are likely to encounter. A par-
spellbook, a rope hammock, and a small supply of wizard’s ty seeking Bormgastor’s help is best served by waiting for
weed (7 uses) kept in a gem-trimmed snuff box (worth 750 him at the Golden Bodach in Kidwelly (19). On any given
gp), his bedroom is empty. night, there’s a 1 in 6 chance the wizard is at the tavern en-
joying a pipe of wizard’s weed. While at the Bodach, assume
Bormgastor the Brass Bormgastor will answer 1d6 + 1 questions about the
Bormgastor spends most of his time at the tower Runewild before he grows bored and retires to
strolling along its upper balconies, pondering his tower.
arcane mysteries. Like his brass dragon an- Bormgastor knows the dangers of
cestors, Bormgastor is gregarious and the Runewild well and endeavors to
good-hearted, though he loses his pa- stay clear of the affairs of the fey.
tience quickly with those who abuse He considers most matters be-
his kindness. He dislikes visitors, neath his notice, but if the par-
but he’s more likely to interrogate ty convinces him their need is
those who find their way to the great, Bormgastor may allow
tower than attack them out- them to study his spellbooks
right. His one vice is wizard’s (see the Bormgastor’s Library
weed: while under its effects, table) or grant them a night’s
Bormgastor becomes even rest in the safety of the tower.
more talkative than usual. In You may use Bormgastor
this state, he’s likely to answer to reveal any secrets about the
any questions the PCs pose. Runewild you wish. In particular,
Treat Bormgastor as a Bormgastor can share the follow-
mage with the following ing information:
changes, which increase his CR
to 7 (2,900 XP): • Though he hasn’t spoken
to Rikus in years, Bormgastor be-
• Instead of a dagger, Bormgas- lieves his former colleague pursues
tor wields the staff of clarity and confusion dark and dangerous magic, despite his
(Magic of the Runewild, page 43). He usually position as Lord Caerfell’s Councilor Arcane.
sets the staff to its clarity aspect, granting him a +2 (Whether this is true has been left you to decide; see
bonus to AC and saving throws. 102.)
• Bormgastor’s draconic heritage is that of a brass drag- • Bormgastor claims the White Tower’s archives paled
on. He has resistance to fire damage and the Breath Weap- in comparison to those of another of Council stronghold,
on action described below. the Sunken Tower (142). However, he warns the party that
• He has the Spellcasting feature described below. a Drosidhe mage named Sibra now controls the Sunken
Breath Weapon (1/Short Rest). Bormgastor exhales fire in Tower.
a line 5 feet wide and 30 feet long. A creature in the area • The Six Spires are more than teleportation circles. Re-
takes 10 (3d6) fire damage, or half damage with a success- pairing the Brokenspire (65) unlocks the Spires’ true power
ful DC 11 Constitution saving throw.
Bormgastor’s Library
Spellcasting. Bormgastor is a 9th-level spellcaster. His The White Tower’s libraries once contained thousands of
spellcasting ability is Intelligence (spell save DC 14; +6 to volumes, but the Council Arcane took most of the books
hit with spell attacks). He has the following wizard spells with them when they returned to Aruanda. A scant hun-
prepared: dred tomes remain in the tower today. Most of these books
are theoretical or historical treatises of little interest to ad-
Cantrips (at will): fire bolt, mage hand, minor illusion, pres-
venturers (worth 1d4 x 10 gp each), but the rest contain
tidigitation
spells Bormgastor may allow wizard PCs to transcribe into
1st level (4 slots): detect magic, feather fall, magic missile,
their spellbooks. These spellbooks are scattered through-
shield
out the tower’s upper levels. Bormgastor knows the loca-
2nd level (3 slots): misty step, scorching ray
tion of all the books and soon notices if any go missing.
3rd level (3 slots): counterspell, fireball, fly
If sold, the spellbooks are worth 1,000 gp x the result
4th level (3 slots): banishment, resilient sphere
of their d12 roll. (For example, 9,000 gp for #9 – The Mu-
5th level (1 slot): teleportation circle
table Form.)

85
Richard Broadhurst (Order #23491769)
Roll Title
1 Principia Arcana. A touchstone for anyone pursuing the
arcane arts. Contains the spells detect magic, find familiar,
identify, mage armor, magic missile, shield, sleep, and unseen
servant.
2 The Apocrypha of St. Jadith. A collection of the writings of St.
Jadith, a heretic denounced by the Church of St. Adso for her
unconventional beliefs regarding divination magic. Con-
tains the spells comprehend languages, detect magic, detect
thoughts, locate object, and tongues.
3 Letters from the Brass City. A series of missives from an efreeti
prince to its agents on the Material Plane. Contains the spells
continual flame, flaming sphere, gust of wind, scorching ray,
fireball, and protection from energy.
4 The Karthian Sphere. A perfect stone sphere, its surface
covered in pictographs showing an ancient people erecting
monuments of incredible size. Etched among the pictographs
is the spell fabricate.
5 Valto’s Magic over Matter. Valto the Kineticist’s most well-
known work. Contains the spells levitate and telekinesis.
6 The Dweomer-Hammer. This portfolio of dwarven magic is
several times heavier than one would expect from a book its
size. Contains the spells banishment, counterspell, and dispel
magic.
7 A collection of untitled and anonymous scrolls written entire-
ly in Terran. Contains the spells stone shape, stone skin, and
wall of stone.
8 The personal spellbook of an unnamed, but well-accom-
plished, wizard. Contains the spells alarm, detect magic, fire
shield, fly, fog cloud, lightning bolt, mage armor, mirror image,
misty step, see invisibility, and thunderwave.
9 The Mutable Form. A salvo from the prolific transmuter,
Niznoc. Contains the spells alter self, animate objects, enlarge/
reduce, and polymorph. Cenrig and Drysi Hughes
10 The Tome of Antion. A treatise on the summoning and binding The cottage belongs to Cenrig and Drysi Hughes, human
of extra-planar creatures. This copy is a translation from the siblings born and raised on a farm northeast of Kidwelly
original Common into an unknown language. It requires (19). As children, Cenrig and Drysi liked to chase Bormgas-
a comprehend languages spell or similar magic to be un-
derstood. Contains the spells conjure elemental and planar tor’s Tower (32), a structure that magically eludes unwant-
binding. ed visitors. While Cenrig eventually tired of the game, his
11 The Knocking Door. Several useful spells are interspersed sister Drysi became determined to catch the wizard’s Tow-
among the author’s lengthy (and awful) poetry. Contains the er. Drysi wandered the forest for months seeking a solu-
spells arcane lock, knock, dimension door, and contact other tion before she finally encountered a pooka named Hori
plane. (5). Hori gave Drysi an enchanted stone he said would lead
12 A Prismatic Primer. The wizard Tyrazaphon’s notes on the con- her to the tower.
struction of the prismatic wall spell. Contains the spells color
With Hori’s stone to guide her, Drysi eventually found
spray, cloudkill, cone of cold, hypnotic pattern, lightning bolt,
and scorching ray. her way to Bormgastor’s Tower. However, the fiddleheads
(Runewild Bestiary, page 269) that guarded the tower at-
33. The Woodsman’s Sister (CR 2) tacked Drysi before she had a chance to explore the struc-
ture. Alive but with no memory of what had happened,
• A woodsman named Cenrig Hughes (as a berserker) Drysi stumbled home to Cenrig, a brother she no longer
and his sister, Drysi (a commoner) recognized. Years later, Drysi still has not recovered her
• Cenrig carries a once-magical stone memories. Cenrig struggles to care for his sister as best he
A cottage with walls of stacked stone and a peaked thatch can, but so far, he’s been unable to soothe Drysi’s troubled
roof overlooks the forest trail. A garden of pastel flowers mind.
encircles the cottage like a moat. Most days, a young wom-
an is found kneeling in the garden, her wavy hair glow-
ing like amber in the sun. The woman hums prettily as she
works.
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Richard Broadhurst (Order #23491769)
Dealing with Cenrig and Drysi what part it played in her misfortune. If the PCs bring the
Drysi remains scarred by her experience at Bormgastor’s stone to Hori, the pooka recognizes it and recalls Drysi’s
Tower. When the PCs first encounter her, Drysi is painfully desire to reach Bormgastor’s Tower.
shy, unwilling to speak more than a few words at a time.
PCs who make a successful DC 12 Charisma (Persuasion) 34. Ruasidhe Territory (CR 2)
check coax a brief smile out of Drysi, but she remains timid
until the party earns her trust. Characters who fail the Per-
• Elven scouts patrol the trail
suasion check by 5 or more cause Drysi to panic and flee The elves who chose to stay behind when the rest of the
into the woods. Aosidhe retreated to Highvale (150) are now known as the
Shortly after the party encounters Drysi, Cenrig re- Ruasidhe, or “wood elves” in the Common tongue. The Ru-
turns home with an armload of firewood. Cenrig’s reaction asidhe protect the southeast portion of the forest against
to the PCs hinges on how they interact with Drysi. If the incursions from humans and evil fey alike. The elves orga-
PCs treat his sister kindly, Cenrig invites them inside the nize themselves into loosely-allied, semi-nomadic clans,
cottage so they can rest and share stories of their jour- numbering a few dozen members each. The clans keep
neys. If the party upsets Drysi, Cenrig becomes protective, this area safer than most parts of the forest, but they’re
threatening the characters with his woodaxe (as a battle- quick to drive off outsiders who range too far into their
axe) until they move along. territory.
While more cautious of the forest than his sister, Cen- The area of the forest the Ruasidhe safeguard stretch-
rig is a bold, fun-loving man who prides himself on his abil- es across several hexes (any hex marked 34 on the over-
ity to navigate the Runewild. For a few gold, Cenrig offers view map of the Runewild). While in these hexes, the PCs
to guide the PCs through the forest, although he refuses trigger a random encounter only if they abandon the trail
any journey that separates him from Drysi for more than a that passes through the area. Once the PCs leave the trail,
few days. If befriended, Cenrig shares the following: roll on the Ruasidhe Territory Encounters table whenever
• Cenrig advises PCs heading east to stick to the trail. the party triggers a random encounter.
The Ruasidhe (34) patrol the forest as far as Wexmore Ab- The Ruasidhe distrust outsiders, but those who earn
bey (10), but the elves show no mercy to those who wan- the elves’ respect may convince them to exchange infor-
der into their territory. mation about the Runewild. If the PCs defeat the ghouls
• One of Cenrig’s favorite stories is the tale of King Wob- at Ghazrek’s Rock (8), for example, the elves treat them as
bly-Odd and the Golden Bodach. Cenrig believes King honorary members of the clans and may share the follow-
Wobbly-Odd still lives in Wobbly-Odd Wood (20). ing information:
• Ogres from the Cronemarsh (83) sometimes wander
• An enchanted fountain to the north restores life to
into this part of the forest. Cenrig warns the PCs not to
those who’ve been turned to stone (60).
venture too far north, lest they cross paths with one.
• The wizard Bormgastor sometimes helps adventur-
A greater restoration spell returns Drysi to her senses. With- ers, but reaching his tower is impossible (32). Instead, the
out such magic, Drysi’s memories remain lost until she elves suggest the PCs wait for Bormgastor in the halfling
eats the fiddleheads that attacked her (see page 269 of village of Kidwelly (19).
the Runewild Bestiary for more information). If the PCs • A centaur named Straedos used to frequent this part
appeal to Bormgastor, the dragonborn takes no responsi- of the Runewild, but he hasn’t been seen in months. (The
bility for Drysi’s misfortune (such are the dangers of tres- petrified Straedos is on display in Medusa’s Grotto at 109.)
passing in a wizard’s tower), but he allows the PCs to slay
the fiddleheads so Drysi can recover her memories. Ruasidhe Territory Encounters
Whenever the PCs trigger a random encounter in location
Drysi’s Stone 34, roll on this table instead. Add +1 to the roll for each
If the PCs ask Cenrig about Drysi’s lost memories, he tells subsequent encounter. Use scout stats for the Ruasidhe
them what little he knows. Cenrig still has the stone he when necessary. As elves, the Ruasidhe have darkvision
found clutched in Drysi’s hand when she returned from and a walking speed of 35 feet. They have advantage on
Bormgastor’s Tower, but he has no idea where she got it or saving throws against being charmed and can’t be put to
what it means. PCs who’ve visited Hori’s Pool recognize the sleep by magic. Due to their familiarity with the terrain,
stone, although the enchantment the pooka placed on it they have advantage on Dexterity (Stealth) and Wisdom
faded long ago (as a detect magic spell confirms). As for (Perception) checks while in the Runewild.
Drysi, she doesn’t remember where she found the stone or

87
Richard Broadhurst (Order #23491769)
Roll Encounter ers as a child, and though the witch was slain in the Witch
1 Each PC may make a DC 12 Wisdom (Perception) check. On Wars, her curse persists. Cloak-of-Feathers’s lack of sight
a success, the party spots some evidence of the Ruasidhe: has made him intimately attuned to the Runewild’s mag-
the remnants of an old campsite or an arrow embedded in a ic. He’s soft-spoken but possesses a wisdom that far out-
nearby tree. weighs his years.
2 A lone scout tracks the party from a distance, fleeing if no- Treat Cloak-of-Feathers as a druid with the following
ticed. changes:
3 The PCs find themselves on the receiving end of a fusillade of
arrows. None of the arrows hit their marks; the barrage was • Cloak-of-Feathers is permanently blinded. His en-
meant only as a warning. chanted longbow (an oathbow) compensates somewhat
4 As #3, except these are no warning shots! Make two attack for his inability to see.
rolls against each PC and roll again on this table during the
next shift.
• His cloak is the equivalent of a cloak of protection, in-
creasing his AC to 12 and granting him a +1 bonus to sav-
5 A patrol of elves (one per PC) halts the party. Unless the PCs ing throws.
make a successful Charisma (Deception or Persuasion) check
opposed by the elves’ Wisdom to convince the patrol they
• Cloak-of-Feathers has advantage on Wisdom (Percep-
mean no harm, the elves escort the party from the area. tion) checks that rely on hearing.
6 As #5, except the elves outnumber the PCs 2-to-1. PCs with peaceful intentions find Cloak-of-Feathers more
7 Three ghouls from Ghazrek’s Rock (8) ambush the party. If welcoming than most Ruasidhe, particularly if there’s a
the PCs defeat the ghouls, the Ruasidhe hear of their victory. druid in the party. Cloak-of-Feathers always helps those
For the next 24 hours, the party gains advantage on Charis-
in need, but he demands the PCs assist the Ruasidhe in
ma-based skill checks while dealing with the elves.
return. If the PCs befriend Cloak-of-Feathers, he offers the
8 Six scouts attack but fall back after a single round of combat.
The elves return to harry the PCs whenever the party rests in
following information:
the area. This continues until the elves are defeated. • The Ruasidhe have lost several warriors to the ghouls
9 As #8, but 1d6 reinforcements join the elves each time they at Ghazrek’s Rock (8), but Cloak-of-Feathers fears a coun-
return.
terassault will only lead to more deaths. He knows the
10 Cloak-of-Feathers (35), flanked by two giant owls, insists ghouls’ leader, a ghast named Ghazrek, possesses the mir-
the party leaves the area. A fellow druid can win him over
ror of eight directions (Magic of the Runewild, page 42).
by making a successful Charisma (Deception or Persuasion)
check opposed by Cloak-of-Feathers’s Wisdom. On a failure, • Cloak-of-Feathers’s owls have observed strange ac-
Cloak-of-Feathers leads the next Ruasidhe attack. tivity around Wexmore Abbey (10) in recent months. The
11 2d6 + 6 elves attack! The Ruasidhe show mercy if the PCs clans have little interest in the human priests, but Cloak-
surrender. of-Feathers is concerned for their safety.
12+ As #11, but 2d6 reinforcements arrive after two rounds. The • During the Witch Wars, Cloak-of-Feathers fathered a
elves give no quarter. child with a human knight from Aruanda. Fearing their
daughter would never be accepted by the Ruasidhe, the
35. Cloak-of-Feathers (CR 3) couple entrusted the girl to a human family living on the
• Cloak-of-Feathers, a blind elven druid, and two giant outskirts of Widderspire (1). Cloak-of-Feathers has had no
contact with his daughter, but he knows the girl—the half-
owls
• Cloak-of-Feathers wears a cloak of protection and car- elf Amide Coslett—still lives in Widderspire.
ries an oathbow
36. The House in the Clouds (CR 9)
Steps carved into the trunk of a massive oak tree ascend
to the nest of Cloak-of-Feathers, a blind Ruasidhe druid. • Ma Spriggins (as a cloud giant) and her ward, Squaller
Though he leads no clan directly, Cloak-of-Feathers serves (an ogre)
as shaman for the Ruasidhe elves (34), advising them in • Ma Spriggins’ prisoners include a pegasus, an animat-
matters both spiritual and mundane. Two giant owls al- ed harp (Runewild Bestiary, page 263), and Prince Kumo,
ways attend Cloak-of-Feathers, and the druid can call upon a magic fox (Runewild Bestiary, page 276)
up to a dozen more of the mighty birds when needed. The The trees here end abruptly, as if this part of the forest was
cloak that gives Cloak-of-Feathers his name is a sweeping plucked from the earth and transported somewhere else.
garment made up of hundreds of giant owl feathers. In its place stretches a field of delicate wildflowers. A silver
chain, hardly thicker than a finger, is anchored to a ring in
Dealing with Cloak-of-Feathers the center of the clearing. The chain reaches into the sky,
Still a youth by elven standards, Cloak-of-Feathers is nearly its far end hidden in the clouds.
two centuries old. A witch’s curse blinded Cloak-of-Feath-

88
Richard Broadhurst (Order #23491769)
The Traitor’s Penance The pegasus’s name is Nebulon. Ma Spriggins captured
At the onset of the Witch Wars, as the Runewild’s hags co- Nebulon decades ago and kept the winged horse as her
alesced into a grand coven around Griselda (86), one witch personal mount when Squaller tired of him. Years spent
stood to oppose her. Ma Spriggins was one of the forest’s living with Ma Spriggins and Squaller have made Nebulon
most powerful witches, but even her magic was insuffi- as foul-tempered as his captors. PCs who approach Nebu-
cient to challenge the Hag Queen. Rather than destroy her lon must make a DC 16 Charisma (Persuasion) or Wisdom
rival outright, Griselda sentenced Ma Spriggins to a terrible (Animal Handling) check. On a failure, Nebulon rears up
punishment. For the length of seven human lifetimes, Ma and attacks the PCs with his hooves. Nebulon’s furious
Spriggins would serve as godmother to Griselda’s ill-tem- neighing alerts Ma Spriggins inside the cottage.
pered son, Squaller. On a successful check, Nebulon allows the PCs to en-
Ma Spriggins has cared for Squaller for nearly a cen- ter the cottage unmolested. If the PCs need to escape Ma
tury. With six lifetimes of her punishment left to serve, Spriggins’ floating island later in the encounter, another
Ma Spriggins travels the Runewild in her floating cottage, successful Persuasion or Animal Handling check convinces
gathering toys and baubles to occupy Squaller’s attention. Nebulon to transport the characters safely to the ground.
Most recently, Ma Spriggins captured a magic fox named Nebulon’s attitude improves even further once separated
Kumo and presented him to Squaller as a pet. Unbe- from Ma Spriggins. At your discretion, a reformed Nebulon
knownst to Ma Spriggins, Kumo is the newly elected lead- may serve a paladin or other noble-hearted PC as a mount.
er of Foxhall, an enclave of magic foxes south of where her
cottage now anchors (22). Dealing with Ma Spriggins
Four rooms make up the interior of Ma Spriggins’ house.
The Floating Cottage The entry hall functions as a combined dining room and
The silver chain that tethers Ma Spriggins’ cottage to the sitting area. Cluttered with broken furniture and shattered
ground rises 300 feet into the air before disappearing in- glass (the results of Squaller’s tantrums), the hall is in a
side a bank of clouds. Ma Spriggins conjured the clouds to constant state of disarray. Off the entry hall are a kitchen
conceal her cottage, but PCs who make a successful DC 10 to the east and Squaller’s bedroom to the west. A twisting
Wisdom (Perception or Survival) check notice the clouds staircase leads to a cramped attic space where Ma Sprig-
remain unnaturally still even in a strong breeze. gins works and sleeps.
The chain is too long to climb, but flying creatures can Unless the PCs have flown or teleported to the cot-
reach Ma Spriggins’ cottage with no trouble. The chain tage, Ma Spriggins greets them in the entry hall. Ma Sprig-
responds if tugged, and characters with a combined gins is a wizened woman barely 4 feet tall. She’s wrapped
Strength of 20 or more can use the chain to pull Ma Sprig- in colorful scarves and leans on a knotted staff taller than
gins’ cottage out of the clouds. The cottage sits on a berg herself. As she speaks, eddies of dust swirl about her feet,
of earth roughly 100 feet across. With a minute of con- growing more noticeable the angrier she becomes.
centrated pulling, the berg can be brought low enough Ma Spriggins’ sole concern is keeping Squaller happy.
for creatures on the ground to clamber onto it. Releasing Unless the PCs bring her some treasure or other fancy to
the chain causes the cottage to float back to its previous amuse Squaller, Ma Spriggins demands the PCs leave at
height like a helium-filled balloon. once, lest they disturb her irritable ward. She attacks if the
Ma Spriggins’ magic anchors the chain to the ground. PCs refuse or otherwise cause trouble for her. A confronta-
Only creatures with a combined Strength of 27 or more tion with Ma Spriggins awakens Squaller (see below).
can loose the chain from its mooring. The chain can be Quick-thinking PCs can befriend Ma Spriggins by of-
severed, but it’s as strong as steel (AC 19, 10 hp, immune fering to entertain Squaller. A successful Charisma (De-
to poison and psychic damage). Releasing or destroying ception or Persuasion) check opposed by Ma Spriggins’
the chain causes the cottage to drift gently on the breeze Wisdom (Insight) convinces the hag to negotiate with the
in a random direction. Ma Spriggins immediately senses party. Ma Spriggins is always on the lookout for items she
if the cottage is untethered and arrives in 1d4 + 1 rounds thinks might amuse her godson. She grants the PCs a favor
to investigate. If the chain is destroyed, Ma Spriggins can if they fetch her one of these items:
re-enchant it with three days work.
• The ghoul Ghazrek (8) possesses an enchanted mirror,
The Pegasus a gift from his mistress Griselda.
Ma Spriggins’ cottage is a wattle and daub structure with a • A fey lion (Runewild Bestiary, page 269) might serve
crooked, high-peaked roof. A low wooden fence encloses as an interesting pet. One of the cats haunts the forest to
the yard. Tethered to the cottage’s front gate is a misera- the north (51).
ble-looking pegasus. The beast munches idly on a patch • Ma Spriggins has never met Bormgastor, but she’s cer-
of purple heather as the PCs approach. tain the dragonborn wizard must have something in his
tower (32) to keep Squaller entertained.

89
Richard Broadhurst (Order #23491769)
Ma Spriggins resents Squaller, but Griselda’s magic com- Prince Kumo and the Harp
pels her to protect the ogre with her life. If the PCs slay Prince Kumo’s cage is both locked and enchanted to pre-
Squaller despite her efforts to keep him safe, Ma Spriggins vent the fox from using misty step to escape. Ma Spriggins
is released from her duty. Overwhelmed with gratitude, carries the key to the cage. A character using thieves’ tools
she rewards the party with the animated harp in Squaller’s can pick the lock with a successful DC 15 Dexterity check.
bedroom (see Squaller below). She then frees Nebulon On a failure, a howling whirlwind coalesces around the
and Prince Kumo and flies off in her cottage, leaving the cage. The whirlwind prevents further tampering and alerts
Runewild behind forever. Ma Spriggins (as an alarm spell). A dispel magic spell cast
Ma Spriggins’ small stature belies incredible strength. on the cage removes these enchantments.
Treat her as a Small-size cloud giant whose type is fey. Her If rescued, Prince Kumo and the animated harp are
staff is magically heavy and requires a Strength of 27 or grateful for the party’s assistance. Neither one knows how
more to wield. It deals 3d8 + 8 bludgeoning on a success- to land the cottage, but they use their magic to help the
ful hit. Ma Spriggins carries no treasure but wears the key party defeat Ma Spriggins and Squaller. Once back on solid
to Prince Kumo’s cage on a string around her neck. ground, Prince Kumo returns to Foxhall, where he informs
his fellow foxes of the party’s heroism. The animated harp
Squaller has no desires of its own and happily serves any PC who
Squaller naps in his bedroom when the PCs arrive. An an- claims it (see the Runewild Bestiary for more information
imated harp plays him a pleasant lullaby as he sleeps. At about animated harps).
the foot of Squaller’s bed, a magic fox named Prince Kumo
paces inside an iron cage. Returning to Earth
Though he’ll no doubt tire of them eventually, the an- Sliding down the chain that tethers the cottage to the
imated harp and Prince Kumo are currently Squaller’s fa- ground requires three successful DC 16 Strength (Athlet-
vorite playthings. The harp’s magic isn’t potent enough to ics) or Dexterity (Acrobatics) checks. With each successful
charm Squaller or put him to sleep, but the ogre enjoys check, the character descends 100 feet along the chain.
its music, nonetheless. Prince Kumo uses illusions to keep On a failure, the character loses their grip and plummets to
Squaller entertained while he waits for an opportunity to the earth, taking falling damage as appropriate. The party
escape. may also use magic or multiple trips on the pegasus Neb-
The PCs must make DC 8 Dexterity (Stealth) checks ulon to return to the ground safely.
to navigate Squaller’s bedroom without waking the ogre. If Ma Spriggins dies, the magic that keeps her cottage
Loud noises (such as combat with Ma Spriggins) rouse aloft fails. Slowly at first but with increasing velocity, the
Squaller automatically. Upon awakening, Squaller flies cottage tumbles from the sky. Its descent takes 30 seconds
into a tantrum. Squaller also throws a tantrum whenever (5 rounds). At the end of this time, any creature still on the
he’s bored, hungry, or doesn’t get his way (nearly all the earth-berg takes 49 (9d10) bludgeoning damage, or half
time, in other words). While he throws a tantrum, Squaller damage with a successful DC 16 Dexterity saving throw.
gains the following trait:
Tantrum: At the start of his turn, Squaller can choose to 37. See the Satyr (CR 4)
enter a tantrum. For 1 minute or until he ends the tantrum • Kergan Dartell, a curiosities dealer (as a commoner)
as a bonus action, Squaller gains advantage on Strength • A ghost haunts Kergan’s stuffed satyr
checks and Strength saving throws, a +2 bonus to damage
The first time the PCs pass through this hex, they encoun-
rolls, and resistance to bludgeoning, piercing, and slashing
ter a curiosities dealer named Kergan Dartell on the trail
damage.
between Wexmore Abbey (10) and Ill Hollow (76). A gre-
While throwing a tantrum, Squaller attacks the nearest garious Aruandan man in his 50s, Kergan makes the trip
creature he can see (including Ma Spriggins). If no creature from Caerfell (101) to Ill Hollow and back several times
is near enough to move to and attack, Squaller attacks an each year to gather Runish artifacts and other trinkets. He
object instead. The PCs can end Squaller’s tantrum early transports his treasures in a garishly painted wagon drawn
by distracting him with an interesting bauble (such as a by his loyal draft horse Juniper.
magical item) or an entertaining performance. Doing so Kergan’s wagon makes a terrible racket as it bounces
requires a successful Charisma (Deception, Persuasion, or along the trail. Parties that prefer to let Kergan pass have
Performance) check opposed by Squaller’s Wisdom. Mag- ample time to withdraw into the forest before he comes
ic such as the calm emotions spell may also end Squaller’s into view. Otherwise, Kergan cheerfully hails the PCs once
tantrum. he spots them.
Treat Kergan as a commoner with Intelligence and
Charisma scores of 14 (+2) and a +4 bonus to Charisma
(Persuasion) checks.
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Richard Broadhurst (Order #23491769)
Wagon of Wonders a fey marketplace where the magic items are bought and
With the bravado of a ringmaster, Kergan promises to sell sold (see Magic of the Runewild, page 45).
the PCs anything their hearts desire. He invites the party
inside his wagon to peruse his wares. Within Kergan’s wag- The Stuffed Satyr
on is a cramped sleeping area at the front and a curtained The most interesting thing in Kergan’s wagon isn’t for sale,
alcove towards the rear. The rest of the space is given over but he’s willing to let the PCs peek at it for a silver piece
to an array of shelves and cabinets, all crammed with odd each. Once he’s collected payment, Kergan parts the cur-
baubles and trinkets. tained-off section of the wagon to reveal his rarest trea-
Assume Kergan has at least one of any mundane item sure: a stuffed satyr. The satyr’s skin is leathery and its hair
the PCs wish to purchase. Kergan’s wares aren’t high quali- patchy, but otherwise the satyr seems well-preserved. A
ty, but a story accompanies each item. What appears to be silver pendant marked with arcane runes dangles from the
an ordinary dagger, for example, might once have been creature’s neck.
used to murder a Runish prince, while a length of fraying If asked about the satyr’s history, Kergan explains that
rope might be woven from witch’s hair. Kergan believes his an Aruandan lord once kept the creature as a slave. When
own stories, but how much truth there is to them is left for the satyr died, the lord had the satyr stuffed to honor its
you to decide. years of service. The Throne War eventually forced the
A handful of Kergan’s goods are magical. Each time lord to abandon his Runewild estate, and the satyr passed
the PCs encounter Kergan, he also has for sale 1d4 + 1 mi- through several hands before Kergan finally acquired it.
nor magic items either chosen by you or rolled randomly As distasteful as Kergan’s tale is, the satyr’s true his-
on the Goblin Trinkets table (see page 47 of Magic of the tory is even more unsettling. PCs who examine the satyr
Runewild). can make a DC 12 Intelligence (Investigation) check. On a
PCs who search Kergan’s wagon can make a DC 12 In- success, the PCs discover subtle stitching hidden beneath
telligence (Investigation) or Wisdom (Perception) check. the satyr’s fur, as if a goat’s head was simply sewn onto
On a success, they discover a compartment hidden be- the body of a man. Though an excellent counterfeit, PCs
neath the front seat of the wagon. The compartment con- who’ve encountered an actual satyr don’t need to make
tains a hand crossbow with 10 bolts, a vial of antitoxin, and the Investigation check—they see through the deception
a pouch with 200 cp, 130 sp, 70 gp, and 3 gems worth 50 immediately.
gp each. The “satyr” did once belong to a noble, but that’s where
the truth of Kergan’s story ends. Over a century ago, an
Dealing with Kergan Aruandan lord decapitated the lover of his unfaithful wife.
Kergan sells his goods at five times their normal listed val- He then replaced the man’s head with that of a goat and
ue, although a successful Charisma (Deception or Persua- had the resulting hybrid stuffed as a gruesome trophy. The
sion) check opposed by Kergan’s Wisdom convinces him to satyr decorated the lord’s front hall until his wife pushed
part with any item for only half as much. Similarly, Kergan her vengeful husband from a tower window.
may purchase items from the party at half their normal PCs who make a successful DC 12 Intelligence (Arcana)
value, but an interesting story and a successful Charisma check recognize the satyr’s pendant as some sort of pro-
check convinces him to double what he’d normally pay. tective talisman. A detect magic spell cast on the pendant
Kergan is always open to trades, as well. reveals an aura of abjuration magic. Kergan believes the
Kergan doesn’t need an excuse to swap stories with pendant ensures the satyr’s soul rests peacefully, and he’s
the party. Kergan’s only reliable information relates to the not entirely wrong. In fact, the lord of Kergan’s story had
settlements along his route, but PCs who sift through his the pendant made to prevent the ghost of his wife’s lover
tall tales may learn the following: from returning to haunt his corpse.
While the satyr wears it, the pendant functions as a
• If he’s traveling away from Ill Hollow, Kergan recent- protection from evil and good spell that affects only the sa-
ly sold his entire supply of fey wards to followers of the tyr. Once removed, the pendant loses its magic, allowing
Church of the Black Horn. If Kergan is heading to Ill Hol- the lover’s ghost to return and possess his body. Treat the
low, he’s instead stocked up on such items and expects to ghost as a satyr with the construct type until it is reduced
make a killing once he reaches the village. to 0 hit points, at which point he continues attacking as a
• Kergan isn’t aware the Thistlewhip children of Kid- ghost. (In other words, the PCs must fight two creatures—
welly (19) are missing, but he says that if they wandered first a satyr, then a ghost.)
into Wobbly-Odd Wood (20), he’s not surprised. Kergan The ghostly lover manifests as a naked human man
gets the feeling he’s “being watched” whenever he travels holding aloft his own decapitated head. Driven mad by
through the Wood. his death, the ghost ignores anyone who tries to commu-
• When the PCs inquire about the history of some trin- nicate with him. He attacks all living creatures until he is
ket, Kergan claims he got the item at the Goblin Market, destroyed.
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38. Widderspire Keep (CR 2) Duncan and Greely, a pair of cousins from Caerfell
(101), are unexceptional in every way. Duncan has spot-
A century ago, Widderspire Keep was the home of Al- ted Hoorah the pooka (see below) around the keep several
dric Widderspire, an Aruandan lord whose domain once times, but neither Greely nor any of the other bandits be-
stretched from Widderspire (1) to Burly Point (77). Grisel- lieve his tales.
da and her minions destroyed the keep in a battle that
also took the lives of Lord Widderspire’s wife and children. Hoorah the Pooka
Broken by the death of his family, Lord Widderspire aban- In addition to Ianto’s bandits, a pooka (Runewild Bestiary,
doned the keep and lived out the remainder of his years in page 278) named Hoorah frequents the keep. In her natu-
the village of Widderspire. ral form, Hoorah resembles a 10-year-old girl with rabbit
Recently, a group of bandits serving Ianto the Red (89) ears. She wears rags and a laurel of wildflowers tangled in
set up camp inside the ruined stronghold. Unbeknownst her waist-length hair. Hoorah’s Pooka Trick allows her to
to the bandits, a tunnel beneath the ruins leads to a cham- sense the sorrow of mortals. Whenever a mortal grieves
ber (39) containing one of Lord Widderspire’s most valu- within a hundred miles of her, Hoorah knows it and can
able treasures, as well as an ancient guardian spirit. In magically travel to that location within moments.
addition, a pooka (Runewild Bestiary, page 278) named Like most fey creatures, Hoorah can’t make heads or
Hoorah often visits the keep, drawn there by her memo- tails of human emotions. She finds displays of grief hilar-
ries of Lord Widderspire. ious and is often encountered in graveyards, near battle-
fields, or at the bedsides of the dying. She was particularly
The Bandits fond of Lord Widderspire, who would often return to the
Players may wish to capture and interrogate the bandits. keep to mourn his family. Oblivious to the fact that Lord
Brief descriptions of the outlaws—and what they know— Widderspire died years ago, Hoorah still visits Widderspire
are provided below. Keep in the hopes of meeting the “funny man who played
Harden has been a member of Ianto’s gang since its the sad music.
beginning and has even met Ianto on several occasions. At your discretion, the PCs may encounter Hoorah as
However, Ianto has never told him the location of his hide- they approach the keep or while exploring its grounds. If
out (89). Harden carries the key to the locked chest in Area befriended, Hoorah shows the party the secret entrance
D5. (Area D7) leading to the chamber beneath the keep (39).
Clever but impulsive, Shyla is Harden’s second-in-com-
mand. She awaits an opportunity to murder Harden and Keyed Areas
take his place as leader. She doesn’t know enough about
Ianto to fear him, and she fantasizes about the day she’ll be Area D1 – Southern Approach
able to double-cross him as well.
Womach, an ex-guard from Caerfell, is accustomed to
• Two bandits keep watch in Area D6

taking orders. He claims to have met Ianto once on a scout- Crumbling stone steps rise to the keep’s courtyard from
ing mission into the Runewild. If asked about this mission, the south. Two bandits are stationed atop the watchtower
Womach remembers little of the details, except that Ianto that overlooks the steps (Area D6). Characters approach-
ordered them to turn back after spotting a strange, barren ing from this direction must make Dexterity (Stealth)
hill. (The hill was Iodun’s Mound at 66.) checks opposed by the bandits’ Wisdom to avoid being
Tamm is a farm-boy who joined Ianto’s gang last spotted. Due to their vantage point, the bandits have ad-
spring with his friend, Colton Frey. Colton recently had a vantage on the check. If the bandits spot intruders, they
change of heart and fled the keep. Tamm is beginning to shout a warning to their fellows in Area D5 and open fire
think his friend had the right idea. He doesn’t know Colton with their crossbows.
is currently trapped inside Coppertank Mine (64).
Rogard the Rat. A wiry fellow with a face that befits
Area D2 – Hillside
his nickname, Rogard was recently stationed at the Last
• Nest of four poisonous snakes: DC 12
Tower (2). He fled the tower after Blaedyn Mabbot’s ghost Brush and broken rubble carpet the hill’s remaining three
attacked him and his compatriots. Rogard’s hair has gone sides. The hillsides are difficult terrain, but the brush and
prematurely white as result of the experience. Currently, rubble grant creatures in the area advantage on Dexteri-
he’s trying to convince the other bandits to return to the ty (Stealth) checks. The first PC to move through the area
Last Tower to recover the loot he abandoned there. must make a successful DC 12 Wisdom (Perception) check
Reese. An aging thief whose mind is starting to slip, to avoid disturbing a nest of four poisonous snakes.
Reese spends most of his time bemoaning his fortunes to
the mule in Area D4.

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Richard Broadhurst (Order #23491769)
Area D3 – Watchtower The Mule
• Locked door: DC 12 or DC 17 The mule is smart (for a mule) and has served Ianto’s gang
for several years. The bandits treat the mule poorly, leaving
The keep’s watchtower rises 20 feet above the courtyard
it in the courtyard to suffer the elements when not forcing
(Area D4) and 50 feet above the surrounding grounds. A
it to work. If the PCs can communicate with the mule (via a
thicket of brambles grows around the tower’s base (Area
speak with animals spell, for example), it can provide useful
D7). A door at the top of the steps (Area D1) leads to the
intelligence about Ianto, including the location of his pri-
tower’s interior (Area D5). The bandits usually keep this
mary hideout (89).
door bolted from the inside, but a character using thieves’
tools can pick the lock by making a successful DC 12 Dex- Searching the Rubble
terity check. The door can be forced open with a successful Characters who search the rubble find evidence of the
DC 17 Strength (Athletics) check. battle that destroyed the keep: dented helmets, shattered
shields, and the occasional broken sword blade. Clearing
Area D4 – Courtyard
• A helpful mule provides information
the largest rubble pile requires one shift (6 hours) of work.
• Bodies and treasure buried in the rubble
Doing so uncovers the skeletal remains of a woman and
two young children.
Heaps of rubble dot the keep’s courtyard. Tethered to a The bones are the remains of Lord Widderspire’s wife
tree in the yard’s northeast corner is a sullen-looking mule. and sons, who had taken refuge in the keep’s chapel when
The bandits use the beast to transport loot and other sup- the structure collapsed. Lady Widderspire’s hands still
plies. clutch a gold-plated holy symbol of St. Adso (worth 250

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Richard Broadhurst (Order #23491769)
gp). PCs who inter the remains in the Widderspire family 39. Beneath the Keep (CR 5)
crypt in Widderspire (1) can contact Lord Widderspire’s
spirit and learn the magic word that grants them access • A fey spirit (as a water elemental) guards Lord Widder-
to his enchanted cittern (see location 39 for more infor- spire’s cittern
mation). • Stealing the cittern triggers a curse
The tunnel in Area D7 of encounter location 38 opens
Area D5 – Tower Interior onto a staircase that descends to the shores of an ink-black
• Six bandits and their leader, a thug named Harden, pool. The cavern is silent except for the occasional drip of
rest here water. A stone plinth rises from the center of the pool. A
• Explorer’s packs and treasure in a locked chest: DC 15 cittern rests atop the plinth.
Bedrolls and makeshift furniture crowd the watchtower’s
ground floor. The leader of the bandits, a middle-aged The Guardian
human named Harden, rests here with six bandits. The An ancient fey spirit dwells within the pool. Whenever a
remaining two bandits stand watch on the rooftop above creature approaches the pool, the spirit rises from the wa-
(Area D6). ter, coalescing into the shape of a stern-faced elven maid-
The bandits attack anyone who stumbles on the camp. en standing over 10 feet tall. The spirit attacks anyone who
They fade quickly, however, if faced with greater numbers. attempts to reach the plinth. (Despite its unusual appear-
If the bandits capture any of the PCs, they send word to ance, treat the guardian as a water elemental.)
Ianto. After several days, a group of 1d4 + 1 of Ianto’s lieu- The pool and its guardian have been here since time
tenants (as thugs) arrives to escort the characters to 89. began. When Lord Widderspire built the keep above the
The bandits’ gear is well-used, but if gathered togeth- pool, the Aosidhe elves shared with him a word of magic
er it is the equivalent of a dozen explorer’s packs (worth that bound the guardian to his will. Speaking this word to
10 gp each). Among the supplies is a locked chest. Harden the guardian causes it to part the water, allowing access to
has the key, and a character using thieves’ tools can pick the plinth.
the lock with a successful DC 15 Dexterity check. The chest The word used to control the guardian is long for-
contains 1,400 cp, 900 sp, and 80 gp. gotten (even Hoorah the pooka doesn’t remember it).
Lord Widderspire knew the word, of course, but attempts
Area D6 – Tower Rooftop to contact his ghost (via a speak with dead spell or other
• Two bandits keep watch magic) fail unless the remains of his wife and children are
recovered from Area D4 of Widderspire Keep (38) and in-
The tower’s rooftop provides a view of the surrounding terred within their family crypt in Widderspire (1).
area. On clear nights, the lights of Burly Point (77) can be
spotted in the hills far to the north. Creatures atop the Lord Widderspire’s Cittern
tower gain advantage on Wisdom (Perception) checks to The instrument atop the plinth is a cittern (a long-necked
notice anything approaching the keep. The low wall sur- guitar or mandolin), another of the Aosidhe’s gifts to Lord
rounding the rooftop provides half cover (+2 AC and Dex- Widderspire. The cittern is exquisitely-crafted and ap-
terity saving throws) against outside attack. pears untouched by time. (See page 41 of Magic of the
Two bandits keep watch atop the tower at all times. If Runewild for more information on Lord Widderspire’s cit-
they spot intruders, they shout a warning to the bandits in tern).
Area D5 and open fire with their crossbows. While he lived, Lord Widderspire enjoyed nothing
more than playing the cittern for his loved ones. After his
Area D7 – Secret Entrance family died during the battle with Griselda, Widderspire
• Bramble scratches: DC 12 often returned to the keep to play the instrument. Hoorah
• Hidden entrance to 39: DC 17 the pooka remembers these visits and frequents the keep
A chest-high bramble thicket surrounds the base of the hoping to meet Lord Widderspire again.
watchtower. The thicket is difficult terrain. Creatures mov- A creature who speaks the magic word to the guardian
ing through the thicket must make a successful DC 12 spirit may claim Lord Widderspire’s cittern. A creature who
Dexterity saving throw each round or take 1 piercing dam- obtains the cittern by other means is cursed until the in-
age as the brambles scratch them. strument is returned to the plinth. A creature cursed in this
PCs who search the thicket can make a DC 17 Intelli- way awakens every night at midnight as the pool’s black
gence (Investigation) or Wisdom (Perception) check. On a water magically fills their lungs. Each time this occurs, the
success, the character spots a narrow tunnel leading un- creature must make a successful DC 19 Constitution sav-
derneath the keep (to 39). Hoorah the pooka knows about ing throw or drop to 0 hit points and begin to die.
this tunnel and may share its location with those she likes.

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Richard Broadhurst (Order #23491769)
40. The Worry-Cow (CR 3) daughter. Dellwood doesn’t share this information willing-
ly, but a successful Charisma (Intimidation or Persuasion)
• Lucinda Travers (a commoner) tries to sell a wor- opposed by Dellwood’s Wisdom convinces him to tell his
ry-cow (Runewild Bestiary, page 283) tale.
• Her father Dellwood (a commoner) won’t let the cow Except for when it comes to protecting the worry-cow,
go Dellwood is a man frightened of his own shadow. Most of
The first time the PCs trigger a daytime random encounter Dellwood’s fears are irrational, but the PCs may be able to
in this hex, they spot on the road ahead of them a young gather the following useful information as they speak with
woman struggling to lead a black cow. The woman has him:
plaited brown hair and wears simple commoner’s clothes.
Her cow is strikingly large and has a brass bell strung
• Dellwood doesn’t know where Malicraft lives. He sum-
moned the witch by speaking her name three times into a
around its neck. The cow refuses to budge, no matter how
fire lit under a full moon (see Malicraft’s entry on page 294
hard the woman tugs on its halter.
of the Runewild Bestiary for more information).
A Troubling Bargain • Lingering on the road makes Dellwood nervous. He’s
The young woman is Lucinda Travers. A strong-willed farm- convinced bandits such as Ianto the Red (89) waylay help-
er’s daughter, last winter Lucinda fell ill with a nasty fever less travelers.
that almost took her life. Rather than watch his only child • Recently, Dellwood and Lucinda have seen fires burn-
die, Lucinda’s father, Dellwood Travers, sought a witch to ing in the ruins of Widderspire Keep (38). Dellwood be-
cure her fever. A hag named Malicraft (53) agreed to save lieves the keep is haunted.
Lucinda, but in return she demanded Dellwood spend an Lucinda Travers looks to the PCs for help dealing with her
evening telling her his troubles. Too desperate to refuse troubled father. She sides with them even if they use force
Malicraft’s odd request, Dellwood agreed. to resolve the situation, stepping in only if she feels he fa-
Malicraft remained true to her promise, and soon Lu- ther’s life is in danger. If the PCs successfully rid her and
cinda recovered from her illness. Unbeknownst to Lucinda Dellwood of the worry-cow, Lucinda offers the party lodg-
or her father, Malicraft used Dellwood’s worries to trans- ing for the night on their farm a few miles to the north.
form one of his cattle into a worry-cow, a magical fey crea-
ture that feeds on doubt and uncertainty. The worry-cow The Worry-Cow
has since killed off the Travers’ other livestock and driven PCs who interact with the worry-cow can make a DC 10
Dellwood to the brink of madness. Wisdom (Animal Handling) check. On a failure, the char-
Lucinda is unaware of the cow’s transformation. All she acter finds nothing strange about the creature, other than
knows is that the creature has acted strangely ever since its unusual size and stubborn temper. A successful check
she recovered from her illness. Lucinda now believes the reveals the cow’s odd behavior is the result of magic. As a
cow is bad luck. She hopes to unload the beast in Widder- fey creature, the worry-cow is unaffected by spells or oth-
spire (1) but offers to sell the cow to the PCs for 5 gp now er magic that target beasts (such as a speak with animals
to “save herself the trip.” spell).
Before the PCs have a chance to consider Lucinda’s Though belligerent during the day, the worry-cow
offer, Dellwood Travers arrives to scold his daughter for makes most of its mischief under the cover of night. For
running off with the cow. He demands Lucinda return the now, the worry-cow won’t attack unless the PCs threaten
creature immediately. If the PCs try to intervene, Dellwood it. Once night falls, the worry-cow slips from its bonds (us-
insists his cow isn’t for sale at any price. ing its Worrying Form ability) and kills Lucinda, unless the
PCs are there to stop it. Even after the attack, Dellwood
Dealing with the Travers remains charmed by the worry-cow, blaming the party for
As the source of the emotions that created the worry-cow, the cow’s behavior. Only a greater restoration spell (to re-
Dellwood Travers is magically charmed by the creature. He move the charm effect) or killing the worry-cow frees Dell-
believes getting rid of the cow will cause him only more wood from the creature’s influence.
hardship. Dellwood refuses to let the cow out of his sight
and fights to protect it if combat ensues. So long as Dell- 41. Elenwen’s Tree (CR 3)
wood remains charmed, no amount of convincing can
persuade him to part with the cow. • A dryad named Elenwen offers help
PCs who make a successful DC 12 Intelligence (Arcana) • A gnarl (Runewild Bestiary, page 270) and a dire
or Wisdom (Insight) check suspect magic is the cause of wolf protect Elenwen
Dellwood’s strange behavior. Unlike Lucinda, Dellwood • Carving a name casts a curse: DC 17
knows Malicraft used his fears to create the worry-cow, Nearly everyone in Widderspire (1) has heard the tale of
but he reasons this was the price he had to pay to save his Elenwen, a witch who lives beneath the roots of an ancient

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Richard Broadhurst (Order #23491769)
yew tree just inside the borders of the Runewild. Legends The stories told about Elenwen’s tree are true. A hu-
say that if you carve your beloved’s name into Elenwen’s manoid whose name is carved into Elenwen’s tree must
tree, that person is compelled to return your affections make a successful DC 17 Wisdom saving throw or become
three-fold. cursed. While cursed, the target is charmed by the creature
In truth, Elenwen isn’t a witch, but a lesser fey spirit that carved its name. Once a person has charmed another
who was transformed into a dryad as punishment for fall- creature in this way, they can’t do so again, even if the orig-
ing in love with a Runish prince. Still fond of mortals de- inal curse is later broken.
spite her fate, Elenwen sometimes aids travelers heading
deeper into the Runewild. 42. Prospero Piggyback (CR 5)
Elenwen’s Tree • Prospero Piggyback, a wereboar, rides a giant boar
Two creatures menace travelers who approach Elenwen’s • Treasure includes a +1 maul
tree. The first is a dire wolf under the effects of Elenwen’s • An intelligent giant weasel named Royston calls for
Fey Charm ability. The second is a gnarl, a tree-like fey crea- help
ture that mimics the features of the Runish prince Elenw- The first time the PCs trigger a random encounter on the
en once loved. Despite their threatening demeanors, the trail, they meet Prospero Piggyback instead. Prospero
guardians allow anyone who doesn’t attack them to pass hums a carefree tune as he rides atop his mount, a giant
by unmolested. boar named Prudie. Prospero looks like a human man
Hundreds of names, carved over generations, scar the in his late 40s. His enormous gut obscures an otherwise
bark of Elenwen’s tree. The dim light of an animal-fat well-muscled frame. Though dressed like a common
lamp flickers from beneath the tree’s roots, illumi- laborer, he balances a gore-caked maul across his
nating the way to a small hollow. Tokens of mor- lap. Three dead boars (normal size) hang from his
tal affection (silk ribbons, sprays of flowers, and saddle like a brace of ducks.
the like) decorate the cramped space. As the encounter begins, Prospero hasn’t
yet spotted the party. The PCs can make
Dealing with Elenwen Dexterity (Stealth) checks opposed by Pros-
As the PCs enter, Elenwen sits cross- pero’s Wisdom (Perception) to avoid being
legged in the center of the hollow. A noticed. If any of the PCs fail the check,
voluminous robe covers most of Elen- Prospero greets the characters with a
wen body. What little of her skin re- friendly wave before they have a chance
mains visible is cross-hatched with to hide.
ancient scars reminiscent of the
names carved into her tree. Prospero’s Story
Elenwen is ancient and her During their conquest of the
knowledge of the Runewild vast. Runewild, the Aruandans tried nu-
She knows whatever secrets you merous tactics to break the will of
wish to reveal to the party. In partic- the Runish people, including the
ular, she can share the following infor- wholesale slaughter of their live-
mation: stock. Prospero, a thug turned soldier
• The cruel Drosidhe have been kidnap- turned butcher, oversaw the killing of
hundreds of pigs seized from farms outside
ping Elenwen’s “sisters” (other dryads) and taking
them to the Sunken Tower (142). The dark elves’ reasons Widderspire (1). To punish him for his cruelty, a coven of
for doing so are a mystery, even to Elenwen. witches cursed Prospero with wereboar lycanthropy.
• The ogre Iodun (66) abducted another of Elewen’s sis- Today, Prospero serves the hag Malicraft, the last sur-
viving member of the coven who cursed him (see Mali-
ters, a dryad named Merivae (67).
• If the PCs seek a true witch, Elenwen directs them to craft’s entry in the Runewild Bestiary, page 294). Both
charming and irredeemably evil, Prospero patrols the for-
Malicraft’s Mill (53) or the Whitebone Sisters (18).
est for his mistress, hunting game and capturing any sen-
Elenwen shares her knowledge freely, but for particularly tient creatures he happens upon. When the PCs encounter
valuable information she may ask for a gift in return. PCs him, Prospero is on his way to Malicraft’s windmill (53) to
who give Elenwen a gift must make a DC 12 Charisma (Per- deliver his latest spoils.
suasion) check. On a success, the dryad becomes smitten
with the character. She forbids the character to leave her Dealing with Prospero
tree, ordering her gnarl and dire wolf to stop them should Prospero pretends to be jovial, helpful, modest—anything
they try to escape. to fool the party into trusting him. He’s a killer at heart,

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Richard Broadhurst (Order #23491769)
however, and it isn’t long before the cracks in his façade 43. Musical Chairs (CR 6)
start to show. PCs who make a successful Wisdom (Insight)
check opposed by Prospero’s Charisma catch the predato- • Four satyrs play musical chairs with four animated
ry smile that crosses his face whenever he thinks the PCs thrones (Runewild Bestiary, page 263)
aren’t looking. • Brackenglyph (a spellcasting satyr) directs the game
Prospero assures the PCs that Malicraft can help them • A fey-touched boy named Drake (as a scout) and his
with any problem they have, if only they accompany him blink dog companion
to her lair. The idea of a fight with the party doesn’t wor- • Treasure in a locked chest: DC 15
ry Prospero, but if the PCs refuse his offer, he’s cunning Priests of St. Adso built this trailside chapel at the height
enough to let the matter go. Instead, he returns to Mali- of the Aruandan Conquest. Beautiful stained-glass scenes
craft and informs her of the meeting. Prospero fights only once filled the chapel’s windows, where now only crum-
if the party attacks him first, or if the PCs attempt to rescue bling stone tracery remains. The chapel’s vaulted ceiling
his captive, Royston (see below). has collapsed, leaving most of the building open to the
Until Malicraft tells him otherwise, Prospero does his sky. A sprightly fiddle melody rises from the ruins. As the
best to earn the party’s trust. He shares the following infor- PCs approach, they spot goat-headed figures cavorting in
mation: the chapel’s shadowy interior.
• Malicraft is a powerful witch, but she shares her magic Brackenglyph
with those who serve her well. Brackenglyph, the oldest satyr in the Runewild, has served
• The tree of a dryad named Elenwen (41) lies along no fewer than four hags in his lifetime. Of these, he mur-
Prospero’s route to Malicraft’s windmill. Malicraft has or- dered the last three, and from them stole the magical pow-
dered Prospero to leave Elenwen alone. er he now wields. Foul-tempered and half-insane, Bracken-
• An ogre named Iodun (66) is the real danger in this glyph commands a retinue of other satyrs enamored with
part of the forest. Prospero warns the party against travel- his spellcasting abilities.
ing north into his territory. When the PCs first arrive, they find Brackenglyph and
Prospero’s gear includes the equivalent of an explorer’s his minions engaged in a game of musical chairs. To liven
pack (worth 10 gp). He wields a +1 maul and carries a belt up the game, Brackenglyph magically animates the chairs
pouch containing 70 cp, 90 sp, 18 gp, and 15 gems worth so that the satyrs must compete not only with each other,
50 gp each. but with the chairs themselves. Drake, a human boy Brack-
englyph holds captive (see below), provides music for the
Royston the Weasel game on his violin.
At some point during the encounter, the PCs hear a voice The PCs can make Dexterity (Stealth) checks opposed
calling weakly from inside Prospero’s saddlebag. The voice by the satyrs’ Wisdom (Perception) to enter the chap-
belongs to Royston, an intelligent giant weasel Prospero el unseen. On a failure, Brackenglyph spots the PCs and
captured a few days ago. Royston warns the party not to demands they join the game (see Playing Musical Chairs
trust Prospero and begs the party to release him. His cries below). If the PCs refuse or become hostile, Brackenglyph
continue until Prospero punches the saddlebag to quiet orders the chairs and satyrs to attack the party.
him. Once engaged in battle, Brackenglyph’s minions fight
Prospero’s attempts to explain Royston’s cries are un- until the characters are subdued, pursuing anyone who
convincing. At first, he claims the saddlebag is enchanted tries to flee. Brackenglyph avoids direct combat, preferring
and that there’s no one inside the bag at all. Prospero then to dart in and out of cover while casting spells. He retreats
admits he captured Royston but insists the weasel can’t be if the battle turns against him, taking Drake as a hostage
trusted. Most likely, the beast is a spy for a rival witch. Pros- to cover his escape, if possible. Treat Brackenglyph as a
pero’s decided to bring Royston to Malicraft and let the normal satyr with the following Innate Spellcasting trait,
hag interrogate the weasel herself. which increases his CR to 5 (1,800 XP):
In truth, Royston has traveled to this part of the forest
to recruit allies for the War of Birds and Beasts (135), a great Innate Spellcasting. Brackenglyph’s spellcasting ability is
conflict brewing to the north. Though earnest when he Charisma (spell save DC 13, +5 to hit with spell attacks). He
speaks about the War, Royston is untrustworthy in all oth- can innately cast the following spells, requiring no materi-
er things. The players must decide for themselves whether al components:
to believe the Royston’s story or abandon the weasel to At will: detect magic, eldritch blast (2 beams)
Prospero and his mistress. 3/day each: haste, hold person, misty step, shield
Treat Royston as a giant weasel with an Intelligence of 1/day each: animate objects (no concentration needed),
10 (+0), a Charisma of 8 (-1), and the ability to speak Com- greater invisibility
mon.
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Richard Broadhurst (Order #23491769)
Brackenglyph and his minions frequent the ruined chapel Brackenglyph captured Drake several weeks ago and
but have no true home. Brackenglyph parades captured quickly grew fond of the boy. The satyr keeps Drake’s feet
PCs about the forest like war trophies. Once he tires of the shackled (reducing his walking speed to 10 feet) but oth-
characters, he either disposes with them in some enter- erwise treats him as a favored pet. Drake’s shackles have
taining way (such as by forcing them to fight magically an- no key (Brackenglyph casts animate objects to open them),
imated objects) or brings them to a hag to be sold. but a character using thieves’ tools can pick the lock by
making a successful DC 15 Dexterity check. Breaking the
Drake manacles requires a successful DC 20 Strength check.
Though he appears to be a human in his mid-teens, Drake If the PCs speak with Drake, he’s surprisingly uncon-
is nearly as old as his captor Brackenglyph. While Drake cerned about his captivity. Drake’s been held prisoner be-
was still an infant, a coven of witches snatched him from fore—by creatures much worse than Brackenglyph—and
his crib and replaced him with a child of their own. Drake he assumes he’ll find a way to escape eventually. All the
eventually grew up and escaped the hags, but ever since same, he’d rather be free than not. If the PCs rescue him,
he’s wandered the forest, his youth preserved by the Drake tags along with the party until another adventure
Runewild’s strange magic. Unbeknownst to Drake, his finds him. A well-traveled Runewild wanderer, Drake can
human mother transformed into a hag soon after he was share the following information:
kidnapped. Drake’s mother, the Washer Widow, haunts the
banks of the Wendarin River (94). • Brackenglyph has never said so aloud, but Drake be-
Tall for his age, Drake is a handsome, quick-witted lieves the satyr plans to sell him to the Whitebone Sisters,
youth. His carefree smile and musical talent win the hearts bone hags who live east of the chapel (18).
of mortals and fey alike. His magically extended lifespan • When Drake first escaped the witches who kidnapped
has made Drake immune to fear or worry. His bright eyes him, he found refuge with the Ruasidhe. Drake can lead
change color with his emotions, another side effect of his the PCs to the elves’ territory (34).
prolonged exposure to the Runewild. • If the PCs ask Drake about his other captors, he de-
scribes his time as a prisoner at Sweet-Tooth Keep (106).
He escaped the keep with the help of a girl named Esme
and Awaina, the Licorice Knight (105).
Treat Drake as a scout with a Charisma of 20 (+5) and a Per-
formance skill of +9. Drake speaks Sylvan, which he uses to
communicate with his loyal blink dog companion, Asa.

Playing Musical Chairs


If the party agrees to Brackenglyph’s game of musical
chairs, play out the scene as you would a normal combat.
As the game begins, roll initiative separately for each of
the satyrs, the animated chairs, and any PCs involved in
the game.
Each round on their turn, the PCs can attempt to sit in
one of the animated chairs by making a successful grapple
check against the chair. Alternately, they can shove anoth-
er creature out of a chair by succeeding on a Strength (Ath-
letics) check contested by the target’s Strength (Athletics).
Brackenglyph pointedly overlooks attempts to “cheat” at
the game (such as using magic or violence), so allow the
players to come up with alternative strategies to win the
game, as well.
On their turns, the satyrs use their actions to claim
empty chairs or shove their way onto occupied chairs (in-
cluding chairs occupied by other satyrs). The animated
chairs either Kick the creature nearest to them or attempt
to unseat a creature grappling them. At the end of each
round, any creature not sitting in a chair must withdraw
from the game. Brackenglyph then removes one of the an-
imated chairs, and another round begins. Reroll initiative
at the start of each round until the final chair is removed or
no players remain.
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Richard Broadhurst (Order #23491769)
Unfortunately for the PCs, the outcome of the game corpse nearly indistinguishable from the other mounds.
has little effect on Brackenglyph’s attitude toward the par- The clearing is quiet and filled with the musk of damp soil.
ty. Once he’s grown bored, Brackenglyph orders his min- Excavating the mounds uncovers the bones of more
ions to capture the PCs. Whether they win or lose, the PCs forest sloths. Sloths from across the Runewild journey here
may use the raucous game as a distraction to rescue Drake to die. All other creatures shun the clearing. If the PCs are
or steal Brackenglyph’s treasure (see below). willing to ignore the graveyard’s mournful atmosphere,
they can camp at this location without having to check for
Treasure random encounters.
PCs who search behind the chapel’s altar find a locked
treasure chest which Brackenglyph uses to transport his 46. Thrushkin Ruins (CR 4)
wealth. Like Drake’s shackles, the chest has no key, but a
character using thieves’ tools can pick the lock with a suc- • Six thrushkin specters haunt the ruins
cessful DC 15 Dexterity check. The chest contains 900 cp, • A ring of earth elemental command lies among the de-
8,000 sp, 1,900 gp, 100 pp, 13 gems worth 100 gp each, bris
and a potion of flying. The ruins of a thrushkin village hang in the treetops not
In addition to this treasure, Brackenglyph’s horns are far from Feather Lake’s southern shore. When the green
threaded with seven silver rings, each worth 25 gp. Drake dragon Apophix destroyed the Palace of Water, Wind, and
carries nothing of value other than his violin. An exquisite Stone (57), the thrushkin retreated here, but Apophix de-
instrument of Aosidhe make, the violin is worth 250 gp. stroyed the village before the thrushkin could organize a
counterassault. The survivors of the attack fled south, tak-
44. Goblin Caravan (CR 4) ing with them an egg laid by the Feathered Serpent. The
• 10 goblins transport a caged basilisk descendants of these thrushkin currently live in Shadown-
est (15).
A band of goblins transport a captured basilisk (the mate
of the one at 14) to the Broken Keep (109). As the PCs ar- Exploring the Village
rive on the scene, the goblins have gotten their cart stuck Rain, wind, and time have worn down the huts not razed
in a gully and are at each other’s throats over what to do. by Apophix’s assault. Only the village’s central lodge, a cir-
Trugna, the goblins’ leader, is convinced they all must cular building about 40 feet across, is sturdy enough for
“Pull!” while Fraz, her second-in-command, thinks they the PCs to enter. The other huts collapse into heaps of
have to “Push!” sticks and straw if disturbed.
The goblins are sufficiently absorbed in their argu- The skeletal remains of a dozen thrushkin warriors
ment that Dexterity (Stealth) checks made to sneak up on litter the floor of the lodge. The warriors are armed with
them have advantage. If attacked, the goblins set aside spears and shields but show no sign of having died in bat-
their differences to fight the PCs. They flee once more than tle. (Apophix’s Poison Breath suffocated the thrushkin be-
half their number is slain. As the battle begins, a tarp cov- fore they had the chance to fight.)
ers the basilisk’s cage, but Fraz uses his first action to fling Artifacts of thrushkin life (baskets, bowls, tools,
back the tarp and release the creature. Like all goblins who and so on) are scattered among the corpses. PCs who
serve the Broken King, Trugna and her minions possess search through these items discover a ring of earth ele-
the Medusa’s Blessing trait (Runewild Bestiary, page 304), mental command. While they lived, the thrushkin used this
which increases their CR to 1/2 (100 XP). ring and others like it to command the elementals at the
Getting the cart out of the gully requires a combined Palace of Water, Wind, and Stone. The thrushkin shaman
Strength of 25. In addition to the basilisk, the cart trans- Three-Feathers keeps a ring of air elemental command at
ports the goblin’s supplies (nets, ropes, and spears), as well Shadownest (15), and the Gunkpuddle Girls (57) possess a
as the bodies of two goblins who were petrified during the similar ring of water elemental command.
basilisk’s capture. PCs who loot the goblins’ bodies find a
total of 52 cp, 27 sp, 46 gp, and 3 pp. Thrushkin Specters
Shortly after the PCs enter the lodge, a ghostly howl fills
45. Sloth Graveyard (CR 0) the air as the restless souls of the thrushkin rise from their
bones (as specters). The specters attack all living creatures,
• A graveyard offers a safe place to camp but PCs fluent in the thrushkin language can attempt to
Earthen mounds mark a clearing ringed by trampled put the specters to rest by making a DC 16 Charisma (Per-
brush and broken trees. The body of a giant forest sloth suasion) check. On a success, the specters dissipate forev-
(Runewild Bestiary, page 270) rots at the edge of the er. On a failure, they fight until destroyed.
clearing. The moss growing in the sloth’s fur makes the

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Richard Broadhurst (Order #23491769)
47. Reflecting Pool (CR 3) retreat from the hustle and bustle of life at the White Tower
(32). Neither Ricca nor Rietta, however, are entirely what
• Magic pool creates sentient reflections (as doppel- they seem.
gangers)
The PCs stumble upon a secluded pond fed by an under- Ricca Arcingstaff
ground spring. The water in the pool is clear, its surface Ricca’s prolonged exposure to the Runewild’s magic has
glassy still. burdened her with a two-fold curse: she has ceased to
age, but at the expense of losing nearly all her short-term
Investigating the Pool memory. She now spends her days repeating the same few
The pool radiates a mix of conjuration and illusion magic if tasks, oblivious to the fact that her routine hasn’t changed
inspected with a detect magic spell or similar magic. A hu- for nearly a century. Her primary concern is discovering a
manoid who gazes upon the pool’s surface (while washing way to restore her sister’s ability to perform magic, which
or collecting water, for example) notices their reflection she believes Rietta lost as a result of a similar curse.
moving on its own. A moment later, the reflection bursts Ricca Arcingstaff is an attractive human woman who
from the water to attack its creator. appears to be in her mid-thirties. She has short-cropped
A reflection created by the pool appears as a perfect brown hair and wears the flowing robes of a Council wiz-
duplicate of its creator, except that it’s made entirely of ard. Though polite, Ricca’s studies consume most of her
water. Upon creation, the reflection can’t speak and wants attention. She’s quick to send visitors on their way, a habit
nothing except to kill its creator. A reflection that does so Rietta encourages for reasons of her own.
solidifies and becomes physically indistinguishable from
its creator. It gains its creator’s memories, including profi- Rietta Arcingstaff
ciencies and any languages its creator speaks (but not class Unbeknownst to Ricca, the real Rietta Arcingstaff has been
features). With this knowledge, the reflection attempts to dead for nearly a century. Rietta was exploring the forest
appropriate its creator’s identity entirely. west of their cottage when she stumbled upon an en-
Treat a reflection as a doppelganger that can’t use its chanted reflecting pool (47). Upon gazing into the pool,
Shapechanger trait to polymorph into any creature other Rietta’s reflection came to life and murdered her. Rietta’s
than its creator. Once a reflection has adopted its creator’s reflection then returned to Ricca in the guise of her real
identity, it can’t change its appearance again. A reflection sister.
melts into a puddle when it dies. Like all doppelgangers in Ricca and Rietta are identical twins, so physically the
the Runewild (see page 304 of the Runewild Bestiary), a two are nearly indistinguishable. However, whereas Ricca
reflection created by the pool has the fey type instead of is essentially good-hearted, Rietta (or, more accurately, her
monstrosity. reflection) possesses only one genuine emotion: an affec-
tion for her “sister” that borders on obsession. Terrified of
Rietta Arcingstaff what Ricca might do if she discovers her real sister’s fate,
PCs who search the area around the pool can make a DC Rietta stops at nothing to conceal her true identity.
12 Intelligence (Investigation) or Wisdom (Perception) Treat Rietta as a doppelganger whose type is fey in-
check. On a success, they discover the skeleton of a hu- stead of monstrosity. Because she has adopted the real
man woman in the underbrush. The bones are the remains Rietta’s identity, she can no longer use her Shapechang-
of Rietta Arcingstaff, a wizard of the Council Arcane killed er trait (see location 47 for more details). Rietta melts into
by her reflection nearly a century ago. The reflection that puddle of water when she dies.
stole Rietta’s identity still lives and is found at location 48.
Humdrum
Along with Ricca and Rietta, a third creature occupies the
48. You Are My Mirror (CR 6) cottage: a clockwork dwarf named Humdrum. The wizard
• Twin sisters Ricca and Rietta Arcingstaff share a cot- Montagne (139) gifted the construct to the sisters during
tage their time at the White Tower. The dwarf once was bound
• Humdrum, a clockwork dwarf (Runewild Bestiary, to both sisters, but now that Rietta’s reflection has replaced
page 265), serves Ricca (a mage) her, the construct obeys only Ricca’s commands. Ricca at-
• Rietta’s living reflection (as a doppelganger) has sto- tributes this odd behavior to the “curse” that plagues her
len her identity sister.
A two-story cottage with stone walls and a shingled roof Humdrum performs the sisters’ mundane chores
occupies a quiet clearing. The cottage is home to twin (gathering firewood, maintaining the cottage, and the
sisters Ricca and Rietta Arcingstaff. The sisters are former like). If combat breaks out, the dwarf grabs a woodaxe (as
members of the Council Arcane and built the cottage as a a battleaxe, 1d10 slashing damage) to protect Ricca. Hum-
drum doesn’t aid Rietta unless Ricca commands it.

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Richard Broadhurst (Order #23491769)
Dealing with the Sisters (Deception). On a failure, Ricca continues to believe Riet-
It shouldn’t be long before the PCs suspect something’s ta’s lies until shown indisputable evidence to the contrary.
wrong with the sisters. Ricca, for example, seems obliv- Rietta’s fears of what might happen to Ricca should
ious to the passage of time. She believes the Aruandans she leave the Runewild are well-founded. Until her curse
still control the Runewild and scoffs at the idea the Council is broken, Ricca ages at an alarming rate whenever she
Arcane has abandoned the White Tower. If the PCs spend leaves the forest. Retreating to the Runewild reverses this
more than a few hours outside Ricca’s sight, she greets effect, but Ricca dies if she doesn’t return within minutes.
them as strangers when they return. If the PCs uncover the real Rietta’s fate, Ricca is heart-
If the PCs question Ricca’s faulty memories, Rietta pulls broken but eternally grateful to the party. As a reward, she
them aside to explain her sister’s curse. She confides that gives the PCs her sister’s spellbook (see Treasure below).
Ricca is oblivious to her affliction and asks that the party Ricca may also provide information or spellcasting ser-
not upset her further by pressing the matter. Rietta toler- vices to the party. Even if the PCs are unable to break Ric-
ates her sister’s delusions, she confesses, because she fears ca’s curse, her cottage may serve as a convenient refuge
what might become of Ricca should she try to leave the should the party return to this location in the future.
Runewild.
Rietta’s concern for her sister is a sham. PCs suspicious Treasure
of Rietta can attempt a Wisdom (Insight) check opposed The ground floor of Ricca and Rietta’s cottage is a single
by her Charisma (Deception). Rietta has advantage on the open room devoted to cooking, eating, and study. This lev-
check if she targets the PC with her Read Thoughts abili- el contains household items (cookware, a table and chairs,
ty beforehand. On a success, the PC suspects Rietta con- etc.) worth a total 250 gp, as well as various arcane trin-
ceals something besides her sisters’ curse. The PCs might kets that are the equivalent of three component pouches
also uncover Rietta’s identity using magic (such as a detect (worth 25 gp each) and alchemist’s supplies (50 gp).
thoughts spell) or any effect that causes a shapechanger to A spiral staircase leads to a loft that overlooks the
revert to its true form. ground floor. The loft contains a bed, wardrobe, and writ-
Rietta becomes violent if the PCs threaten to expose ing desk for each of the sisters. Ricca and Rietta’s spell-
her. She tries to eliminate individual PCs rather than chal- books are found here. Each book contains the spells listed
lenging the party head-on. If Ricca discovers her secret, Ri- in the mage’s stat block. In addition, a scrollcase contain-
etta flies into a rage and attacks the party without mercy. ing a spell scroll of lightning bolt rests atop Ricca’s desk. A
She subdues and binds her sister rather than allowing her full-length mirror set into a carved wooden frame (worth
to leave the cottage. 25 gp) stands between the beds. An unlocked chest in Ri-
Ricca’s memories of her time at the White Tower re- etta’s wardrobe contains the sisters’ savings: 700 cp, 1,100
main sharp, and Rietta can share any knowledge the real sp, 1,700 gp, and 140 pp.
Rietta possessed before she died. If the PCs remain on Finally, both Ricca and Rietta wear platinum brooches
good terms with them, the sisters may prove a valuable bearing the symbol of the Council Arcane (an eye-shaped
source of information regarding the Runewild’s past: shield). The brooches are worth 250 gp each.

• If asked about Humdrum, Ricca explains the construct 49. The Wizard’s Wardrobe (CR 4)
was a gift from their former mentor, the wizard Montagne.
Ricca believes Montagne still serves at the White Tower. • An enchanted but malfunctioning wardrobe
(He doesn’t. See location 139). • Gruul, an ogre, leads his brothers, Vrark and Nog
• In addition to Montagne, the sisters recall several oth- An 8-foot-tall wardrobe stands amid the trees as if it had
er Council members, including Councilor Rikus (102) and grown there. Despite exposure to the elements, the ward-
the dragonborn Bormgastor (32). Both wizards were still robe remains in impeccable condition. Carved panels on
young when the Archingstaffs knew them, of course. the wardrobe’s single door depict a bearded wizard en-
• Before the real Rietta died, she devoted herself to the gaged in various activities: attending a courtly ball, deliv-
study of the Six Spires (Magic of the Runewild, page 42). ering a lecture, relaxing by a cozy fire. The wizard appears
Rietta’s reflection offers this knowledge to the PCs, partic- perfectly dressed for each occasion.
ularly if she believes doing so will hasten their departure.
Examining the Wardrobe
Ricca’s Curse A wizard of the Council Arcane enchanted the wardrobe
A remove curse spell or similar magic ends Ricca’s curse. many years ago. Opening the wardrobe conjures an outfit
Once her memories are restored, Ricca immediately be- tailored for the opener and precisely suited to their needs.
comes suspicious of Rietta. The PCs can convince Ricca Unfortunately, the wardrobe’s magic has begun to fade,
that her sister isn’t what she seems by making a successful causing it to malfunction. Now, the wardrobe produces
Charisma (Persuasion) check opposed by Rietta’s Charisma outfits at random. Each time the wardrobe is used, its mag-

101
Richard Broadhurst (Order #23491769)
ic degrades even further. (See The Wizard’s Wardrobe table Well-Dressed Ogres
below for details.) Once the PCs have had a chance to investigate the ward-
PCs who examine the wardrobe with a detect magic robe, three ogres approach the party’s location. The larg-
spell sense conjuration magic and can attempt a DC 12 est of the ogres, a brute named Gruul, leads his brothers,
Intelligence (Arcana) check. On a success, the PC under- Vrark and Nog. The ogres know about the wardrobe’s mag-
stands the wardrobe’s enchantment has begun to col- ic but have never needed to use the wardrobe, until now.
lapse. Characters who study the wardrobe over the course Gruul and his brothers have been invited to a birthday par-
of a short rest learn the wardrobe’s properties, as well as ty (73) and want to look their best for the occasion. (If the
the fact that it is malfunctioning. An identify spell cast on PCs have already visited location 73, you may replace the
the wardrobe reveals this information, as well. brothers with another group of ogres, or the PCs may rec-
ognize the ogres from their previous encounter.)
The Wizard’s Wardrobe The ogres are bullies but aren’t immediately hostile to
Whenever a humanoid (or humanoid-shaped) creature the party. If the PCs stand aside, the ogres retrieve outfits
opens the wardrobe, roll a d12 and consult the Outfit table from the wardrobe and leave without causing trouble.
below to determine which outfit the wardrobe produces. Inexplicably, the wardrobe works perfectly well for the
When you’re finished, roll a second d12 on the Flaw table ogres, producing iron-shod greatclubs, horned helmets,
and note the result next to one of the outfits on the first and suits of piecemeal armor for each of them. If the PCs
table. The next time that outfit is rolled, it bears that flaw. encounter Gruul and his brothers again (if the party tracks
An outfit can have multiple flaws. Keep adding flaws until them to the birthday party, for example), the ogres’ excep-
all outfits produced by the wardrobe are unwearable. tional outfits grant them +2 AC and a +1d8 bonus to dam-
There’s no limit to the number of outfits the wardrobe age rolls.
can create, but items taken from the wardrobe fall to piec- If combat occurs, the ogres devote their actions to
es and become worthless after 24 hours. grappling the weakest-looking PC and stuffing them in-
Roll Outfit
side the wardrobe. Creatures forced into the wardrobe
are transported to a featureless extradimensional space,
1 An outfit perfect for the creature’s current needs (your choice)
where they remain until another creature opens the ward-
2 Commoner’s clothes
robe again. Creatures don’t need to breathe, drink, eat, or
3 Noble’s clothes sleep while inside the wardrobe. When a trapped creature
4 Entertainer’s clothes reappears, their clothes and armor are missing and re-
5 Nightgown and sleeping cap placed with a random outfit. Nothing short of a wish spell
6 Fancy ballgown can recover items lost inside the wardrobe.
7 Bathing suit
8 Witch costume (includes pointy hat and nonmagical broom) 50. Theodin Thistlewhip (CR 1)
9 Suit of plate mail (includes longsword and shield) • A halfling’s corpse
10 Priest’s vestments and a current copy of St. Adso’s Almanac • Three prismatic centipedes (Runewild Bestiary,
11 Boots of elvenkind, cloak of elvenkind, and a mithral chainshirt page 278) lurk nearby
12 A robe of eyes The remains of Theodin Thistlewhip, one of the missing
Thistlewhip children from Kidwelly (19), lie in the under-
Roll Flaw
brush. Three prismatic centipedes lurk in the trees above
1 Doesn’t fit
the corpse. The centipedes killed Theodin after his hunt for
2 Missing arm or leg the Golden Bodach (see 20) led him here. The centipedes
3 Extra arm or leg ambush the first PC to inspect Theodin’s body.
4 No head hole Theodin has been dead for several weeks. There’s noth-
5 Incomplete (missing pants, shirt, etc.) ing of value on his body. PCs who make a successful DC 10
6 Falls to pieces after a minute Wisdom (Survival) check pick up Theodin’s trail leading to
7 Hideous color
Stone Fish Fountain (60).
8 Funny smell
9 Punctured (as if by arrows) and covered with bloodstains
51. Cat in a Tree (CR 4)
10 Infested (roll a DC 11 Constitution saving throw or be infected • Two forest sloths (Runewild Bestiary, page 270)
with sewer plague) fight a fey lion (page 269)
11 Springs to life and attacks (as animated armor) Two forest sloths have treed a fey lion. The sloths slam
12 Pockets filled with bees (conjures 8 swarms of insects once themselves against the tree, trying shake the lion free. The
donned) lion does a fair job keeping its grip, but it’s only a matter of
time before the sloths uproot the tree entirely.
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Richard Broadhurst (Order #23491769)
Even the briefest distraction gives the lion the time it the benefits of a long rest. On a failure, the PC gains 1d6
needs to escape. It scrambles from the tree and darts into levels of exhaustion instead. PCs who die as a result of this
the underbrush, leaving the PCs to deal with the sloths on exhaustion can’t be returned to life by any means short of
their own. If followed, the lion leads its pursuers east to the a wish spell. (The rest of the party may see the ghost of
Movable Feast (52). their lost compatriot among the elves the next time they
The lion remembers any kindness the PCs show it. The encounter the Feast.)
next time the characters trigger a random encounter, the
lion returns during the battle to fight alongside the par- Bungo Thistlewhip
ty. On the other hand, if the party abandons the lion, the Bungo Thistlewhip, one of the missing Thistlewhip chil-
sloths make quick work of it, and the lion begins to stalk dren from Kidwelly (19), has traveled with the Feast for
the party in its Haunting form the following night. several weeks. Each time the Feast transports him to a new
location, he simply waits for the Feast to return and rejoins
52. The Movable Feast (CR 5) the merriment. Though on the brink of exhaustion, Bungo
is having the time of his life. Only a successful DC 14 Cha-
• A ghostly feast may refresh, exhaust, or lead the party risma (Deception, Intimidation or Persuasion) check con-
astray: DC 19 vinces Bungo to abandon the Feast.
• Twelve specters attack if harassed
• A missing halfling may be here 53. Malicraft’s Mill (CR 3)
Note: If the PCs haven’t encountered the Movable Feast be- • Malicraft, a green hag, always has guests
fore, it’s here. Otherwise, there’s a 1 in 6 chance the Feast ap- • Treasure includes a broom of flying
pears here every shift (6 hours).
An ancient windmill overlooks a scattering of stone cottag-
In a peaceful glade, a dozen Aosidhe youths enjoy music es, the remnants of a Runish village abandoned decades
and sip wine from silver goblets. If the PCs approach, the ago. The mill rests atop a hillock that rises from the ground
elves beckon them to join the festivities. like a giant’s knuckle. Frayed but empty nooses hang from
the mill’s tattered sails. A rickety wooden walkway skirts
The Movable Feast the mill’s waist. Beneath this platform, a single door leads
The elves speak Elvish but can address the party in Com-
to the building’s interior.
mon, if necessary. Their conversation is idle; any subject
The windmill was the largest in the Runewild until
more substantive than the weather or the quality of the
Macson’s Mill in Widderspire (1) supplanted it. When Lord
music or wine is waved away. The elves ask the PCs their
Widderspire discovered a coven of hags used the old mill
names but smile enigmatically if asked their own.
as a gathering place, he and his knights smashed the mill’s
PCs who make a successful DC 14 Wisdom (Insight)
grindstone and hung the witches from its sails. Only one
check suspect the elves aren’t all they seem. Divination
witch—a green hag named Malicraft—survived this ca-
magic or abilities like the paladin’s Divine Sense reveals
tastrophe. Today, though the village that supported the
the elves aren’t living creatures, but undead spirits. De-
mill is empty, Malicraft continues to make the cursed site
spite this fact, the elves seem entirely at peace, as if un-
her home.
aware they are dead. The elves reveal their true natures
(attacking as specters) only if harmed or threatened. Inside the Mill
PCs who engage the elves are plied with all manner of Malicraft has converted the mill’s ground floor into make-
earthly delights: fine food, lovely music, and a seemingly shift living quarters. Near the door is a dining table and
endless supply of wine. PCs not immune to the charmed chairs, a simple straw bed, and a cabinet crammed with
condition must make a successful DC 19 Wisdom saving candles, dried herbs, and the other trappings of Malicraft’s
throw to resist these temptations. On a failure, the PC must magic. Unless on business elsewhere, Malicraft is usually
participate in the Feast to its conclusion. A PC may join the found here, entertaining visitors.
Feast willingly, of course. Across from the front door, a stone staircase spirals to
The Feast grows more intense as it progresses, eventu- the mill’s second level. Near the top of the steps, a door
ally escalating into a full-fledged bacchanal. After one shift leads outside to the platform encircling the mill. The mill’s
(6 hours), the Feast finally ends. The spirits of the elven gear-shaft pierces the room’s ceiling. Scattered about the
youths dissipate, and the PCs find themselves magically shaft are chunks of white stone, the remains of the mill’s
transported to another location in the Runewild (either 68 once-massive grindstone.
or 123, your choice). The mill’s top floor is a tiny attic space. The ceiling here
At the Feast’s conclusion, any PC who participated has collapsed in places, leaving much of the room open to
must make a DC 19 Constitution saving throw. On a suc- the sky. Arranged in a circle are twelve human skulls. The
cess, the PC is rejuvenated by the experience and gains skulls belonged to Malicraft’s coven-sisters. Malicraft visits

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Richard Broadhurst (Order #23491769)
this room when she seeks her sisters’ advice or performs
a particularly demanding hex. She also keeps her broom
of flying here, which she rides when she patrols the skies
around the mill.

The Matron Malicraft


Malicraft appears as a middle-aged woman with wavy,
dark brown hair just beginning to go gray. In nearly all
ways, she seems the opposite of the stereotypical wicked
witch. She speaks reasonably, is quite beautiful, and even
shows kindness towards those who serve her well.
Beneath this pleasant façade, however, beats a cold,
conniving heart. Malicraft’s curses are insidious, some-
times taking months or even lifetimes to reach fruition.
Though her motivations are often inscrutable, Malicraft’s
evil deeds aim toward a singular goal: to supplant Griselda
(86) as the Hag Queen of the Runewild. To this end, Mali-
craft employs a legion of servants, both mortal and fey, to
spy on other witches and to extend her sphere of influ-
ence over the forest.

Malicraft in Your Campaign


Malicraft is designed to be, if not the first witch the party
encounters, the one the PCs interact with most frequently.
You can use Malicraft to provide the players with a place to
rest, to buy and sell magic items, or to gather information
about their next adventure. In her dealings with the PCs,
Malicraft maintains an attitude of fairness and practicality.
She’s smart enough to avoid crossing the PCs directly, lest
they return seeking vengeance once they’ve grown more
powerful.
Although she makes no apologies for her wickedness,
• Information. Malicraft has spent decades gather-
ing information about the Runewild and its inhabitants.
if called out she recounts the many advantageous bargains
Assume Malicraft knows 1d4 facts about any location in
the PCs have struck with her in the past. If the party works
the Runewild, or 1d4 + 1 facts if the subject is a hag. Mali-
against Griselda, she says, then they share a common ene-
craft usually shares what she knows for free, but she may
my. Of all the wicked witches in the Runewild, she’s surely
require a payment of up to 100 gp for information that’s
the one they can stomach most easily.
particularly interesting or hard to come by.
Malicraft accepts coins and other treasure as payment
for her work. For those without money, she always has an
• Potions. At any given time, Malicraft has 1d4 + 1 po-
tions of healing and one of the following potions on hand:
errand that can be performed in lieu of payment. These
1) clairvoyance, 2) diminution, 3) gaseous form, 4) superior
errands seem innocuous at first: a message delivered to
healing, 5) invulnerability, 6) mind reading. She sells the po-
another hag, or a scouting mission to a location of interest
tions of healing for 50 gp each and the other potions for
in the forest. Only much later do the nasty consequences
2,500 gp each.
of the errand become apparent. Malicraft stores her coins
and other valuables inside her bag of holding.
• Magic Items. Each time the PCs visit Malicraft, there’s
a 1 in 6 chance she offers to sell one of the following mag-
Details regarding the services Malicraft provides fol-
ic items for 500 gp: 1) brooch of shielding, 2) ring of mind
low. For more information about Malicraft’s abilities, see
shielding, 3) spell scroll of up to 3rd-level, 4) stone of good
her entry in the Runewild Bestiary on page 294.
luck, 5) rope of climbing, 6) wand of secrets. Malicraft may
• Rest. For the price of 1 gp per night, Malicraft allows also purchase magic items from the party at half their orig-
travelers to sleep in the abandoned cottages that surround inal cost.
her mill. PCs who rest in the cottages can do so without • Spellcasting: By communing with the spirits of her co-
risk of triggering a random encounter. Creatures who use ven sisters for one hour, Malicraft gains the ability to cast
the cottages without Malicraft’s permission must make a one specific spell or perform a unique magic ritual (see the
successful DC 12 Constitution saving throw to avoid con- Malicraft’s Coven table on page 295 for more information).
tracting filth fever.
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Richard Broadhurst (Order #23491769)
Malicraft casts 1st or 2nd level spells for 100 gp, 3rd or 4th 54. Dances with Bears (CR 4)
level spells for 500 gp, and spells of 5th level or higher for
1,000 gp. Charges to perform a magic ritual vary (your • Five moon bears (as brown bears) dance in a clearing
choice or roll 1d10 x 100 gp). Once Malicraft has spoken • PCs who join the dance may receive a boon: DC 17
with her coven sisters, their skulls fall silent until the fol- PCs who chance upon this clearing witness a fantastic
lowing dawn. sight: five moon bears balanced on their hind legs, circling
one another in an oddly graceful pavane.
Malicraft’s Guests The bears dance for several minutes before they drop
Each time the party visits Malicraft, roll on the following to all fours and go their separate ways. At any time before
table to determine who else is at the mill when the PCs the dance ends, the PCs may enter the clearing and join
arrive. Many of Malicraft’s guests are her willing (or not-so- the bears. Those who do must make a DC 17 Charisma
willing) servants, but a few are merely allies or even thin- (Performance) check. Characters who dance in the form of
ly-veiled enemies. Suggestions for Malicraft’s relationship a bear (via Wild Shape or other ability) have advantage on
with her guests are provided in the entries below, but you the check. On a success, the bears allow the PC to dance
should feel free to alter these details as needed. Note that alongside them.
you may need to adjust the CR of this encounter depend- If a PC fails their Performance check, the bears become
ing on the nature of Malicraft’s guests. agitated. The PC must either abandon the dance or recover
Roll Guest by succeeding on another DC 17 Charisma (Performance)
1 Malicraft knows a ritual to summon Carn the Hunter (78) check. If the check fails again, the bears end the dance pre-
and occasionally employs the savage centaur to hunt down maturely and attack the offending PC.
mortals who’ve escaped into the Runewild. PCs who successfully complete the dance receive a
2 A pooka (Runewild Bestiary, page 278) named Hoorah (38). magical boon, which takes the form of a glowing moon
Malicraft suffers the strange creature so as not to offend the shape somewhere on their body. Whenever a PC would
pooka-king Seven-Tail (Runewild Bestiary, page 280). make a Dexterity (Acrobatics) or Charisma (Performance)
3 The wereboar Prospero Piggyback (42) has returned to the check, they can expend their boon to gain advantage on
mill to receive his latest orders. the check. The boon disappears once used.
4 Wilbur Freely (a human bandit) masquerades as a peasant If the party revisits the clearing, there’s a 1 in 6 chance
seeking Malicraft’s healing magic. In truth, he’s a spy working
the bears have returned as well. PCs who wish may join the
for Ianto the Red (89). The next time the PCs visit Malicraft,
they find Wilbur’s corpse hanging from one of windmill’s dance again, but a PC may benefit from only one boon at a
arms. time.
5 Arctura Coppertank (a dwarven commoner) survived the Other than their fondness for dancing, the bears are
massacre at Coppertank Mine (64) but is now in the begin- normal beasts. If the PCs speak with the bears via speak
ning stages of werestag lycanthropy (Runewild Bestiary, with animals or other magic, the bears have only one con-
page 282). She’s come to Malicraft seeking a cure.
cern: the whereabouts of their missing queen, Ursula (see
6 A veteran of the Covenant Hall Mercenary Company (roll ran- location 148 for more information).
domly on the Covenant Hall Mercenaries table on page135).
They’ve made the long journey from Ill Hollow (76) seeking
news about their missing compatriot, Dade Ironstar (64). 55. Ettercap Maze (CR 4)
7 Aldor Macson, mayor of Widderspire (1). Aldor’s father was • Two ettercaps herd four giant wolf spiders
among the knights who slaughtered Malicraft’s coven. His
twice-yearly visits to Malicraft prevent the hag from taking
• The ettercaps’ lair contains treasure and a petrified elf
vengeance on his village. House-sized boulders transform this hollow into a laby-
8 A swarm of ravens delivers Malicraft news from around the rinth of switchbacks and dead ends. Bleach-white bones
Runewild. litter the ground just inside the mouth of the maze.
9 A gang of eight grimlocks. These may be the grimlocks from
26 or another group entirely. Malicraft employs a seemingly Ettercap Ambush
endless supply of the brutish humanoids. Soon after the PCs enter the area, four giant wolf spiders
10 Malicraft has enlisted a gargoyle to spy on the Broken Keep attack the party. The spiders’ masters, a pair of ettercaps,
(109). direct the ambush from atop the 10-foot-high boulders.
11 A fiddlehead (Runewild Bestiary, page 269). Malicraft be- The ettercaps are hidden at the start of the battle but join
lieves the fiddlehead possesses some particularly interesting
the fray after 1d4 rounds, using webs to target PCs unaf-
memories about a rival hag. She asks one of the PCs to eat the
fiddlehead and retrieve the memories for her. fected by the spiders’ poison. The ettercaps are armed with
12 Another witch, either one of your choice or determined
lance-like spears (1d8 + 2 piercing damage, 10 ft. reach).
randomly by rolling on the Which Witch? table on page 22. The ettercaps use the confusing layout of the maze
Malicraft invited the witch to her mill to learn more about the to their advantage, directing the spiders to fall back and
hag, to call in an old debt, or to propose a new alliance. surround PCs who become separated from the rest of the
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Richard Broadhurst (Order #23491769)
party. The ettercaps retreat to their lair (see below) if three Keyed Areas
or more spiders are slain.
The boulders are mossy and relatively smooth. PCs at- Area E1 – Desecrated Shrine
tempting to climb a boulder must make a successful DC • Shrine is unhallowed, causing vulnerability to poison
12 Strength (Athletics) check to do so. Due to their climb (DC 15 to dispel)
speeds, neither the spiders nor the ettercaps need to make • Ten flying snakes
this check. • A cave-in (DC 14) reveals Area E2
The Ettercaps' Lair Parties following Feather Lake’s western shore spot an un-
The ettercaps have used their webbing to fashion a cave- usual rock formation atop a rise. If the PCs investigate, they
like lair at the heart of the maze. Their treasure is piled in- discover an altar the size and shape of a mill stone bal-
side: 2,900 cp, 700 sp, 50 gp, and three gemstones worth anced on its edge. Intricate carvings decorate the altar’s
10 gp each. Nearby, a strangely lifelike statue of a female face, but the PCs must move closer if they wish to study
elf is propped up in a niche between two boulders. One of the carvings further.
the elf’s hands is broken off, but otherwise the statue re- The PCs experience a sudden wave of nausea if they
mains intact. The ettercaps appear to have taken a liking to approach within 60 feet of the altar, the result of a hallow
the statue, as around its feet are offerings of dried flowers, spell cast on it. While inside the spell’s radius, beasts and
bones, and silver coins (2d6 sp). humanoids are vulnerable to poison damage (no saving
The “statue” is the petrified body of an elf named Yae- throw). PCs who make a successful DC 14 Intelligence (Ar-
renne, a scout from the Ruasidhe territory (34). Medusa cana or Religion) check recognize the effects of the hallow
and her gorgon child (109) ambushed Yaerenne while she spell (or unhallow, in this case). They also know a success-
explored the forest near the ettercaps’ maze. The ettercaps ful dispel magic spell (DC 15) is required to end the effect.
discovered Yaerenne’s body and, amused by the look of
terror on her face, brought her here to decorate their lair. Flying Snakes
A greater restoration spell or similar effect restores Yae- The first time the PCs approach within 10 feet of the altar,
renne to flesh, though her hand remains severed. If the a group of ten flying snakes emerge from an underground
PCs return Yaerenne to her people (as a statue or other- cave and attack the party. The snakes fight to the death
wise), the Ruasidhe treat the party favorably in future en- or until a loud noise (such as that created by a fireball or
counters. shatter spell) drives them off. During the encounter, keep
in mind that creatures within 60 feet of the altar are vulner-
able to poison damage.
56. Tomb of the Feathered Serpent (CR 8)
Though not technically a god, the fey lord known as Feath- Cave-In
ered Serpent is in a sense immortal. Each time it dies, the If PCs investigate the opening through which the flying
Serpent hatches from one of its own eggs, fully grown and snakes appeared (a crevice 15 feet from the altar), the
possessed with the memories of its previous lifetimes. ground beneath their feet collapses. Affected PCs must
This cycle of death and rebirth has endured for centuries, make a successful DC 14 Dexterity saving throw to avoid
granting the Feathered Serpent knowledge and insight the cave-in. On a failure, the character falls 60 feet into an
few creatures in the Runewild can claim. underground cavern, taking 21 (6d6) bludgeoning dam-
A race of bird-folk called the thrushkin (Runewild Bes- age and landing prone.
tiary, page 281) once revered the Feathered Serpent at the Once the cave-in occurs, the PCs can approach the ex-
Palace of Water, Wind, and Stone (57). While the Serpent posed cavern safely. The cavern begins as a narrow chim-
lived, the thrushkin heeded its wisdom. Each time it was ney that quickly widens into a circular chamber roughly 20
reborn, they honored the Serpent by interring its remains feet across. A worked archway leading to Area E2 stands
inside this sacred tomb. on the cavern’s eastern wall.
The thrushkin abandoned this location when the
green dragon Apophix (58) and his minions, a coven of Desecrated Altar
sea hags known as the Gunkpuddle Girls (Runewild Besti- PCs within 5 feet of the altar can study its carvings. A ser-
ary, page 290), captured the Feathered Serpent and drove pent with feathery wings fills the center of the stone. Bird-
the bird-folk from their home. Despite the Gunkpuddles’ like humanoids wheel about this central figure, their arms
efforts to breach the tomb’s defenses, the bones of the extended as if in worship. Stylized pictographs of water (a
Serpent’s previous incarnations remain undisturbed. The wave), wind (a gust of air), and stone (a simple square) di-
tomb also holds three parts of an enchanted amulet that, vide the altar into three distinct sections. Black stains mar
once rejoined, allow the wearer to open a portal to the Pal- the otherwise beautiful carvings.
ace of Water, Wind, and Stone.

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Richard Broadhurst (Order #23491769)
The thrushkin maintained the altar up until Apophix door with ease. Thus far, the spell has prevented the Gunk-
drove them from the area. The Gunkpuddle Girls now puddle Girls from entering the Tomb.
make regular visits here to spit upon the altar, resulting in
the black stains that mar the altar’s surface. When mixed, Area E3 – Ossuary Bridge
the sea hags’ spit transforms into a magical poison called • Skeletal birds (as flying skeletons) attack PCs on the
midnight’s tears. The poison has lost its potency (and is bridge
harmless if touched), but it continues to desecrate the • Two skeletal snakes (as undead giant constrictor
altar until washed away. (See the Gunkpuddles’ entry on snakes) attack PCs on the ground
page 290 the Runewild Bestiary for more information.) • Secret doors: DC 10
PCs who study the altar can make a DC 12 Intelligence A stone bridge bisects this circular chamber at a height of
(History or Religion) check. On a success, the PC knows 40 feet The ceiling rises another 20 feet above the bridge.
the craftsmanship isn’t that of humans, elves, or any of Hundreds of window-shaped niches line the walls. Ar-
the common races. PCs who have visited Shadownest (15) ranged within each niche are the delicate bones of storks
note the thrushkins’ similarity to the bird-like humanoid and other water-fowl. The skeletons of two enormous
carvings, although the figures on the altar appear more snakes coil on the chamber’s floor. The snakes are each
vigorous than their real-life counterparts. PCs proficient over 15 feet long and arranged so they appear to eat one
with herbalism kits can make a DC 14 Intelligence check to another’s tail. Also at floor level, a statue of a bird-headed
recognize the nature of the black stains. warrior stands sentinel against the northern wall.
Three-Feathers, the chief of Shadownest, may ask the
party to cleanse the altar. PCs who do so invariably come Navigating the Chamber
into conflict with the Gunkpuddle Girls. The hags seek re- The bridge has no railing, but PCs can cross it with little
venge against the characters who undid their hard work. fear of falling. However, as soon as a character reaches the
bridge’s halfway point, 2d6 of the bird skeletons animate
Area E2 – Viewing Chamber and attack the party. Each round thereafter, another 1d6
• A force-covered well offers a view of Area E8 skeletal birds animate, for as long as the PCs occupy the
• A hallowed door: DC 15 bridge. With hundreds of niches, the supply of bird skele-
The arched passageway from Area E1 opens into this tons is essentially limitless. The birds return to their nich-
square chamber after 20 feet or so. Delicate, high-relief es once no living creatures remain on the bridge. Treat
carvings of birds, serpents, and elves decorate the walls. the skeletal birds as normal skeletons with the following
A well capped by a bubble of translucent force occupies changes:
the center of the room. Lambent green light rises from the • They have AC 12.
depths of the well to illuminate the chamber. A stone door • They have a flying speed of 40 feet.
is set into the southern wall. • Replace their normal attacks with a Beak attack (+4 to
hit, 1d6 + 2 piercing damage).
The Well
The well descends 40 feet before opening into a much Characters who descend to the floor of the chamber cause
larger chamber (Area E8). PCs who look down the well see the snake skeletons to animate. The snakes become inani-
the bones of a winged serpent arranged atop a low ped- mate again once no living creatures are within their reach.
estal. The serpent might once have resembled those the Treat the skeletal snakes as giant constrictor snakes with
party fought in Area E1 but is much larger. The skeletons the following changes:
of four bird-headed humanoids stand guard around the
• Their type is undead instead of beast.
serpent. Glowing gemstones embedded in the pedestal
• They have darkvision to a range of 60 feet.
illuminate the display.
The bubble of force that covers the well is immovable
• The snakes are vulnerable to bludgeoning damage
and immune to poison damage, as well as exhaustion and
and immune to all damage. A successful (DC 15) dispel
the poisoned condition.
magic spell causes the bubble to dissipate, as does more
powerful magic (such as disintegrate or wish). Characters Secret Doors
who destroy the bubble or bypass it via teleportation can The statue on the north wall depicts a thrushkin warrior
use the well to travel directly to Area E8. wielding a spear and shield. The statue stands flush with
the wall. PCs who make a successful DC 10 Intelligence (In-
The Door
vestigation) or Wisdom (Perception) check notice the wall
A hallow spell prevents celestials, elementals, fey, fiends,
can be rotated by pushing on the statue. Doing so reveals
and undead from touching the door to the south. A suc-
a hidden chamber (Area E9).
cessful dispel magic spell (DC 15) ends this effect. Crea-
tures unaffected by the hallow spell can push open the
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Richard Broadhurst (Order #23491769)
Another secret door occupies one of the niches on the A clay wedge inscribed with a square-shaped sigil rests
southern wall. The niche is level with the bridge (40 feet atop the pedestal. Though it currently radiates no magic,
above the floor), but PCs who reach it can make a DC 10 the wedge is one-third of an ancient thrushkin amulet.
Intelligence (Investigation) or Wisdom (Perception) check Placing all three pieces of the amulet on the altar in Area
to notice the door. The door opens south into Area E6. E9 re-enchants the amulet. The amulet’s other two pieces
are in Area E6 and Area E7.
Area E4 – Blessed Basin
• Drinking from the gem-filled basin confers a blessing Boulder Trap
• Stealing a gem triggers a polymorph trap: DC 14 The clay wedge sits atop a pressure plate in the top of the
pedestal. Removing the wedge without replacing it with
A wide-mouthed stone basin occupies an alcove on the
an item of equal weight causes the boulder to crash down
eastern wall. Flanking the basin are brass sculptures
onto the pedestal. Noticing the pressure plate requires a
shaped like human-sized storks. Sparkling water fills the
successful DC 14 Intelligence (Investigation) or Wisdom
basin, and bright blue tourmalines line its bottom like
(Perception) check. Switching out the wedge with anoth-
loose river stones. Some unseen magic causes the storks
er item requires a successful DC 14 Dexterity (Sleight of
to bend at their hinged waists and alternately dip their
Hand) check. Alternately, a character using thieves’ tools
long beaks into the water.
can jam the pressure plate with a successful DC 14 Dexter-
A detect magic spell reveals transmutation magic em-
ity check.
anating from the stork sculptures. The water in the basin
Creatures beneath the boulder when it falls must
radiates both conjuration and transmutation magic. The
make a successful DC 14 Dexterity saving throw to jump
gems aren’t magical, but each is worth 100 gp. There are
clear. On a failure, they take 44 (8d10) bludgeoning dam-
65 gems in all.
age and are knocked prone. The boulder then rolls north
Creatures who drink from the basin are granted a bless-
in a straight line until it stops at the end of the chamber.
ing: they gain a flying speed of 60 feet for the next hour, at
Creatures caught in the boulder’s path must make a similar
the end of which time they float gently to the ground. A
saving throw to avoid taking damage and being knocked
creature can drink from the basin multiple times but can’t
prone.
benefit from more than one blessing at once. The water
If the trap is triggered while the wedge still occupies
in the basin magically replenishes as it is removed. Water
the pedestal, the boulder smashes it to pieces. The wedge
taken from the basin loses its magic immediately.
is destroyed (and can’t be used to reform the amulet) un-
If a PC tries to take the gemstones from the basin, they
less the PCs repair it with a mending cantrip or similar mag-
must make a successful DC 14 Dexterity saving throw to
ic.
snatch a gem before the beaks of both storks snap down
on the character’s hand. On a failure, the PC takes 7 (2d6) False Creepers
piercing damage and must make a successful DC 14 Wis- The vines that hold the boulder aloft grow from a fissure
dom saving throw or be polymorphed into a flying snake. in the ceiling. If the boulder trap is triggered, the vines im-
The transformation lasts 1 hour or until the character drops mediately animate as four false creepers. The vines also
to 0 hit points while in their new form. animate if attacked, dropping the boulder as they do so.
The PCs can jam the sculptures to prevent them from The creepers attack living creatures in their reach but don’t
swinging by making a successful DC 14 Dexterity skill leave this chamber. Until the trap is triggered, PCs capable
check. Alternately, the party can hold a statue in place of speaking with plants (via a speak with plants spell, for
with a successful DC 14 Strength check. The basin is built example) can befriend the vines by making a successful
into the wall and the stork sculptures bolted to the floor. DC 19 Charisma (Persuasion) check. On a success, the vines
Damaging either the basin or sculptures causes them to promise not to drop the boulder even if the PCs trigger
lose their magic. the trap. The vines can’t be reasoned with once the trap is
triggered.
Area E5 – Rolling Boulder Trap
• A rolling boulder trap (DC 14) guards one piece of an Area E6 – Windy Passages
• Triggering the trap animates four false creepers •• Wind
amulet traps (DC 14) guard one piece of an amulet
Secret door: DC 10
(Runewild Bestiary, page 268)
Statues of thrushkin warriors stand in niches lining these
The floor of this chamber slopes upwards to the south at a passageways. All the statues wield spears and shields,
15-degree angle. A low stone pedestal stands at the cham- and the one in the easternmost niche wears a clay amulet
ber’s far end. Suspended above the pedestal in a net of liv- around its neck. The amulet is a clay wedge that bears a
ing vines is a boulder 10 feet in diameter. carving of a stylized gust of wind. A creature within 5 feet
of the statue can take the amulet with no trouble. Other
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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
than a simple leather thong that allows it to be worn as an When the PCs first arrive, Shaedrema lurks in the shad-
amulet, the wedge is identical the ones found in Area E5 ows of the balcony. From her hiding spot, she demands
and Area E7. to know what the party seeks in the tomb of the Feath-
ered Serpent. If the PCs have collected two pieces of the
Wind Traps clay amulet (see Areas E5 and E6) and profess to seek the
A living creature that steps into the east-west section of third, Shaedrema allows one of the PCs to select a wedge
the passageways causes the hall to fill with intermittent from the reflecting pool (see below). If the PC chooses the
gusts of hurricane-force winds. When the trap is first trig- wrong wedge, or if the PCs are yet to collect the amulet’s
gered, a blast of wind 60 feet long and 10 feet wide em- other two pieces, Shaedrema attacks.
anates from a random statue (marked #1–4 on the map). Shaedrema begins combat by casting blight on the
Creatures caught in the blast must make a successful DC weakest-looking character she can see (preferably a spell-
14 Strength saving throw or take 3 (1d6) bludgeoning caster). She avoids melee by using dimension door to tele-
damage as they are pushed 20 feet away from the statue port back and forth between the balcony and the lower
and knocked prone. If a creature strikes an object (such as level. Shaedrema fights to the death, confident she will
a wall or other statue), it takes an additional 3 (1d6) blud- return to life (via her Rejuvenation ability) if the PCs defeat
geoning damage. If this movement would move the char- her. She won’t pursue characters who flee the chamber
acter into another creature’s space, that creature must suc- and doesn’t remember them if they return.
ceed on a DC 14 Dexterity saving throw or take the same If the PCs successfully collect all three pieces of the
damage and be knocked prone. clay amulet, Shaedrema allows the party to pass to Area
After the initial blast of wind, ask the PCs to roll ini- E8 but offers no other assistance.
tiative. Whenever a creature starts or ends its turn in the
passageways, the trap triggers again (as described above). Reflecting Pool
The winds cease once no living creature remains in the Hundreds of clay wedges appear to line the bottom of
passageways. A dispel magic spell cast on a statue stops reflecting pool. In fact, all but one of the wedges is an il-
that statue from functioning. The statues can also be de- lusion. The PCs can distinguish the real wedge from the
stroyed (AC 17, 18 hp, immune to poison and psychic dam- others by making a successful DC 14 Intelligence (Inves-
age). tigation) or Wisdom (Perception) check. On a failure, the
PC chooses the incorrect wedge. (You may wish to make
Secret Door this check secretly for the PC, so the players aren’t certain
The statue in the northern niche doesn’t produce wind. of the result.) Creatures with the ability to pierce illusions
PCs who make a successful DC 10 Intelligence (Investiga- (such as a PC under the effects of a true seeing spell), auto-
tion) or Wisdom (Perception) check notice the wall behind matically identify the real wedge.
the statue can be rotated. This secret door opens into one A PC who recognizes the real wedge can simply reach
of the bone-filled niches in Area E3. The niche is 40 feet into the water to retrieve it. If any other creature touches
above the chamber’s floor. the pool, the water animates and attempts to drag them
into the pool. The creature must make a successful DC 14
Area E7 – Naga Lair
• Shaedrema, a spirit naga, guards one piece of an am- Strength saving throw. On a success, the creature pulls
away safely and the water returns to normal. On a failure,
ulet
• An illusion conceals the true amulet: DC 14 the creature takes 10 (3d6) acid damage and enters a space
• Enchanted pool: DC 14 within the pool. Until it escapes, the creature can’t breathe,
is restrained, and takes 21 (6d6) acid damage at the start of
A shallow pool stretches the length of this chamber, its each of its turns. The creature can escape the pool by using
surface reflecting torchlight like a mirror. Innumerable clay an action to make a successful DC 14 Strength (Athletics)
wedges marked with wave-like symbols fill the bottom of check. Choosing the incorrect wedge also causes Shaedre-
the pool. To the west, a columned balcony overlooks the ma to attack (see above).
lower chamber from a height of 20 feet.
Area E8 – Tomb
Shaedrema • 32 skeletons stand guard
When the thrushkin first built the tomb, they enlisted one • Secret door: DC 10
of the Feathered Serpent’s allies, a guardian naga named
Characters who viewed this area through the well in Area
Shaedrema, to watch over the Serpent’s remains. Shae-
E2 now see the enormous chamber holds not one, but
drema hasn’t forgotten her duty, but decades of isolation
many, of the Feathered Serpent’s previous incarnations.
inside the tomb have driven her insane. Shaedrema’s mad-
Eight pedestals in total fill the room, each topped with the
ness transformed her from a guardian naga into an evil
bones of a Large-sized winged snake.
spirit naga.

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Richard Broadhurst (Order #23491769)
Four skeletal thrushkin stand guard around each ped- While attuned to the re-enchanted clay amulet, a char-
estal (32 in all). Though undead, the skeletons remain acter within 5 feet of the archway can use an action to ac-
motionless unless the PCs touch the Feathered Serpent’s tivate the portal. Once activated, the portal fills with multi-
remains or otherwise disturb this holy place. Treat the skel- colored magical energy. A creature who steps through the
etal thrushkin as normal skeletons armed with spears (+4 active portal is teleported directly to Area F1 of the Palace
to hit, 1d6 + 2 piercing damage) and shields (AC 14). of Water, Wind, and Stone (57). The PCs can also use the
amulet to return from the palace to this chamber. The por-
Secret Door tal deactivates once no creature has stepped through it for
A statue of a thrushkin warrior stands atop a ledge on the a full minute.
south wall, 40 feet above the chamber’s floor. Characters
without climbing gear or magic can climb to the ledge by 57. The Palace of Water, Wind, and
making a successful DC 10 Strength (Athletics) check. PCs
on the ledge can investigate the statue by making a DC 10 Stone (CR 6)
Intelligence (Investigation) or Wisdom (Perception) check. Vegetation clutches every inch of Feather Lake’s shore-
On a success, the PC notes that the wall behind the statue lines. A perpetual mist, indifferent to weather or wind,
rotates. This secret door opens into a hidden shrine (Area veils the lake’s surface. Occasionally, waterfowl with rain-
E9). bow-colored plumage fly low overhead before disappear-
ing back into the haze. The Wendarin River feeds the lake
Area E9 – Hidden Shrine in the form of a thundering waterfall on its eastern shore.
• Re-enchanting the amulet creates a necklace of prayer A sprawling temple complex occupies an island in
beads the center of the lake. Once known as the Palace of Water,
• A magic portal leads to location 31 Wind, and Stone, today only a handful of the palace’s struc-
This hidden chamber is little more than a narrow hallway tures remain standing. The rest of the complex is a maze
connecting Area E3 and Area E8. On the west wall, a large of crumbling terraces and orphaned archways cloaked in
carving and a shallow shelf create an altar to the Feathered green-grey mist.
Serpent. Directly across from the altar, a stone-filled arch-
way decorates the eastern wall. History of the Palace
Thrushkin mystics built the Palace of Water, Wind, and
Altar Stone long ago to honor the Feathered Serpent, a power-
The carving on the west wall depicts thruskin worshiping ful fey lord the bird-folk worshiped as a god. For centuries,
the Feathered Serpent, as well as stylized images of water, the thrushkin served the Feathered Serpent at the palace,
wind, and stone. The carving is identical to the one found protecting the Serpent from its enemies and finding guid-
on the altar in Area E1, and the symbols resemble those ance in its ancient wisdom. As a creature tied closely to the
on the pieces of the clay amulet in Area E5, E6, and E7. elements, the Feathered Serpent attracted a number of el-
Placing the three pieces of the amulet on the altar causes ementals to the palace, and the thrushkin grew strong by
them to disappear. A moment later, the amulet reappears, mastering these primordial spirits. Under the thrushkins’
fully formed and glowing with magical light. stewardship, the palace became known throughout the
The reassembled amulet functions as a necklace of Runewild as a place of peace and prosperity.
prayer beads. The water symbol on the amulet replicates All this changed when the green dragon Apophix
the effects of a bead of Favor (greater restoration). The came. Apophix wanted a lair within the Runewild and had
stone symbol functions as a bead of Smiting (branding already set his sights upon the palace when a coven of sea
smite), and the wind symbol functions as a bead of Wind hags known as the Gunkpuddle Girls (Runewild Bestiary,
Walking (wind walk). In addition, a character attuned to page 290) approached him. The Gunkpuddles offered to
the amulet can use it to activate the magic portal (see be- use their magic to imprison the Feathered Serpent if Apo-
low). A PC who inspects the amulet over the course of a phix would allow the hags to live in the palace once the
short rest learns all its properties. An identify spell cast on dragon had driven out the thrushkin. Apophix approved
the amulet also reveals the information. of the plan. He laid waste to Palace, slaughtering all but
a handful of the thrushkin. He then carved out a lair for
Magic Portal himself beneath the lake (58) and retreated there with the
An archway filled with solid stone occupies much of the imprisoned Feathered Serpent as his prize.
east wall. The arch radiates conjuration magic if inspect- Today, the Gunkpuddle Girls continue to serve Apo-
ed with a detect magic spell. PCs who make a successful phix, working their witchcraft from the ruins above his
DC 14 Intelligence (Arcana) check recognize the arch is a lair. Using an ancient thrushkin artifact (a ring of water ele-
teleportation portal, although the means to activate the mental command), the Gunkpuddles have bound a water
portal remain unclear. elemental to their service. Two other elementals (an air

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Richard Broadhurst (Order #23491769)
elemental and an earth elemental) still prowl the ruins, be- The Wall
yond the Gunkpuddles’ control. The Palace of Water Wind, Though only 10 feet high from inside the palace, the wall
and Stone is otherwise abandoned, a crumbling relic of that surrounds the complex drops 30 feet to the waterline
the thrushkin people and their god. outside. Ornate pilasters and bas relief sculptures decorate
the wall. This ornamentation is delicate but makes climb-
Approaching the Palace ing easy. A successful DC 10 Strength (Athletics) check is
The mists that cover Feather Lake make the palace imper- required to climb the wall. Failure on the check indicates
ceptible from lake’s shoreline. Flying creatures can spot that a piece of the wall breaks away, dropping the PC into
the summit of the Sky Tower (Area F3) poking above the the foul water below.
mists. Otherwise, a party seeking the palace must spend at
least one shift (6 hours) on the water and make a success- The Gatehouse
ful DC 19 Wisdom (Perception or Survival) check to locate Characters can avoid climbing the wall by entering the
the palace. palace through the gatehouse, which opens directly onto
While searching for the palace, the PCs must deal with the lake. Archways lead from the gatehouse to a sunken
the following hazards: avenue to the west (Area F2). A large mandala depicting a
• Beginning 30 feet from the shoreline, the lake’s mist winged serpent decorates the gatehouse floor.
becomes thick enough to obscure vision beyond 10 feet Ten flying serpents nest in the nooks and crannies of
(creatures within the mist are blind beyond this radius). the shattered dome. When the PCs enter the area, 1d4 of
Certain spells (such as create or destroy water or gust of the serpents swoop down to attack. Another 1d4 serpents
wind) may disperse the mist temporarily, but the mist re- arrive each round until all 10 serpents are present. The PCs
turns 1 minute after the spell’s effect ends. can make Wisdom (Perception) checks opposed by the
• The water of Feather Lake is toxic in a 1,000-foot radi- serpents’ Dexterity (Stealth) to avoid being surprised by
us around the palace. Creatures that start their turn in the the initial attack.
water must make a DC 14 Constitution saving throw. On
a failure, the creature takes 22 (4d10) poison damage and Mandala
is poisoned for one hour. On a success, the creature takes The mandala carved into the floor is 15 feet across. It de-
half damage and isn’t poisoned. picts a serpent with colorful, feathered wings surrounded
• If the PCs trigger a random encounter while on the wa- by bird-headed humanoids. Stylized pictographs of water
ter or scouting Feather Lake’s shores, roll a d6. On a 1–5, (a wave), wind (a gust of air), and stone (a simple square)
the Gunkpuddle Girls notice the party’s presence and send divide the circle into three distinct sections.
the water elemental from Area F5 to drive them off. On a PCs who study the mandala can make a DC 12 Intel-
6, Apophix strafes the party with his Poison Breath, then ligence (History or Religion) check. On a success, the PC
returns to his lair (58). knows the craftsmanship isn’t that of humans, elves, or any
• PCs who think to interrogate the fish in the lake are of the common races. PCs who’ve visited Shadownest (15)
surprised to discover the fish speak fluent Common. This note the thrushkins’ similarity to the bird-like humanoids,
ability has nothing to do with the palace; instead, it is the although the figures on the mandala appear more vigor-
result of the presence of a fey lord named Labyrin (70). The ous than their real-life counterparts.
fish know the palace’s location but would rather lead the The mandala radiates conjuration magic if inspected
PCs astray. Only magic (such as the animal friendship spell) with a detect magic spell. PCs who make a successful DC
compels the fish to cooperate. 14 Intelligence (Arcana) check realize the mandala func-
tions as a teleportation circle. The PCs can memorize the
Keyed Areas mandala’s sigil sequence by studying it for 1 minute. A
character wearing the magical amulet found in the tomb
Area F1 – Entry Steps of the Feathered Serpent can use the mandala to teleport
• Wall surrounds Palace: DC 10 between this location and the tomb directly (see 56 for
• Ten flying snakes hide near gatehouse ceiling more information).
• Mandala is a portal to 56
Area F2 – Haunted Statues
On the palace’s east side, crumbling granite steps rise • Five ghosts of thrushkin champions inhabit the stat-
from the water toward a dilapidated gatehouse. The gate- ues
house’s dome is broken in several places, allowing shafts
of sunlight to penetrate its otherwise dark interior. Extend- A trench-like boulevard choked with rubble bisects the
ing from the gatehouse and encircling the entire complex temple complex. The boulevard is 15 feet wide and 10 feet
is a flat-topped stone wall. lower than the areas to the north and south. Steps in the
center of the boulevard provide access to the other parts
of the palace.
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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
Statues of thrushkin warriors line the boulevard. The These eggs range in size from several feet to barely an
Gunkpuddle Girls have smashed most of the statues, but inch across, but all are decorated with carvings identical to
five remain intact. A character who studies one of the those on the central egg.
intact statues senses an otherworldly presence housed The first time a creature enters the shrine, a loud crack
within. fills the area as the central egg splits down the middle. One
The ghosts of thrushkin champions slain in the battle round later, an earth elemental (in the form of a stone-
with Apophix inhabit the statues. PCs who cast speak with scaled serpent) emerges from the egg. If the party recov-
dead in this area can communicate with the ghosts. The ered the ring of earth elemental command from the thrush-
ghosts share the following information: kin ruins (46), they can use the ring to try to control the
• The champions died when a green dragon attacked elemental. Otherwise, it attacks all creatures in the area.
the palace and captured the Feathered Serpent. The The elemental won’t pursue creatures who flee the
ghosts sense that the Feathered Serpent is trapped some- shrine. PCs who retreat without destroying the elemen-
where beneath the palace (58). tal find the central egg returned to its original state when
• A coven of sea hags helped Apophix capture the they return. Other than the elemental's unusual shape, it is
Feathered Serpent. The champions warn the party that the treated as a normal earth elemental.
hags remain close by (in Area F6). The smaller stone eggs are exquisitely carved. There
• While they lived, the champions used magic rings to are 47 eggs in all, each worth 1d4 x 10 gp. Some of the
subdue the elementals the Feathered Serpent attracted to larger eggs weigh over 100 pounds apiece. A party looking
the palace. The sea hags now possess one of these rings of to gather only the smaller eggs can collect 250 gp worth
elemental command. without being unduly encumbered.
If the PCs have struck a bargain with the Gunkpuddle Girls, Area F5 – The Drowned Garden
or if they damage the statues further, the ghosts of the • Pool is a magic portal to 30
thrushkin materialize around the party and attack. • Fouled water: DC 14
Area F3 – Sky Tower • A corrupted water elemental attacks those who enter
• An air elemental attacks at the tower’s summit
the pool
An expansive reflecting pool fills the southern half of the
This cone-shaped tower rises 30 feet above the palace’s
palace grounds. Once a magnificent water garden, the
walls. Steps wrap around the tower, allowing access to its
pool is now choked with slime and rotting vegetation.
flat-topped summit. Repeating images of thrushkin war-
Though open to the air, the area reeks of decay thanks to
riors wheeling about a feathered serpent (like the one de-
the half-eaten fish carcasses that litter the walking path
picted in the mandala in Area F1) decorate the tower.
around the pool.
The top of the tower is open to the sky. When the PCs
reach the summit, a violent wind begins to blow. One The Pool
round later, a howling air elemental coalesces in the sky The presence of the Gunkpuddle Girls and their master
above the tower. If the party received the ring of air ele- Apophix has fouled the water in the pool. Creatures who
mental command from the thrushkin shaman Three-Feath- start their turn in the water must make a DC 14 Constitu-
ers (15), they can try to control the elemental using the tion saving throw. On a failure, the creature takes 22 (4d10)
ring. Otherwise, the elemental attacks all creatures in the poison damage and is poisoned for one hour. Creatures
area. who succeed take half damage and aren’t poisoned.
The air elemental takes the form of an enormous ser- If the PCs plumb the pool’s depth, it seems to be bot-
pent. The elemental uses its Whirlwind attack to hurl its tomless. If inspected with a detect magic spell, the pool
enemies from the tower. It disappears once no creatures radiates an aura of conjuration magic. The pool functions
remain atop the tower (it won’t pursue foes who flee). Oth- as a permanent magical portal. PCs brave enough to sub-
er than its unusual shape, the elemental is treated as a nor- merge themselves entirely in the pool are teleported to
mal air elemental. the bottom of the Whispering Well (30).
Area F4 – The Shrine of Stone Water Elemental
• An earth elemental emerges from a stone egg A corrupted water elemental dwells in the pool. The ele-
• Carved stone eggs are valuable mental attacks any creature that touches the pool, includ-
A boulder worked into the shape of a human-sized egg ing those who arrive here from the Whispering Well. The
rests in the center of this cross-shaped shrine. Images of Gunkpuddle Girls can also summon the elemental using
thrushkin priests calling forth a host of winged serpents their ring of water elemental command (see Area F6). The
from cracks in the earth decorate the egg’s surface. Sim- elemental won’t pursue creatures beyond the arcade that
ilar but much smaller eggs rest in niches along the walls. surrounds the pool unless the Gunkpuddle Girls command
it to do so.
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Richard Broadhurst (Order #23491769)
The water elemental takes the form of an enormous 4th level (3 slots): control water, freedom of movement,
serpent. The foul water that makes up its body has cor- grasping vine
rupted the elemental, changing its alignment to chaotic 5th level (2 slots): cloudkill, scrying
evil. Creatures grappled by the elemental’s Whelm attack 6th level (1 slot): eyebite
must make a DC 14 Constitution saving throw at the start
of each of their turns. On a failure, the creature takes 22 Treasure
(4d10) poison damage and is poisoned for one hour. Crea- A wicker basket hidden in one of the skull-filled recesses
tures who succeed take half damage and aren’t poisoned. contains the Gunkpuddles’ treasure, most of which has
This is in addition to the bludgeoning damage the crea- been pilfered from Apophix’s treasure hoard: 700 cp, 6,000
ture would normally take at the start of its turn. The ele- sp, 1,600 gp, 90 pp, and jewelry and other trinkets worth a
mental is otherwise treated as a normal water elemental. total of 175 gp. Fishbone Sue keeps a necklace of adapta-
tion, another item stolen from Apophix, in the sack slung
Area F6 – Gunkpuddle Lair across her back. Foul Anne wears the coven’s most prized
• The Gunkpuddle Girls, a coven of sea hags possession, a ring of water elemental command.
• Treasure includes a necklace of adaptation and a ring of
water elemental command 58. Apophix’s Lair (CR 15)
• Stairs descend to 58 • Apophix, an adult green dragon
Vines hanging from the archways ensure the arcade’s inte- • Fouled water: DC 14
rior remains shadowy even on the brightest day. Puddles • The Feathered Serpent (as a couatl) is trapped inside
that never seem to dry spot the tiled floor, while stacks of a magical egg
grinning skulls fill recesses gouged into the walls. In the ar- • Treasure includes a potion of supreme healing
cade’s southern end, stairs descend to Apophix’s lair (58).
Beneath the Palace of Water, Wind, and Stone (57) lies the
The Gunkpuddle Girls lair of the green dragon Apophix. Apophix leaves this un-
The Gunkpuddle Girls—a coven of sea hags named Drip- derwater cavern occasionally to survey his territory, but
ping Jenny, Fishbone Sue, and Foul Anne—dwell in the ar- most of the time he’s either sleeping or admiring his glit-
cade. Unless the party has encountered them elsewhere, tering hoard. Characters who approach Apophix’s lair un-
the hags hide in the arcade when the PCs arrive. The PCs detected may be able to surprise the dragon. Otherwise,
can make Wisdom (Perception) checks opposed by the Apophix stands ready to unleash his Poison Breath against
Gunkpuddles’ Dexterity (Stealth) to spot the hags lurking the PCs as soon as they enter the cavern.
in the shadows.
The Lair
If the Gunkpuddles remain unseen, they secretly ob-
Apophix’s lair is an oblong cavern 120 feet long and 50
serve the PCs to take a measure of their capabilities. The
feet across at its widest point. Water fills most of the cav-
hags attack only if they believe they can overwhelm the
ern, which connects to Feather Lake via an underground
party. Otherwise, they prefer to parley or wait until the
tunnel on the cavern’s southern end. Like all water near
party is weakened before attacking. If they feel their lives
the palace, the pool is foul. Creatures who start their turn
are in danger, the Gunkpuddles retreat down the southern
in the water must make a DC 14 Constitution saving throw.
stairs.
On a failure, the creature takes 22 (4d10) poison damage
If combat occurs, the Gunkpuddles summon the water
and is poisoned for one hour. Creatures who succeed take
elemental to protect them. As a hag coven, the Gunkpud-
half damage and aren’t poisoned.
dle Girls gain the following trait while near each other:
The cavern’s ceiling is 30 feet above the waterline, al-
Shared Spellcasting. While within 30 feet of one another, lowing Apophix just enough room to fly about the space.
the Gunkpuddle Girls are considered 12th-level spellcast- On the cavern’s northern end is a bank of unworked stone
ers that use Intelligence as their spellcasting ability (spell roughly 30 feet square. Stairs at the bank’s far end ascend
save DC 13, +5 to hit with spell attacks). They can cast the to Area F6 of the Palace of Water, Wind, and Stone (57).
following spells, but they must share the spell slots among The cavern’s only other feature of note is a 20-foot-
themselves: high rock outcropping in the center of the pool. Apophix
decorates the banks of the outcropping with his impres-
1st level (4 slots): create or destroy water, fog cloud, identify, sive treasure hoard. The magical egg that imprisons the
ray of sickness Feathered Serpent balances atop its peak.
2nd level (3 slots): animal messenger, darkvision, protection
from poison Dealing with Apophix
3rd level (3 slots): gaseous form, stinking cloud, water Apophix isn’t inclined to speak with anyone but the Gunk-
breathing puddle Girls, but a party that offers him sufficient tribute

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Richard Broadhurst (Order #23491769)
(worth at least 500 gp) and makes a successful Charisma tact the Feathered Serpent from outside the egg fail: the
(Persuasion) check opposed by Apophix’s Wisdom (In- egg’s magic keeps the Serpent unconscious while impris-
sight) convinces the dragon to show mercy. If provided oned, and the Serpent’s Shielded Mind trait makes it im-
with proof the Gunkpuddle Girls have been stealing from mune to scrying and most divination magic.
his hoard (if the PCs show him Fishbone Sue’s necklace Releasing the Feathered Serpent from the egg is diffi-
of adaptation, for example), Apophix flies into a rage. He cult but not impossible. The egg has an AC of 21 and 75 hit
abandons his lair to seek vengeance against the Gunk- points. It is immune to poison and psychic damage, as well
puddles, possibly long enough for the party to rescue the as bludgeoning, piercing and slashing damage from non-
Feathered Serpent and flee the area before he returns. magical weapons. Three successful dispel magic spells (DC
16) cause the egg to disappear. A disintegrate spell cast on
Apophix’s Lair Actions the egg destroys it instantly, without harming the Feath-
While in his lair, Apophix can take the following lair actions ered Serpent inside.
instead of those typical for green dragons: PCs who use an action to inspect the egg can make
• A tendril of noxious mist animates and slithers toward a DC 19 Intelligence (Arcana) check. On a success, the PC
one creature within 120 feet of Apophix. The target must intuits that the egg’s magic is tied to the life force of its
make a successful DC 15 Strength saving throw or become creators, the Gunkpuddle Girls. Each time one of the Gunk-
grappled (escape DC 15). While grappled, the target is also puddle Girls is killed, the egg’s current hit points are re-
restrained and takes 18 (4d8) poison damage at the start duced by 25. Thus, killing all three of the Gunkpuddle Girls
of each of its turns. destroys the egg immediately.
• Apophix’s ferocious roar collapses portions of the ceil- Destroying the egg frees the Feathered Serpent but
ing. Creatures within 120 feet of Apophix must make a also releases the green mist, which expands into a cloud
successful DC 15 Dexterity saving throw or take 13 (3d8) of toxic fog (similar to that created by a cloudkill spell) in
bludgeoning damage as falling rubble strikes them. a 20-foot radius around the egg. Whenever a creature (in-
• The animated skeleton of a giant constrictor snake cluding the Feathered Serpent) enters the mist’s area for
surfaces from beneath the water. Roll initiative for the the first time on a turn or starts its turn there, it takes 22
snake as normal. The snake uses the same stats as a normal (5d8) poison damage, or half damage on a successful DC
giant constrictor snake, except that its type changes to un- 13 Constitution saving throw. The cloud lasts for 10 min-
dead; it becomes vulnerable to bludgeoning damage; and utes or until it is dispersed.
it gains Darkvision and immunity to poison damage, as If freed, the Feathered Serpent remains stunned for 1
well as the exhaustion and poisoned conditions. Apophix round while it recovers its senses. Thereafter, it joins the
can use this lair action only once. If Apophix is killed, the battle alongside the PCs, first healing itself and any injured
skeletal snake falls apart. party members, then attacking Apophix himself. Treat the
Feathered Serpent as a couatl whose type is fey.
Apophix’s Hoard
Tucked into the nooks and crannies of the outcropping is Aftermath
Apophix’s hoard: 30,000 cp, 27,000 sp, 12,000 gp, 1,900 pp, If Apophix is killed, the baleful effects of the dragon’s pres-
10 gems worth 100 gp each, 12 gems worth 500 gp each, ence on Feather Lake fade. Within hours, the mists that
and assorted jewelry and art objects worth an additional surround the palace clear. A few days later, the water sur-
2,500 gp. Among this treasure is an ivory box (itself worth rounding the palace loses its poisonous effect.
25 gp) containing a potion of supreme healing. Assuming the Feathered Serpent still lives, the fey lord
Climbing the outcropping is simple enough, but gath- rewards the party with a magical blessing: each PC may in-
ering the entirety of Apophix’s hoard is a time-consuming crease one of their ability scores by 1, to a maximum score
task. Doing so requires at least one shift (6 hours) of work. of 21. In addition, the Serpent offers the party sanctuary at
Multiple characters working together reduce this time ac- the Palace of Water, Wind, and Stone whenever they need
cordingly. it. If you’re using the optional resting rule found on page
12 of Running the Runewild, this benefit allows the party
The Feathered Serpent to take long rests at the palace.
At the summit of the outcropping sits a human-sized egg,
The fate of the Feathered Serpent also affects the
its “shell” a shimmering membrane of magical force. Green
thrushkin of Shadownest (15). If the Feathered Serpent is
mist swirls inside the egg. A snake-like creature coils at the
freed, the bird-folk sense it and travel en masse to Feather
bottom of the egg, barely visible through the mist.
Lake. If the Serpent dies in the battle with Apophix, the
The Gunkpuddle Girls created the egg to imprison
thrushkin are still reunited with their god, albeit in a differ-
Apophix’s most prized treasure, the Feathered Serpent.
ent way: the following dawn, the Serpent hatches from the
If inspected with a detect magic spell or similar effect, the
egg the thrushkin safeguard at their village, its spirit re-
egg radiates powerful abjuration magic. Attempts to con-
born in an entirely new body. In either case, over the next
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Richard Broadhurst (Order #23491769)
few days the thrushkin regain the beautiful rainbow plum- Nanny also escapes the sack if the PCs damage or de-
age they bore before the Feathered Serpent was captured. stroy the bag of holding. In this case, Nanny is shunted into
In return for the party’s heroism, the thrushkin swear loyal- the Astral Plane, where she casts planeshift to return to the
ty to the PCs and honor them as the saviors of their people Runewild. Once home, Nanny Tremble resumes whatever
for generations to come. evil scheme she plotted before Esme trapped her. At your
If Apophix is killed, the Gunkpuddle Girls flee. Unless discretion, the PCs may run afoul of Nanny Tremble later in
you have other plans for them, the hags seek the ogre-hag the campaign.
Griselda (86) to plot their revenge against the party.
60. Stone Fish Fountain (CR 1)
59. Hag in a Bag (CR 5) • Magic fountain restores those turned to stone
• Nanny Tremble, a night hag, is trapped inside a bag • A petrified nymph (as a dryad) holds a decanter of end-
of holding less water
The first time the party rests in this area, one of the PCs
• Hidden footprints: DC 10
stumbles upon a plain cloth sack buried under a pile of Beneath a rocky overhang draped with vines sits a der-
leaves. The sack is heavy (it weighs 15 pounds), but it’s im- elict fountain. A statue of an elven maiden stands in the
possible to determine what the sack holds without open- fountain’s center. The maiden appears to empty a painted
ing it. amphora into the fountain, though both the amphora and
the fountain have been dry for some time. The maiden’s
Nanny Tremble features are incredibly detailed. Fish-shaped figurines, also
The sack is a bag of holding containing a night hag named oddly lifelike, line the fountain’s basin.
Nanny Tremble. Decades ago, Nanny captured Esme, a hu-
man child who later became queen of Aruanda (see page Investigating the Fountain
8 of Running the Runewild for more information about The fountain radiates conjuration and transmutation mag-
Queen Esme). Before Nanny Tremble could kill Esme, the ic if inspected with a detect magic spell or similar effect.
quick-thinking girl outwitted the witch by pretending to PCs who study the fountain and make a successful DC
be a night hag herself. When Nanny opened Esme’s sack to 12 Intelligence (Arcana) check deduce that the fountain’s
confirm it was her soul bag, Esme pushed the hag inside. magic is dormant, but one would need only pour a bit of
Nanny has been trapped in the bag of holding ever since. water into the maiden’s amphora to reactivate it.
Nanny’s magical nature allows her to survive without If the PCs reactivate the fountain, the basin fills quick-
air inside the bag, but she can’t escape the extradimen- ly as magically summoned water pours from the maiden’s
sional space using her Etherealness ability or the plane amphora. As soon as the water hits them, the fish figurines
shift spell. As befits her name, Nanny Tremble moves in an in the basin return to life and begin splashing happily
unsettling, herky-jerky manner. You’re encouraged to de- about the fountain.
velop additional abilities, weakness, and motivations for As the players may now suspect, a petrified creature
Nanny Tremble if the PCs free her. For inspiration, refer to placed in the fountain’s basin is restored to flesh and blood.
the witches presented in the Runewild Bestiary. There’s no limit to the number of times the fountain’s mag-
ic can be used, but water taken from the fountain (in a bot-
Freeing Nanny Tremble tle or flask, for example) loses its enchantment.
The moment a PC opens the bag of holding, Nanny’s arm
emerges from the sack and grapples them (escape DC 14, Nelida
Strength only). Roll initiative immediately and run the en- The fountain’s magic functions for all creatures placed in
counter as a combat until Nanny is either freed or returned the basin, except the maiden—who is, in fact, a nymph
to the bag of holding. who has been turned to stone. (Use dryad stats for the
As an action, PCs within 5 feet of the sack can force nymph, but without the Tree Stride trait.)
Nanny back into the bag of holding by making a successful If returned to flesh (with a greater restoration spell or
Strength (Athletics) check opposed by Nanny’s Strength. similar magic), the nymph introduces herself as Nelida.
If Nanny is grappling a PC when pushed into the sack, she Nelida can’t remember how she came to be petrified, but
pulls the character into the sack along with her. PCs pulled she’s grateful to be freed. As a reward for their help, Nelida
into the sack must be rescued by another party member. gives the PCs her amphora. Nelida’s amphora functions as
Unless forced back into the sack, Nanny’s other arm a decanter of endless water, with the additional benefit that
emerges from the bag the following round. On the next a petrified creature its water touches is restored to its nor-
round, Nanny’s head and torso appear. One round after mal form.
that, Nanny frees herself from the sack entirely, exiting
prone.

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Richard Broadhurst (Order #23491769)
Footprints Clever Hoon
PCs who search the area around Nelida’s fountain can Hoon appears as a 10-year-old boy with large black eyes
make a DC 10 Wisdom (Survival) check. On a success, the and the ringed tail of a lemur. He springs from place to
PC discovers a set of child-sized footprints. Following the place as he moves, landing on limbs unnaturally long for
footprints leads to the body of the halfling Theodin This- his small body. In addition to his normal pooka traits, Hoon
tlewhip (50). has Darkvision and a climb speed of 30 feet.
Hoon fancies himself the most intelligent creature in
61. Treshur (CR 3) the Runewild (hence his self-appointed epithet, “Clever”).
• A trap involves shriekers and twelve stirges
Though he has no real understanding of magic, he con-
• Voorok, an ogre, attacks when his trap is sprung
siders wizards and other magic-users kindred spirits and
• Voorok’s camp contains treasure
enjoys speaking with them at length about the mysteries
of the universe. He’s disdainful of dull or dim-witted char-
An arrow-shaped signpost is carved with a single word: acters, but anyone who plays into Hoon’s arrogance quick-
“TRESHUR.” The sign points to a tunnel dug beneath the ly wins the pooka’s favor.
roots of a sickly tree. Gold coins (17 gp total) lie scattered Always eager for a chance to flaunt his intellect, Hoon
around the mouth of the tunnel. happily answers any questions the PCs ask him. In particu-
lar, he can share the following information:
Voorok’s Trap
An ogre named Voorok wrote the sign and left the gold to • Missus Switch, the swine hag, works to transform pigs
fool unwary travelers. Voorok’s trap is more cunning than into humans at her schoolhouse to the east (63). Switch is
it first appears. The PCs can gather the gold safely, but if dangerous, but Hoon knows the one night of the year her
they enter the tunnel or use a torch or other light source to powers wane.
illuminate it, a colony of shriekers growing inside the tun- • Even Hoon can’t open a portal into Bormgastor’s
nel activate. Their screeching disturbs twelve stirges that Tower (32), but he does know the sigil sequence of the
nest inside a hollow 10 feet up the tree. Once roused, the Whitespire (Magic of the Runewild, page 42), which the
stirges attack living creatures in the area until destroyed or PCs could use to travel to the tower. Hoon hesitates to
sated with blood. share the sequence, as he doesn’t wish to anger Bormgas-
Alerted by the sound of the shriekers, Voorok appears tor, but clever PCs might trick him into revealing it by sug-
atop an escarpment that overlooks the trap 1d4 rounds lat- gesting Hoon doesn’t actually know the sequence.
er. Voorok peppers the party with javelins from his elevat- • If asked for information he doesn’t know, Hoon pre-
ed position, 30 feet above the trapped tunnel. Characters tends to grow bored and instead instructs the party to “go
who wish to reach Voorok on foot must make a successful ask the owls” (see location 99).
DC 12 Strength (Athletics) check to climb the escarpment.
Characters who fail the check take 3 (1d6) bludgeoning Hoon’s Arch
damage and fall prone at the escarpment’s base. As an action, Hoon can create a magic portal in the space
beneath his arch. The portal can lead to any location in the
Treasure Runewild Hoon wishes, although the place must be spe-
PCs who climb the escarpment discover Voorok’s camp. cific (“Iodun’s Mound,” for example) not merely descriptive
Marrow-drained bones and the ashes of cooking fires litter (“an ogre’s lair”). Hoon can’t use his Pooka Trick anywhere
the site. Voorok sleeps inside a lean-to draped with animal but at this location. Once activated, the portal remains
furs. Searching the lean-to reveals a leather sack contain- open for 1d4 rounds, so traveling through Hoon’s arch is
ing Voorok’s treasure: 2,100 cp, 1,100 sp, and 50 gp. Among usually a one-way trip.
the coins are 5 gems worth 10 gp each, a potion of water Hoon won’t open a portal for just anyone, but if the
breathing, and a petrified fish identical to the ones found PCs ask nicely, the pooka offers them a proposal. If the par-
in the Stone Fish Fountain (60). ty poses a riddle Hoon can’t answer, he will grant them one
free trip through his arch.
62. Hoon’s Arch (CR 1) Assuming the PCs agree to Hoon’s terms, the players
may now pose a riddle to you, the GM. If you can’t answer
• Clever Hoon, a pooka (Runewild Bestiary, page 278), the riddle correctly, then neither can Hoon. (Players are
can open a magic portal forced to answer enough riddles already—make the GM
A lemur-pooka named Clever Hoon prowls the roots of an have a turn!) If the PCs stump Hoon, the pooka creates a
enormous deadfall tree. One of the roots remains half-bur- portal, as promised.
ied in the soil, forming an archway tall enough for an adult If posed an unanswerable riddle (such as “What is the
human to walk beneath. Using his Pooka Trick ability, Hoon sound of one hand clapping?”), Hoon is furious at being
can transform the archway into a magic portal leading to tricked but opens a portal all the same. In this case, howev-
any location he desires.
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Richard Broadhurst (Order #23491769)
er, the portal’s destination is either one of your choosing or Keyed Areas
rolled randomly on the Encounter Locations table on page
23. The portal’s arrival point isn’t visible from Hoon’s side Area G1 – Yard
of the arch, so the PCs may be tricked into traveling to a • May have 1d3 orcs in morning or evening
destination quite different from the one they requested.
A yard of hard-beaten dirt stretches between the school
house to the west and the barn (Area G2) and boar pen
63. Missus Switch’s Schoolhouse (Area G3) to the north. During the morning and evening
(CR 4) hours, 1d3 of Missus Switch’s orcs (see Area G6) perform
In the village of Ill Hollow (76), parents threaten misbe- chores in this area. At any other time, the yard is quiet save
having children with a trip into the Runewild to “go see for the occasional cawing of crows from the school’s bell
Missus Switch.” The legend of Missus Switch, however, is tower (Area G4).
more than just a story used to frighten children: travelers
Area G2 – Barn
on the trail between Ill Hollow and Wexmore Abbey (10)
often report hearing a bell ringing deep in the woods, and
• Home to a crazed giant boar
those foolish enough to follow the sound find themselves A sturdy board placed across the barn’s double doors bars
inexorably drawn to the doorstep of a dilapidated school them shut. Occasionally, angry snorting is heard from in-
house. This school house is the lair of the swine hag Missus side the barn.
Switch and her class of porcine pupils. The snorts are those of a giant boar Missus Switch has
For more information on Missus Switch, see her entry locked inside the barn. Missus Switch plans to use the boar
in the Runewild Bestiary. as a mount, but so far, she’s been unable to tame the beast.

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Richard Broadhurst (Order #23491769)
The boar’s captivity has driven it mad. If released, it attacks success, the PC discovers a hollow space beneath the floor-
the PCs and Missus Switch indiscriminately. boards under Missus Switch’s desk. As an action, a crea-
PCs capable of speaking with the boar (by means of a ture can pull up the floor boards to reveal a hidden tunnel
speak with animals spell or similar magic) can convince it (Area G8). While in her gaseous form, Missus Switch can
to ally with the party by making a successful DC 17 Charis- slip between the cracks in the floorboards without remov-
ma (Persuasion) or Wisdom (Animal Handling) check. Such ing them.
an alliance doesn’t last long, however, as the boar escapes
into the Runewild once it faces no immediate threats. Area G6 – Dormitory
• Three orcs sleep here at night
Area G3 – Boar Pen
• Holds six boars at night
Missus Switch lets her students sleep inside the school
• One boar is really a polymorphed halfling
house once they transform into orcs. To date, the hag’s ef-
forts have produced only three such students: an ill-tem-
At night, six boars dressed in ill-fitting children’s clothes pered trio named Jacob, Jonah, and Jenny. The other beds
wallow in the mud inside this wood and stone enclosure. in this drafty hall remain unused.
These boars are “students” Missus Switch has not yet trans- Jacob, Jonah, and Jenny sleep here at night. During
formed into orcs. During the day, the pen is empty as the the day, they can be found either doing chores in the yard
boars attend lessons inside the school house in Area G5. (Area G1) or continuing their lessons in Area G5. The orcs
Most of the boars are normal beasts, but one is actually are unarmored (reducing their AC to 11) and wield brooms,
a halfling named Hamfast, one of the missing Thistlewhip rakes, or other mundane tools (as greatclubs, 1d8 + 3 blud-
children from the village of Kidwelly (19). Missus Switch geoning damage).
polymorphed Hamfast into his current form when he ar- Missus Switch has charmed the orcs, but they’re not
rived at the school house several weeks ago. particularly fond of one another. A clever PC might be able
PCs who study the boars’ behavior can make a DC 12 to pit the brutes against each other by making a successful
Wisdom (Animal Handling) or Wisdom (Insight) check. On Charisma (Deception) check opposed by the orcs’ Wisdom
a success, the PC senses the boars are more intelligent checks.
than normal beasts (a result of Missus Switch’s attempt
to educate them). Unlike the giant boar in Area G3, these Area G7 – Kitchen
boars (including Hamfast) are charmed by Missus Switch • May have up to two orcs in morning or evening (those
and follow her commands. not in Area G1)
• Hidden gem of seeing: DC 12
Area G4 – Entryway
• Eight vicious crows (as blood hawks) roost above
Jacob prepares the school’s meals here. While the orc’s
attempts at cooking are tolerable at best, Missus Switch
The school’s entryway contains a simple wooden bench (through judicious use of her blasted switch) ensures the
and pegs for cloaks, as well as a rope that can be pulled to kitchen remains spotless. A cast-iron cauldron hangs
ring the bell in the tower above. above a pleasantly glowing hearth in the corner. The gray-
Eight particularly vicious crows roost in the bell tower green slop within the cauldron is unidentifiable but harm-
20 feet above the entry. If they spot intruders, the crows less.
swoop down noisily and attack (use blood hawk stats for In an attempt to turn Missus Switch against Jacob,
the crows). The crows disperse if a PC uses an action to ring Jenny stole the witch’s gem of seeing and hid it here. PCs
the school bell, but the racket alerts Missus Switch to the who search the kitchen and make a successful DC 12 In-
party’s presence. telligence (Investigation) or Wisdom (Perception) check
discover the gem inside a cupboard.
Area G5 – School Room PCs looking to escape Missus Switch may be able to
• During the day, the swine hag Missus Switch teaches use the stolen gem as a distraction. If the gem’s theft is
six boars and three orcs brought to Missus Switch’s attention, she becomes ob-
• Secret tunnel under the floorboards: DC 12 sessed with tracking down and punishing the culprit.
During the day, Missus Switch holds class here, teaching
Area G8 – Twisted Tunnel
arithmetic, reading, and manners to her unruly students.
Rows of desks are arranged down the center of the room,
• Three spear traps: DC 17
while Missus Switch’s larger desk sits at the head of the A twisting passageway is carved into the stone beneath
class. Behind Missus Switch’s desk, a dusty blackboard the school house. The skulls of humanoids and pigs rest
spans the north wall. together in shallow niches along the tunnel’s length.
PCs who search the room can make a DC 12 Intelli- PCs who inspect the niches can make a DC 17 Intelli-
gence (Investigation) or Wisdom (Perception) check. On a gence (Investigation) or Wisdom (Perception) check. On a
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Richard Broadhurst (Order #23491769)
success, the PC notices the spear traps hidden at the backs when a flock of harpies (71) ambushed him and his com-
of three of the niches (marked on the map). patriots during an expedition into the Runewild. Dade es-
The first Small sized or larger creature to pass through caped the massacre, but the ogre Iodun (66) captured him
each trapped area must make a DC 17 Dexterity saving as he made his way out of the forest. After infecting Dade
throw. On a failure, the creature takes 22 (4d10) piercing with werestag lycanthropy, Iodun set the mercenary free,
damage and is grappled (escape DC 17) as a spear fires hoping he would spread his terrible curse.
from the niche and pins the creature to the opposing wall. When Dade stumbled upon Coppertank Mine, his
Once spotted, a creature adjacent to a trap can use bloodlust drove him to attack the dwarves. The Copper-
an action to trigger it harmlessly (no roll required). A trig- tanks fought Dade bravely but fled once they saw their
gered trap doesn’t fire again until Missus Switch uses an weapons did nothing to harm the werestag. Since then,
action to reset it. Dade has haunted the Stirgewall Hills, slaughtering un-
wary travelers and dragging his kills back to the mine to
Area G9 – Mister Switch devour.
• Mr. Switch, a mummy, resides here
• Secret door: DC 17 Colton Frey
• Treasure hidden in a stuffed boar Colton Frey joined the crew of Ianto the Red (89) last
spring looking for fame and fortune, but when the farm
The hollow that serves as Missus Switch’s bedroom con-
boy discovered he didn’t have the stomach for banditry,
tains a dining table, a comfortable-looking armchair, and
he bolted with a sackful of stolen coins. After taking refuge
an enormous four-poster bed. A stuffed boar is positioned
in Coppertank Mine, Colton encountered Dade Ironstar in
in front of the armchair like a foot rest. Sitting at the dining
his hybrid form. Terrified, Colton fled deeper into the mine
table is Missus Switch’s devoted undead husband, Mister
and in his panic jammed the lift that proved to be his only
Switch.
escape from the mine’s lower levels. Since then, Colton has
As soon as the PCs enter the area, Mister Switch rises
been trapped inside the abandoned mine, too fearful of
from the table and attacks. (Use stats for a mummy.)
facing Dade again to mount an escape.
A door on the west wall leads into a small closet. A per-
manent illusion cloaks the door, making it indistinguish- The Clockwork Dwarf
able from the rest of the wall. PCs who search the room During the Aruandan Conquest, the wizard Montagne
can discover the door by making a successful DC 17 Intelli- was famous for the magic-powered constructs he creat-
gence (Investigation) check. Using the gem of seeing (from ed. Today, most of Montagne’s creations are either lost or
Area G7) to inspect the room automatically reveals the broken, but Clan Coppertank managed to keep one au-
door. tomaton—a clockwork dwarf—in operation for nearly a
If forced to retreat to this area, Missus Switch hides century. The Coppertanks were using the construct at the
inside the closet. She emerges only if discovered or if it mine when Dade Ironstar attacked, and ever since it’s been
appears Mister Switch will be able to defeat the PCs. Oth- carrying out its last order: to dig. With no master to guide
erwise, she remains hidden, hoping the PCs leave once it, the dwarf will toil in the mine’s lightless depths until ei-
Mister Switch is destroyed. ther the Coppertanks return or the PCs intervene.
Tearing open the stuffed boar reveals Missus Switch’s
treasure: 2,600 cp, 1,000 sp, 90 gp, and 4 gemstones worth Keyed Areas
25 gp.
Area H1 – Charnel Path
64. Coppertank Mine (CR 4) • Animal carcasses and odd tracks: DC 12
The Coppertank dwarves of Burly Point (77) abandoned • Dade Ironstar, a werestag, returns after the PCs arrive
this once-profitable mine several months ago after a were- The remains of Dade Ironstar’s victims litter the path to
stag (Runewild Bestiary, page 282) decimated their work- Coppertank Mine. Most of the carcasses appear to have
ers. Today, three very dissimilar creatures inhabit the mine: been torn apart by animals, but others are desecrated in
Dade Ironstar, a human mercenary cursed with werestag ways that suggest a more deliberate hand. The heads of
lycanthropy; Colton Frey, a former bandit on the run from two dwarves impaled on spears flank the mine’s entrance.
Ianto the Red (89); and a clockwork dwarf (Runewild Bes- Except for the clouds of flies attracted by the carnage, the
tiary, page 265), a construct created by the Council wizard scene is still and quiet.
Montagne (139).
Investigating the Area
Dade Ironstar A closer study of the carcasses reveals a mix of both ani-
Once a sellsword with the Covenant Hall mercenary com- mal and humanoid (mostly dwarven) remains. There are
pany in Ill Hollow (76), Dade Ironstar’s life changed forever no weapon marks on the corpses. PCs who make a suc-

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Richard Broadhurst (Order #23491769)
cessful DC 12 Intelligence (Investigation) or Wisdom (Sur- Dade’s Return
vival) check discern the corpses were literally torn apart, Dade is out hunting when the party arrives. Every 10 min-
although some also bear puncture wounds (from Dade’s utes the PCs spend exploring the mine, roll a d6. On a 1,
antler attacks). Dade returns (in hybrid form). Dade’s curse has driven him
A PC who searches the area for tracks discovers multi- mad. Unless his lycanthropy is cured (via a remove curse
ple sets of footprints along the dusty path. Making sense spell or similar magic), Dade attacks the PCs on sight and
of the tracks is difficult, but a PC who rolls a successful DC fights to the death.
12 Intelligence (Investigation) or Wisdom (Survival) check Even in his hybrid form, Dade can be identified by the
discerns that half the tracks appear to have been made by distinctive blue star tattoo on the inside of his left wrist.
a barefooted human, while the rest are hooved like those If the PCs bring Dade to Caerfell (101), a human woman
of a deer. named Anith Horta, another Covenant Hall mercenary,
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Richard Broadhurst (Order #23491769)
recognizes him (dead or alive). As thanks for recovering The lift must be repaired before it can be used again.
her compatriot, Anith rewards the party with her +1 long- A character who spends 10 minutes repairing the lift can
sword. make a DC 12 Intelligence check. A dwarf or characters
If the PCs provide the Coppertanks proof they’ve proficient with tinker’s tools can add their proficiency bo-
cleared the mine of Dade’s presence, the dwarves reward nus to the check. On a success, the lift becomes functional
the party with 250 gp. If you wish, returning the mine to again.
the Coppertanks may also win the party less tangible re- Once the lift repaired, a creature adjacent to the lift or
wards, such as free lodging at Coppertank Hall in Burly standing atop the platform can use an action to raise or
Point (77) or the Coppertanks’ help in repairing the Bro- lower the platform up to 30 feet each round. A character
kenspire (65). operating the lift can attempt a DC 17 Strength (Athlet-
ics) check to double this rate of movement, but failing the
Area H2 – Access Tunnel check indicates the lift becomes jammed and must be re-
• Treasure includes a potion of climbing paired (as described above) before it can be used again.
A horizontal tunnel penetrates 80 feet into the hillside, The lift’s platform can hold up to four Medium size
connecting the mine’s central shaft (Area H3) to the out- or smaller creatures at a time. While in operation, the lift
side world. The tunnel is cluttered with the remnants of screeches loudly enough to be heard throughout the
the Coppertanks’ mining operation: ore carts, picks, ham- mine.
mers, lanterns, and so on. The corpses of several dwarves
Area H4 – Copper Mines
who failed to escape Dade’s attack lay among the supplies.
• Colton Frey, a repentant bandit, hides in a side tunnel
The mining equipment remains in relatively good re-
pair. Altogether, the equipment is the equivalent of 7 ex-
• Colton conceals stolen loot
plorer’s packs (10 gp each), a set of carpenter’s tools (8 gp), Twisting horizontal passages radiate from the mine’s cen-
a set of mason’s tools (10 gp), and a set of smith’s tools (20 tral shaft (Area H3). The tunnels follow veins of copper,
gp). A total of 44 cp, 20 sp, and 28 gp can be recovered many of which have yet to be fully depleted. Except for a
from the bodies of the dwarves. One of the dwarves also few abandoned mine carts and other equipment, all but
carried a potion of climbing. one of the tunnels are empty.
The platform of the lift in Area H3 rests 60 feet be-
Area H3 – Central Shaft low the top of the central shaft. The former bandit Colton
• Broken lift: DC 12 Frey hides in a tunnel near the platform (marked X on the
The access tunnel (Area H2) terminates at this 15-foot- map). Unless the party approaches stealthily (impossible
wide vertical shaft. A lift mechanism crouches at the lip of if they’ve descended via the lift), Colton hides behind an
the shaft like a monster made of levers and gears. Chains overturned ore cart when the PCs arrive. Colton fires his
dangling from the lift’s extended arm disappear into the crossbow at the first person he sees but surrenders once
darkness below. he realizes the PCs aren’t the werestag or the source of
the sounds he hears at the bottom of the shaft (clockwork
The Shaft dwarf in Area H5).
The mine’s central shaft plunges 120 feet to Area H5. Char- In addition to his armor and weapons, Colton has an
acters using rope or climbing the lift’s chains can travel up explorer’s pack (two days rations remaining), as well the
and down the shaft with little trouble (no roll required). sack of loot he took when he deserted Ianto’s gang: 2,300
Climbing the shaft’s walls without such equipment re- cp, 800 sp, 110 gp, and 35 pp.
quires a successful DC 12 Strength (Athletics) check each
round. Characters who fail this check may attempt a DC 12 Dealing with Colton
Dexterity saving throw to grab the lift’s chains or platform If rescued, Colton is eternally grateful to the party. Even
(see Area H4) to avoid plummeting to the bottom of the so, he tries to conceal his former affiliation with Ianto the
shaft. Red. If found out, Colton shamefully admits his history but
swears he’s left his life as an outlaw behind him. He’s more
The Lift hesitant to give up his treasure, and if it looks like the PCs
The lift’s chains connect to a platform that currently hangs might make him face punishment for his crimes, he tries
60 feet below the top of the shaft (in Area H4). While it to leverage what he knows about Ianto for his freedom.
was operational, the lift allowed the Coppertank dwarves Colton can share the following information with the PCs:
to raise and lower the platform, so they could haul equip-
ment and loads of ore out of the tunnels below. However,
• Before he came to the mine, Colton was stationed in
the ruins of Widderspire Keep (38). His cousin Tamm, who
Colton Frey jammed the lift in his rush to flee Dade Iron-
joined Ianto’s gang with Colton, may still be there.
star.

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Richard Broadhurst (Order #23491769)
• Colton doesn’t know where Ianto’s main hideout is, Stirges
but he once overheard the other bandits joking that it was A flock of stirges nest in the underbrush beside the spire.
“right under Lord Caerfell’s nose.” (Ianto’s hideout is in a The first time a creature comes within 10 feet of the spire,
cave along Redcap Pass at 89.) the stirges explode from their nest and attack. The PCs can
• More of Ianto’s lackeys can be found at the Last Tower make Wisdom (Perception) checks opposed by the stirges’
(2). Dexterity to avoid being surprised. The stirges fight until
killed or sated with blood.
Area H5 – The Clockwork Dwarf
• A clockwork dwarf attacks if disturbed The Brokenspire
The mine’s central shaft (Area H3) ends 120 feet below the The Brokenspire is one of the Six Spires (Magic of the
access tunnel (Area H2). The bottom of the shaft is entire- Runewild, page 42), a collection of magical obelisks scat-
ly filled with rubble, most of which appears to have been tered across the Runewild. PCs who make a successful DC
extracted from a single tunnel to the east. Characters who 12 Intelligence (Arcana) check while studying the spire re-
make a successful DC 12 Wisdom (Perception) check hear alize it functions as a permanent teleportation circle. The
the rhythmic clink of metal biting stone coming from this arcane runes that decorate its base are the spire’s sigil se-
eastern tunnel. quence. However, the Brokenspire’s magic is currently in-
active.
The Clockwork Dwarf The Brokenspire won’t function again until the spire is
The Coppertanks’ clockwork dwarf labors in the side tun- returned to its original position. Brute strength is insuffi-
nel. When Dade Ironstar attacked the mine, the construct cient; the spire weighs thousands of pounds and its awk-
was under orders to begin a new tunnel extending from ward shape ensures that even the largest creature can’t
the mine’s central shaft. Without the Coppertanks to stop shift it more than a few feet. Barring powerful magic (such
it, the clockwork dwarf has been digging day and night as a wish spell), the PCs must to resort to a feat of engineer-
for months. The side tunnel now extends nearly 1,000 feet ing if they want to right the Brokenspire.
from the central shaft. Accept any reasonable plan the players concoct for
If the PCs wait outside the side tunnel, the clockwork righting the Brokenspire. As a rule of thumb, the under-
dwarf returns to the central shaft every few hours to de- taking requires at least 100 gp worth of equipment (such
posit a load of rubble. The dwarf is programmed to obey as ropes, levers, harnesses, and beasts of burden) and
the Coppertanks, but PCs who speaks to it in Common enough laborers to apply a combined Strength of 200 or
or Dwarven can attempt a DC 14 Charisma (Intimidation) more to the task. A party that befriends the Coppertank
check. On a success, the PC takes control of the dwarf, dwarves (by clearing out Coppertank Mine at 64, for ex-
becoming its new master. On a failure, the dwarf either ample) may enlist their help to right the spire.
ignores the PC or attacks them (your choice), and the PC Once returned to its standing position, the Broken-
can’t attempt to wrest control of the dwarf again for 24 spire can be used as a teleportation circle again. In addi-
hours. tion, righting the spire “unlocks” the full magic of the Six
The clockwork dwarf attacks if the PCs interfere with Spires. For more information on the properties on the re-
its work. Reducing the dwarf to 0 hit points destroys it; activated Spires, see page 42 of Magic of the Runewild.
only the wizard Montagne has the skill to repair the con-
struct once it’s broken. At your discretion, the dwarf’s body 66. Iodun’s Mound (CR 7)
can be sold as a curiosity for up to 750 gp. Griselda (86), the Hag Queen, is the mother of all ogres in
If the PCs return the clockwork dwarf to the Copper- the Runewild. But just as human children sometimes mis-
tanks intact, the dwarves reward with the party with 250 behave, Griselda’s offspring also cause her trouble. Iodun,
gp. This money is in addition to the reward the PCs receive the five-headed ogre who lives beneath this barren hill, is
for ridding the mine of Dade Ironstar. one of these wayward children.

65. The Brokenspire (CR 1) Iodun in Love


• 10 stirges nest in the underbrush When Iodun sought his mother’s help to win the heart of
the dryad Merivae (67), Griselda laughed at her son’s fool-
A game trail leads out of the Stirgewall Hills to the edges of ishness and sent him away empty-handed. Undeterred,
the Runewild where the Brokenspire rests. While it stood, Iodun snuck into his mother’s house and stole her dryad
the Brokenspire was over 30 feet tall, but it has since top- lure (Magic of the Runewild, page 39), an enchanted mu-
pled onto its side. The spire appears undamaged other- sic box whose melody enthralled dryads. Using the stolen
wise, despite its name. Arcane runes ring the spire’s base. lure, Iodun captured Merivae and fled with her into the
forest.

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Richard Broadhurst (Order #23491769)
Griselda was infuriated when she discovered her son’s triggered take 31 (7d8) fire damage, or half damage with a
treachery. As punishment, she cursed Iodun with werestag successful DC 13 Dexterity saving throw.
lycanthropy (see page 282 of the Runewild Bestiary). But PCs who climb to the top of the mound can make a
Iodun’s curse only made him more defiant. Except for the DC 14 Intelligence (Investigation) or Wisdom (Perception)
prisoners he keeps in Area J6 and a pack of worgs he’s check. On a success, they spot a narrow chimney in the
pressed into his service (Area J1), Iodun now lives alone, ground. The chimney descends 30 feet into Iodun’s bed
splitting his time between spreading his foul curse and chamber (Area J7). The chimney is too narrow for even
searching for a way to win Merivae’s love. Small creatures to traverse, but Tiny creatures (and crea-
Iodun’s statistics are found on page 274 of the tures in gaseous form) can pass through easily.
Runewild Bestiary.
Area J2 – Worg Den
Keyed Areas • Up to three worgs
• Hidden tunnel to Area J5: DC 14
Area J1 – The Mound When not guarding the mound’s entrance (Area J1), Io-
• Up to five worgs bargain or attack dun’s worgs rest in this dark, musky cave. The gnawed
• Entrance trapped with a glyph of warding: DC 13 bones of humanoids and other creatures litter the bare
• Hidden chimney to Area J7: DC 14 dirt floor.
A domed hill 60 feet high, Iodun’s Mound provides an ex-
cellent vantage point for those looking to survey the sur- Hidden Tunnel
rounding area. Fearful Merivae might escape using her PCs who search the cave can attempt a DC 14 Intelligence
Tree Stride ability, Iodun has cleared the trees around the (Investigation) or Wisdom (Perception) check. On a suc-
mound to a radius of several hundred feet. A carriage-sized cess, they spot the entrance to a narrow, dug out burrow
boulder blocks the mound’s entrance. A pack of worgs low on the cave’s southern wall. The tunnel leads to Area
prowls the area nearby. J5, although only Tiny creatures (or creatures in gaseous
form) can enter it. If the PCs clear the worgs out of the cave,
The Worgs every 10 minutes there’s a 1 in 6 chance a lizard from Area
A pack of 5 worgs serves Iodun. When the PCs first arrive, J5 pokes its head out of the tunnel to investigate.
1d4 + 1 worgs guard the entrance to the mound. Any
worgs not present rest in their den on the north side of Area J3 – Workshop
the mound (Area J2). The worgs growl at the PCs as they • Hidden tunnel to Area J5: DC 14
approach but don’t immediately attack. • Treasure includes giant-sized tools and a crude map
The worgs serve Iodun out of fear, and secretly they’d Iodun uses this chamber as his workshop. Boulders and
love to make a meal of him (he reeks of deer-meat, the logs serve as workbenches. Giant-sized tools (saws, mauls,
worgs explain). The worgs speak Common, and the PCs chisels, and flaying knives) are scattered about. Foul-smell-
can attempt to strike a temporary alliance with them by ing animal skins cover the walls, including one on which
making a Charisma (Persuasion) check opposed by the Iodun has drawn a rough map of the surrounding area.
worgs’ Wisdom. On a success, the worgs let the party en-
ter the mound without a fight, although they refuse to Hidden Tunnel
challenge Iodun directly. On a failure, the worgs attack the PCs who search the workshop can attempt a DC 14 Intelli-
party. Their howling alerts Iodun in Area J7, as well as any gence (Investigation) or Wisdom (Perception) check. On a
worgs in Area J2, who arrive to help their pack-mates in success, they spot the entrance to a narrow, dug out bur-
1d4 rounds. row beneath a worktable against the northern wall. The
tunnel leads to Area J5, although only Tiny creatures (or
Entering the Mound creatures in gaseous form) can enter it. Every 10 minutes
A 10-foot-diameter boulder blocks the entrance to the the PCs explore the workshop, there’s a 1 in 6 chance a liz-
mound. Characters with a combined Strength of 19 or ard from Area J5 pokes its head out of the tunnel to inves-
more can use an action to roll the boulder up to 10 feet. If tigate.
left in place, there’s just enough space around the boulder
for a Small creature to squeeze past into Area J3. Treasure
Iodun cast a glyph of warding on the ground just in- Though caked with blood and rust, Iodun’s tools remain
side the mound’s entrance (marked X on the map). PCs functional. Only a Large-size or larger creature can handle
who investigate the area spot the glyph with a success- the tools without difficulty, but altogether they could be
ful DC 13 Intelligence (Investigation) check. Any creature sold for 25 gp.
(other than Iodun) who passes within 5 feet of the glyph A hide map pinned to the west wall details the mound’s
activates it. All creatures within 20 feet when the glyph is immediate vicinity. Locations noted on the map (in Giant)
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Richard Broadhurst (Order #23491769)
include “Merivae’” to the east (67); “Brother” to the north- sure below). Iodun has cast a glyph of warding in the hall
east (92); “Windmill” to the southwest (53); and “Spiders” outside the chamber. If the glyph is triggered, the result-
to the southeast (55). ing explosion causes the hall to collapse.

Area J4 – False Storeroom Trapped Hall


• Glyph of warding: DC 13 The X on the map marks where Iodun set the glyph of ward-
• Triggering the glyph causes a cave-in: DC 19 ing. PCs who investigate the floor notice the glyph with a
• Hidden tunnel to Area J5: DC 14 successful DC 13 Intelligence (Investigation) check. Any
• A forgotten jug of shrinking and swelling (Magic of the creature (other than Iodun) who enters the marked space
Runewild, page 40) triggers the glyph. If the glyph is triggered, each creature
within 20 feet takes 31 (7d8) thunder damage, or half dam-
Though it appears to be some sort of storeroom, the crates
age with a successful DC 13 Dexterity saving throw.
and barrels crowding this area are mostly empty (see Trea-

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Richard Broadhurst (Order #23491769)
The force of the glyph’s explosion causes the hall to Iodun conducts his magical experiments in this chamber.
collapse. Creatures in the hall can make a DC 19 Dexterity Charcoal drawings of antlered beasts, some of them eerily
saving throw to flee into the storeroom or back into Area human-like, cover the walls. Three boulders, each several
J3 (their choice). Creatures who fail this check become feet across, are arranged in the center of the room. Clay
buried in the rubble, taking 27 (5d10) bludgeoning dam- jars, leather sacks, barrels, and baskets fill the rest of the
age and falling prone. Buried creatures are restrained until space.
they use their action to make a successful DC 14 Strength
(Athletics) or Dexterity (Acrobatics) check. The Pits
Until cleared, the rubble blocks the hall, potentially The boulders in the center of the room conceal 10-foot-
trapping characters in Area J3. One character can clear the deep pits. A creature with a Strength score of 15 or higher
rubble in one shift (6 hours). Multiple creatures working can use an action to roll a boulder to the side, uncovering
together reduce this time accordingly. the pit below it.
The western pit contains five prismatic centipedes,
Hidden Tunnel which Iodun uses to torture his other prisoners. If released,
PCs who search the storeroom can attempt a DC 14 Intel- the centipedes pour angrily from the pit and attack the
ligence (Investigation) or Wisdom (Perception) check. On closest creature.
a success, they discover the entrance to a narrow, dug out The northern pit contains a lizard-pooka named Hezra.
burrow behind the crates on the western wall. The tunnel Hezra’s Pooka Trick allows him to magically summon the
leads to Area J5, although only Tiny creatures (or creatures key to any lock. When Hezra uses this ability, the key van-
in gaseous form) can enter it. Every 10 minutes the PCs ex- ishes from its current location and reappears inside Hezra’s
plore the storeroom, there’s a 1 in 6 chance a lizard from stomach (whereupon he can regurgitate it at will). Iodun
Area J5 pokes its head out of the tunnel to investigate. captured Hezra several months ago and keeps him alive in
case he needs a lock opened. If rescued, Hezra grants the
Treasure PCs a single use of his Pooka Trick before escaping (along
PCs who search the storeroom’s contents find an odd-look- with the lizards from Area J5) into the forest.
ing jug in one of the crates. The jug is a jug of shrinking The eastern pit holds a halfling named Brandolyn This-
and swelling (Magic of the Runewild, page 40). The lizards tlewhip. Brandolyn is one of the missing Thistlewhip chil-
from Area J5 know about the jug and point it out to char- dren from Kidwelly (19). Brandolyn remains brave despite
acters who overlook it. her harrowing ordeal. If freed, she insists the PCs rescue
Merivae (in Area J7) before they leave the mound.
Area J5 – Lizard Tunnels
• A dozen lizards
Unbeknownst to Brandolyn, Iodun has infected her
• Tiny tunnels connect Areas 2-6
with werestag lycanthropy. If the PCs refuse to help Meri-
vae or otherwise upset Brandolyn, she transforms into her
Unbeknownst to Iodun, a dozen or so lizards have dug hybrid form and attacks. Once Brandolyn transforms, only
a maze of tunnels between Areas J2 through J6 of the a character who uses an action to make a successful DC 19
mound. Only Tiny creatures (or creatures in gaseous form) Charisma (Persuasion) check can convince her to return to
can traverse the tunnels. The lizards are about as smart as halfling form.
dogs (Int 3), but they can’t speak except via magic (such
as a speak with animals spell). They are otherwise normal Hidden Tunnel
specimens of their kind. PCs who search the area can attempt a DC 14 Intelligence
The lizards are here to rescue their friend, Hezra the (Investigation) or Wisdom (Perception) check. On a suc-
pooka, who is currently held prisoner in Area J6. Excitable cess, they discover the entrance to a narrow, dug out bur-
but fearless, the lizards try to lead the PCs to Hezra. If the row behind a barrel on the eastern wall. The tunnel leads
PCs seem willing to help, the lizards point out the jug of to Area J5, although only Tiny creatures (or creatures in
shrinking and swelling in Area J4 and suggest Small-size gaseous form) can enter it. Every 10 minutes the PCs ex-
characters use the jug to shrink small enough to fit inside plore this room, there’s a 1 in 6 chance a lizard from Area
their tunnels. J5 pokes its head out of the tunnel to investigate.

Area J6 – Laboratory Treasure


• Pits contain five prismatic centipedes (page 278), a PCs who make a successful DC 10 Intelligence (Arcana)
pooka (page 278), and a halfling infected with werestag check to study Iodun’s drawings realize they’re picto-
lycanthropy (page 282) graphs of various spell formulae. Although Iodun doesn’t
• Hidden tunnel to Area J5: DC 14 prepare spells like a wizard, he uses the walls to record the
• Treasure includes spell pictographs and mushrooms spells his Innate Spellcasting trait grants him. The spells
from the Gibbering Grove (80) recorded here are: bestow curse, darkness, detect magic,

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Richard Broadhurst (Order #23491769)
feeblemind, gaseous form, glyph of warding, hold person, anything, she wants to return to her tree (67), which she
see invisibility, and shocking grasp. A wizard character who senses is in great peril.
studies the pictographs can inscribe the spells into their
spellbook, as normal. 67. Merivae’s Tree (CR 4)
The containers hold Iodun’s arcane components
• A dying tree was once bound to a dryad
(worth 25 gp), as well as mundane items such as water and
foodstuffs. A wicker basket contains 5 colorful mushrooms
• Five drow scouts ambush the PCs
harvested from the Gibbering Grove (80). Roll the Gibber- In a quiet glade a half-day’s walk from Iodun’s Mound (66),
ing Grove Mushrooms table on page 141 to determine the there’s a tree whose form resembles that of a dancing
mushrooms’ effects. maiden. A dryad named Merivae was once bound to the
tree, but the ogre Iodun captured Merivae and took her
Area J7 – Iodun’s Bed Chamber to his lair. In Merivae’s absence, her tree has begun to die.
• Iodun (Runewild Bestiary, page 274) Five drow scouts (Runewild Bestiary, page 266) hide
• Chimney to Area J1 nearby. The scouts are under orders to capture Merivae so
• Treasure in a chest trapped with a glyph of warding: DC their leader, Matron Sibra, can transform her into a dark
13 dryad (see 142). The drow can’t fathom why Merivae aban-
• A dryad’s lure contains Merivae, a dryad doned her tree, but they’re hesitant to return to Matron
A heap of dirty hides in the southwest corner serves as Io- Sibra empty-handed.
dun’s bed. A narrow chimney in the ceiling drafts smoke The drow ambush the PCs as they approach Merivae’s
away from a guttering fire pit in the center of the room. tree. Allow the PCs Wisdom (Perception) checks opposed
Pushed against the chamber’s north wall is a large chest. by the drows’ Dexterity (Stealth) to avoid a surprise round.
Except for bones and other filth, the room is empty. The drow bring any characters they capture to Matron Si-
bra for interrogation. If the PCs stand their ground more
Fire Pit and Chimney for than a round or two, the drow flee (using darkness to
Coals smolder in the fire pit both day and night. Creatures cover their retreat) and head to the Sunken Tower (142)
who enter the fire pit's area or who start their turn there with what little information they have.
take 11 (2d10) fire damage.
The chimney above the fire pit rises 30 feet before 68. The Movable Feast (CR 5)
opening onto the top of the mound (Area J1). The chim- Note: If the PCs haven’t encountered the Movable Feast be-
ney is too narrow for even Small creatures to traverse, but fore, it’s here. Otherwise, there’s a 1 in 6 chance the Feast ap-
Tiny creatures can pass through easily. Iodun may use the pears here every shift (6 hours).
chimney (in gaseous form) to outflank the PCs or to flee the
mound if his life in danger. This glade is one of three possible locations (along with 52
Treasure and 123) of the Movable Feast. See location
The chest on the north wall is unlocked, but Iodun has 52 for a full description of the
trapped it with a glyph of warding. PCs who investigate Feast.
the chest without touching it notice the glyph with a
successful DC 13 Intelligence (Investigation) check.
Touching the chest activates the glyph. Each crea-
ture within 20 feet when the glyph is triggered
takes 31 (7d8) lightning damage, or half damage
with a successful DC 13 Dexterity saving throw.
The chest contains 600 cp, 4,000 sp, 1,700 gp,
and 120 pp, as well as the dryad’s lure Iodun used to
capture Merivae.

Releasing Merivae
If freed from the dryad lure, Merivae is extreme-
ly grateful. If the PCs killed Iodun, she’s
glad: the lure’s magic may have caught
her physical form, but it couldn’t
capture her heart. If Iodun still lives,
Merivae would rather flee than seek
revenge against the ogre. More than

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Richard Broadhurst (Order #23491769)
69. Halfling in Mithral (with Broken creature finishes a long rest. The creature dies if this effect
reduces its hit point maximum to 0.
Heart) (CR 5) Whether or not the creature passes its Constitution
• A construct’s broken heart drains life: DC 14 save, Shinn’s heart begins to beat as soon as it deals the ne-
• Five gnarls (Runewild Bestiary, page 270) protect the crotic damage. It continues beating a number of minutes
construct equal to the necrotic damage dealt. While Shinn’s heart
beats, the construct twitches but never gathers enough
The PCs spot a glint of metal from the underbrush. Pulling
strength to move from its position. Presenting Shinn’s
back the foliage reveals the life-sized figure of a halfling
beating heart to the gnarls (see below) causes them to
slumped against a tree. The halfling is made of mithral
pause their attack.
and crafted to resemble a noble’s footman. Judging from
its movable joints, the halfling was built to serve as a con- The Gnarls
struct, but how it might be activated now is unclear. Despite persistent rumors to the contrary, Shinn was al-
ways faithful to his wife. In fact, Shinn’s last thoughts
The Construct
before his death were of his wife and unborn son (Finn’s
PCs who study the halfling can make a DC 19 Intelligence
father, Glinn). Even when his heart beat only to power
(Arcana) check. Characters proficient with tinker’s tools
Montagne’s construct, Shinn’s love for his family endured.
may add their proficiency bonus to the check. On a suc-
In fact, Shinn’s devotion was powerful enough to create a
cess, the PC confirms that, while indeed a construct, the
gnarl, a plant-like creature formed by a mortal’s grief.
halfling is broken beyond repair. Given time, a skilled ar-
Before the PCs can decide what to do with the con-
morer could repurpose the halfling’s mithral to forge mi-
struct, a pack of five gnarls advance on the party. Allow
thral half plate armor for a Medium creature or mithral full
the PCs Wisdom (Perception) checks opposed by the
plate armor for a Small creature. Alternately, the halfling
gnarls’ Dexterity (Stealth) to spot the gnarls before they at-
can be sold as a curiosity for 500 gp.
tack. During the combat, the PCs notice one of the gnarls
A detect magic spell cast on the halfling reveals an aura
is smaller than the others. Shaped like a twisted female
of necromancy magic emanating from inside its chest. A
halfling, this gnarl was created by Shinn’s memories of his
character using tinker’s tools can disassemble the halfling
beloved wife. (The other gnarls killed their creators long
with a successful DC 14 Dexterity check. Forcing open the
ago.) The gnarls fight to the death, but offering the hal-
halfling’s chest piece requires a successful DC 16 Strength
fling-gnarl Shinn’s beating heart causes all the gnarls to
check. Opening the halfling reveals the source of the nec-
hesitate long enough for the party to flee.
romancy: a glass canister filled with lambent blue mist.
Floating inside the canister is the perfectly preserved heart
of a halfling. 70. Labyrin (CR 12)
• A fey lord named Labyrin (as an archmage)
The Halfling’s Heart • Talking fishes know the location of a ring of three wish-
The mithral halfling was one of the wizard Montagne’s first es
attempts at creating animated constructs (for more infor- • Labyrin carries powerful magic items
mation about Montagne, see 139). To function, this itera-
tion demanded a steady supply of life energy, as well as a A bizarre figure catches fish along Feather Lake’s northern
heart transplanted from a living creature. Montagne ulti- shore. The man stands over 7 feet tall and is preternatural-
mately found these requirements too limiting and aban- ly thin. He wears a red and white-striped jester’s motley
doned the experiment when he left the White Tower (69). with a deep cowl that hides his features. As the man pulls
Eventually, the construct ended up where it now sits. fish from the lake, he tosses them into a sailing skiff hauled
The halfling’s heart once belonged to Shinn Weather- up on shore beside him.
bee, a native of the halfling village of Kidwelly (19). Every- Labyrin in Exile
one in Kidwelly (including Shinn’s grandson, Finn Weather- The figure is a fey lord named Labyrin. The rulers of the
bee) believes Shinn ran off with his mistress decades ago. Fey Realm banished Labyrin centuries ago after they grew
In fact, Montagne murdered Shinn and used his heart to tired of his constant pranks. Labyrin once owned a ring of
power his creation. three wishes that would have allowed him to escape his ex-
Shinn’s heart has ceased to beat, but Montagne’s mag- ile, but he dropped the ring into Feather Lake upon his ar-
ic lingers. Living creatures who touch the canister holding rival in the Runewild. To ensure Labyrin remained trapped
Shinn’s heart take 18 (4d8) necrotic damage and must in the mortal realm, his tormentors asked the fish living
make a DC 14 Constitution saving throw. On a failure, the in the lake to guard Labyrin’s ring. Now, Labyrin haunts
creature’s hit point maximum is reduced by an amount Feather Lake’s shores seeking a way to recover his ring and
equal to the damage taken. This reduction lasts until the return home.

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Richard Broadhurst (Order #23491769)
Upon closer inspection, the PCs see Labyrin isn’t a
man at all. Beneath his hood there’s only darkness and
two pinpricks of light where a man’s eyes would normally
be. Labryin’s current appearance is merely the shape he’s
adopted during his exile. His true form is unknowable, at
least to mortal minds.
Treat Labyrin as an archmage with the following
changes:
• His type is fey. He has a Charisma of 20 (+5) and a +13
bonus to Deception and Performance skill checks.
• Spells Labyrin casts using his Spellcasting feature re-
quire no material, somatic, or verbal components.
In addition, Labyrin carries several magic items. Much like
himself, Labyrin’s items appear harmless but possess pow-
erful fey magic. Descriptions of these items follow:
• Labyrin’s jester’s hood functions as a cloak of displace-
ment.
• A bag filled with hot air hangs from Labyrin’s belt.
Opening the bag releases the air, creating an effect like a
wind fan.
• Labyrin carries a wooden scepter topped with a cari-
cature of a human king. This marotte functions as a rod of
rulership.
• Beneath one of the seats in Labyrin’s boat is a hand-
held looking glass wrapped in cloth. Labyrin can use the
mirror to show any creature a horrifying parody of itself,
subjecting it to the fear effect of a mace of terror.

Dealing with Labyrin • A fey lord known as the Feathered Serpent once ruled
The PCs can make Dexterity (Stealth) checks opposed by the Palace of Water, Wind, and Stone. Apophix, a green
Labryin’s Wisdom to approach him unnoticed. On a suc- dragon, now holds the Feathered Serpent prisoner (see
cess, the party overhears Labyrin interrogating a fish he’s 58).
caught as to the whereabouts of his missing ring. Oddly • The Gunkpuddle Girls, a coven of sea hags, serve Aph-
enough, the fish speaks back to Labyrin (in Common), ophix. For more information on the Gunkpuddle Girls, see
steadfastly refusing to reveal the ring’s location. Labyrin their entry in the Runewild Bestiary (page 290).
grows increasingly frustrated with the fish, until finally he • The falls that feed Feather Lake prevent Labyrin from
tosses the creature into his boat and returns to the lake to traveling upstream, but he knows another sea hag, the
catch another. Washer Widow (94), lives somewhere along the river.
Labyrin’s mood lightens once he notices the PCs. Like
mortal jesters, Labyrin delights in song, storytelling, and Fishes Grant Wishes
other amusements. He mocks the characters in ways that At some point during the party’s interaction with Labyrin,
are just shy of cruel, but he’s quick to smooth over offenses the fish he’s caught cry out for help. The fish promise to
with a little song or joke. (“Why can’t witches catch fish? retrieve Labyrin’s ring for the PCs if they return them to
Because they only cast spells!”) Labyrin enjoys a good sto- the lake. Hearing this, Labyrin recounts his backstory and
ry, and PCs who tell him one can attempt a DC 16 Charisma warns the party not to trust the fish. He’s tried convincing
(Performance or Persuasion) check. On a success, Labyrin the fish to retrieve his ring for centuries, with no results.
enjoys the story and offers to ferry the party to any loca- The enchantment that grants the fish the ability to
tion on Feather Lake, including the Palace of Water, Wind, speak also prevents them from delivering the ring to a fey
and Stone (57). creature (including Labyrin). Nothing, however, stops the
If befriended, Labyrin shares the following information fish from giving the ring to a mortal. The fish say as much,
with the party: but Labyrin simply repeats his warning that the fish can’t
be trusted.

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Richard Broadhurst (Order #23491769)
The fish are terrible liars. PCs who make a successful If the PCs refuse to pay the harpies’ toll, they can at-
DC 10 Wisdom (Insight) check realize Labyrin’s suspicions tempt a DC 12 Wisdom (Survival) check to locate another
about the fish are correct. Despite their promises, no fish crossing point. On a success, the detour costs the PCs less
released into the lake return with Labyrin’s ring. The fish than an hour’s travel. On a failure, the party becomes lost
enjoy tricking mortals, and no amount of persuasion or and must spend a full shift (6 hours) recovering their bear-
bullying can change their ways. Only magic, such as an an- ings before a safe crossing point is found. Once the PCs
imal friendship spell, compels the fish to retrieve the ring. locate a suitable crossing point, they can swim across the
Labyrin’s ring lies in a deep trench at the bottom of slow-flowing Wendarin easily (no check required).
Feather Lake. An illusion only the fish can see past ob-
scures the trench, and powerful fey magic shields the ring Dealing with the Harpies
from divinations. Without the help of the fish, the PCs can The harpies are vile creatures, but so long as the PCs pay
retrieve the ring only via a wish spell or similar magic. their toll they allow the party to cross the river unmolest-
If the PCs recover the ring, Labyrin immediately de- ed. PCs looking for rumors about the area can pay the
mands they hand it over to him, its rightful owner. Labyrin harpies an additional bribe to learn the following informa-
rewards PCs who do so with their choice of one of his mag- tion. Even a single gold piece is enough to get the harpies
ical items (see Labyrin in Exile above). Labyrin surrenders talking, but as with the toll to cross the bridge, the harpies
up to three of his items if the PCs haggle. Demanding any- become jealous if paid unequally.
thing more angers Labyrin. He attacks the PCs and takes • A harpy named Yizra once led their flock, but sever-
back his ring by force. al weeks ago a force of gargoyles captured Yizra and took
Labyrin’s ring of three wishes has only one wish left. her to the Broken Keep (109). The harpies have no love for
As soon as Labyrin regains the ring, he uses the wish to their sister, but they hate the Broken King even more. If
return to the Fey Realm. If this occurs, the fish of Feather the PCs rescue Yizra, the harpies grudgingly allow the par-
Lake lose their ability to speak Common, becoming nor- ty free passage across the river in the future.
mal fish again. At your discretion, Labyrin may return to • If asked about the fate of the Covenant Hall mercenar-
the Runewild (willingly this time) to assist the PCs or to ies (72), the harpies cackle as they recall the incident. When
send them on another quest. the mercenaries tried to cross the river without paying the
toll, the harpies used their Luring Song in retaliation. Only
71. Harpy Bridge (CR 4) two of the mercenaries survived. One, a woman, plunged
• Five harpies demand tolls to cross the river into the river but appeared to survive the fall. The other, a
• Treasure hidden in the crags: DC 17 man, resisted the harpies’ song long enough to flee west
across the river. (These two survivors are Anith Horta and
Three rocky, steep-sided islands rise from the Wenda- Dade Ironstar. For more information, see 101 and 64 re-
rin River like the pylons of a ruined bridge. A network of spectively.)
ropes connects the islands to each other and to the river’s
shores. Five harpies perch atop the islands, scanning the
• The harpies maintain a long-standing rivalry with the
elven druid Cloak-of-Feathers (35). The fact his arrows al-
shorelines for travelers. ways hit their mark, despite his blindness, confounds the
Crossing the River harpies to no end.
The harpies demand a toll from anyone seeking to cross Treasure
the river here. While the harpies prefer gems or jewelry, The harpies hide their treasure among the crags of the
they accept any form of payment, provided its total value center island. PCs crossing the rope bridges can spot the
is at least 10 gp. Each of the harpies demands equal pay- heap of leather sacks by making a successful DC 12 Wis-
ment, so a single creature crossing the bridge must pay dom (Perception) check. The sacks contain 2,000 cp, 800
50 gp total (10 gp for each of the five harpies). The harpies sp, 90 gp, 9 gems worth 50 gp each, and assorted jewelry
turn on the PCs, and then each other, if paid unequally. and other trinkets worth 1,000 gp.
The rope bridges sway worryingly in the breeze, but Only flying creatures can reach the harpies’ trea-
creatures crossing them are in little danger of falling. All sure easily; everyone else must make a successful DC 17
told, the bridges span a distance of 120 feet. At their high- Strength (Athletics) check. Failure on this check indicates
est point, the islands rise 30 feet above the waterline. the character slips and falls into the river. Characters who
If the PCs try to cross the river without paying—or if fail the check by 5 or more cause some of the harpies’ trea-
they otherwise insult or threaten the harpies—the har- sure to tumble into the river with them. Roll 1d10 x 10. The
pies use their Luring Song to force the PCs into the water. result is the percentage of treasure that falls into the river.
If this fails, the cowardly harpies retreat, returning to the Unless the PCs concoct a clever plan to retrieve it, treasure
bridges only once the party has passed. The harpies have that falls into the river is lost forever.
no ranged weapons and engage in melee only if retreat is
impossible.
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Richard Broadhurst (Order #23491769)
72. Covenant Hall Campsite (CR 2) Rakroganog sits atop an impromptu throne made of
boulders. Even seated, he towers above the other ogres.
• Six goblins scavenge an abandoned campsite Rakroganog’s most recently shed head rests in his lap. Be-
• Pack containing hidden antitoxin: DC 12 neath the head’s rotting brow, the ogre’s eyes observe the
An abandoned campsite marks the spot where a band of gathering with amusement.
Covenant Hall mercenaries spent their final night before
meeting their fates at Harpy Bridge (71). The site is months Happy Skullday
old, but the forest has yet to erase all evidence of the en- The ogres are here to celebrate the loss of Rakroganog’s
campment (ashes from burnt-out campfires, forgotten one hundredth head. As few ogres live long enough to
tent stakes, and the like). shed so many heads, this is an extraordinary occasion, a
testament to Rakroganog’s strength and stubbornness.
Goblin Scouts PCs who make a successful DC 14 Intelligence (History)
A band of six goblins have discovered the campsite and check recall stories of Rakroganog stretching as far back
are in the process of rummaging through a forgotten as the Witch Wars, when the ogre led Griselda’s troops
backpack when the party arrives. The goblins are a scout- against the Aosidhe and their Aruandan allies. Twice the
ing party from the Broken Keep (109). They attack the size of a typical ogre, Rakroganog’s ferocity on the battle-
party on sight but break ranks as soon as the battle turns field is legendary.
against them. Warm with drink and camaraderie, Rakroganog and
Like all goblins who serve the Broken King, the gob- his brothers are in uncommonly good spirits. PCs bear-
lins possess the Medusa’s Blessing trait (Runewild Besti- ing food, drink, or treasure for Rakroganog can attempt a
ary, page 304), which increases their CR to 1/2 (100 XP). In Charisma (Deception or Persuasion) check opposed by the
addition to their weapons and armor, the goblins carry a ogres’ Wisdom. On a success, the ogres allow the PCs to
total of 20 cp, 12 sp, 29 gp, and 4 pp. join the celebration. Characters who fail the check or who
arrive at the celebration empty-handed are either robbed
Forgotten Backpack or eaten.
The backpack once belonged to a human sellsword named Speaking with the ogres or listening in on their con-
Anith Horta, one of the two survivors of the massacre at versations reveals the following:
Harpy Bridge. Though ill-treated by the elements (as well
as by the goblins), the pack contains gear equivalent to an • The ogres’ mother Griselda lives in a willow tree that
explorer’s pack. In addition, PCs who inspect the pack can wanders the Cronemarsh (86).
make a DC 12 Intelligence (Investigation) or Wisdom (Per- • The ogres’ have a brother named Iodun, whom Grisel-
ception) check. On a success, the PC discovers a hidden da cursed and cast out years ago. The ogres believe Iodun
pocket at its bottom containing three vials of antitoxin. lives in exile somewhere to west (66).
Currently, Anith Horta is in Caerfell (101) searching • Unless the PCs dispatched them previously, three
for the expedition’s other survivor, Dade Ironstar. Dade is ogres named Gruul, Vrark, and Nog boast about their new
found at Coppertank Mine (64). Anith’s brother Mayrek, outfits, which they got from the enchanted wardrobe at
another Covenant Hall veteran, awaits his sister in the vil- 49.
lage of Ill Hollow (76). Though Anith’s backpack is other- If combat breaks out, the smaller ogres fight until half are
wise unremarkable, its hidden pocket allows both Anith killed, at which point the rest retreat north into the Crone-
and Mayrek to identify it easily. marsh. The overconfident Rakroganog fights to the death.
Due to his unusual size, treat Rakroganog as a hill giant.
73. One Hundred Skulls (CR 8) Rakroganog can’t see except through his head’s eyes. If the
• 8 ogres throw a party for their brother, Rakroganog PCs destroy the head (AC 13, 10 hit points), he becomes
blinded.
(as a headless hill giant)
• The ogre hag Griselda (Runewild Bestiary, page 287)
Griselda
delivers a message
At some point during the celebration, the image of Grisel-
• Inside the cave are coins and other treasure
da’s face magically appears within the bonfire. After con-
On the borders of the Cronemarsh lies a cave home to gratulating Rakroganog on the loss of his head, Griselda
Griselda’s oldest living son, Rakroganog. Dozens of skulls— makes an appeal to the assembled ogres. Recently, Grisel-
what’s left of the many heads Rakroganog has shed over da learned that another witch plots to overthrow her rule.
his lifetime—decorate the cave’s entrance. Stacked just in- Griselda calls on Rakroganog and his brothers to make this
side the cave are several chests brimming with coins, jew- witch pay for her audacity.
els, and other treasures. Outside roars a bonfire, around
which crouch eight ogres drinking ale.

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Richard Broadhurst (Order #23491769)
The identity of the traitorous witch, as well as the spe- the trolls’ Wisdom convince the trolls to stand down. On a
cifics of her treachery, are left for you to decide. Ideally, the failure, the trolls let PCs pass but then track them through
witch should be one the PCs have met before, although the swamp, ambushing the party once the Cronemarsh
any witch will do. You can choose from among the witches wears down their defenses.
presented in the Runewild Bestiary or roll randomly on Several years ago, Griselda caught Varad, the youngest
the Which Witch? table found on page 22 of Running the of the trolls, trying to break into her treehouse. As punish-
Runewild. Once Griselda has delivered her message, her ment, Griselda used her Hag Magic to separate the troll’s
face disappears in an impressive burst of pyrotechnics. head from its body. Griselda kept the head for herself (see
The ogres begin plans to carry out Griselda’s orders im- Area K3 of location 86) and returned the troll’s body to
mediately. Unless the PCs intervene, Rakroganog and the Anuska. As a result, Varad is blinded and has no Bite attack.
other ogres march on the rival witch’s lair the next morn- He is otherwise a normal troll. Anuska offers to pay up to
ing. The PCs can join their cause, thereby earning Grisel- 1,000 gp for the safe return of her brother’s head.
da’s favor, or they can race the ogres and warn the rival
witch, giving her time to prepare for the assault. PCs who The Stump
do the latter risk Griselda’s wrath but may earn a powerful The stump’s interior has rotted away, creating a pavil-
ally in their fight against the Hag Queen. ion-like space that serves as the trolls’ living quarters. The
“walls” of the stump rise 20 feet above the ground. The
Treasure trolls sleep in nests of damp reeds scattered about the
The ogres delivered the chests inside Rakroganog’s cave area. Nets, harpoons, fish carcasses, and the shells of giant
as tributes for their big brother. Altogether, the chests con- swamp snails litter the ground.
tain 600 cp, 4,000 sp, 2,900 gp, 120 pp, 22 gems worth 50 Opposite the stump’s entrance, an abandoned giant
gp each, and jewelry and other trinkets worth 1,750 gp. centipede burrow descends into the earth. The burrow
The cave holds nothing else of value. is wide enough to accommodate a Large size creature.
Climbing the burrow without magic or climbing gear re-
74. Stump Home (CR 9) quires a successful DC 16 Strength (Athletics) check. Crea-
• Four trolls hold a knight named Sir Reinhold captive
tures who fail this check slip and tumble 30 feet into a
• Treasure includes the magic longsword Heat Death
lightless cave beneath the stump (see The Undying Knight
below).
(Magic of the Runewild, page 40)
The tree that once stood here must have dwarfed even The Undying Knight
the tallest wizard’s tower. Today, only its ragged stump A hundred years ago, a brave Aruandan knight named Sir
remains. Called Stump Home by those who know it, the Reinhold came to the Cronemarsh on a quest to slay Grisel-
stump is 100 feet across, large enough to accommodate da. Before Reinhold could reach Griselda’s lair, Anuska and
the family of trolls that lives within its hollow. Nailed to the her siblings captured Reinhold and tore his body to pieces.
outside of the stump are dozens of human limbs in various To the trolls’ surprise, the knight’s limbs continued to move
states of decomposition. Some of the limbs wriggle as if even after his death. Unbeknownst to the trolls, Griselda
still alive. had cursed Sir Reinhold with a regenerative ability similar
to their own. So long as the knight remained cursed, no
The Trolls of Stump Home wound could ever kill him.
The trolls of Stump Home—a hulking female named Amused by the idea of a human that couldn’t die,
Anuska and her three younger brothers Yugor, Talmot, and Anuska kept Reinhold a prisoner instead of eating him. For
Varad—have haunted the Cronemarsh for generations. decades now, she’s taken pleasure in chopping off Sir Re-
Like most of their kind, the trolls are vicious brutes, but inhold’s limbs to watch them squirm. (The arms and legs
years spent living in Griselda’s shadow (86) have made that decorate Stump Home are all Sir Reinhold’s.) Anuska
them uncharacteristically cautious. Though their appetites considers Reinhold her most prized possession, storing
for both food and cruelty are insatiable, the trolls rarely him at the bottom of the centipede burrow with her other
stray far from their home, lest they unknowingly interfere treasure.
with the Hag Queen’s affairs. Sir Reinhold remains unbroken despite his years of
How the trolls interact with the PCs depends on how captivity. If alerted to the PCs’ presence, he calls out for
strong the party appears. If the trek through the Crone- help. The trolls bind Reinhold with troll-hair rope (AC 15,
marsh weakened the group, the trolls attack the charac- 10 hit points, immune to poison and psychic damage, re-
ters on sight, hoping to catch an easy meal. On the other gains 1d4 hit points at the start of each round). The PCs
hand, the trolls respect adventurers capable of weather- can release Reinhold by destroying the rope or using an
ing the Cronemarsh’s dangers. PCs who make a successful action to make a successful DC 16 Dexterity (Sleight of
Charisma (Deception or Intimidation) check opposed by Hand) check to untie his bonds.

133
Richard Broadhurst (Order #23491769)
Reinhold’s curse causes him to regain 1 hit point every Hobb’s love for his wife was pure and true. In fact,
10 minutes. In addition, he has ceased to age and can’t be his grief over her death was so deep it caused a gnarl
killed unless all parts of his body are thoroughly destroyed (Runewild Bestiary, page 270) to grow from a tree near
(by fire or acid, for example). When the PCs find him, Re- her grave. Hobb didn’t know what the gnarl was, but he
inold is missing a hand, which won’t regrow for another was certain the omen meant nothing good. At a loss for
1d4 days. He has no armor or weapons (but see Treasure what else to do, he chopped down the tree and hid the log
below). Otherwise, treat Sir Reinhold as a knight. with his wife’s image beneath the floorboards of his shack.
If freed, Reinhold helps the party dispatch Anuska and Unbeknownst to Hobb, the gnarl his grief created
her brothers. He then sets his sights on Griselda. Reinhold wasn’t the only such creature living in the forest. Felling
calls on noble or glory-hungry PCs to join his fight against Diana’s tree angered the other gnarls in the area, and ever
the Hag Queen. Brave to a fault, Reinhold refuses to aban- since the monsters have been stalking the woodsman,
don his quest to kill Griselda, even if he must go it alone. waiting to exact their revenge.
Reinhold’s knowledge of the Runewild is a century
out-of-date, but he shares the following information with Dealing with Hobb
the PCs: A quiet man, Old Hobb speaks only when he must, and
even then, he’s prone to simple grunts or curses. Beneath
• If the PCs need rest after their battle with the trolls, Re- Hobb’s gruff exterior, however, is a gentle soul. Hobb
inhold suggests they seek asylum with the Ruasidhe elves means no one ill will and never turns away a traveler in
(34), who protect the forest south of the Cronemarsh. need. PCs seeking Hobb’s assistance can win him over
• If asked about Heat Death, Reinhold relates the history with a successful Charisma (Persuasion) check opposed by
of the Highvale Blades. He knows three other Blades are Hobb’s Wisdom.
locked away inside the Giant’s Vault (120). Old Hobb has lived near the Runewild his entire life,
• At the time Sir Reinhold was captured, Galthyr Lionfell and he knows this part of the forest as well as anyone. If
still ruled the Broken Keep (109). Reinhold knows nothing the PCs befriend him, Hobb can share the following infor-
of the keep’s current inhabitants but tells the PCs about mation:
the grotto hidden beneath the stronghold.
• A witch named Missus Switch (63) lives south of Hobb’s
Treasure shack. If you hear her school bell ringing, Hobb warns, turn
Anuska piles her treasure just beyond Sir Reinhold’s reach. back the way you came.
Leather sacks contain 700 cp, 8,000 sp, 2,500 gp, 120 pp, • Not all the elves abandoned the Runewild after the
8 gemstones worth 100 gp each, and assorted jewelry Witch Wars. A handful of Ruasidhe clans still patrol the for-
and trinkets worth an additional 300 gp. Reinhold’s armor est’s southern stretch (34).
and shield rusted away years ago, but his longsword Heat • A few weeks ago, Hobb discovered what looked like
Death remains hidden beneath the other treasure. a child’s footprints in the forest. Hobb believes a fey spirit
left the prints to trick him, but in fact the trail was made by
75. Old Hobb’s Shack (CR 3) Theodin Thistlewhip, one of the missing Thistlewhip Chil-
• A hermit named Old Hobb (as a tribal warrior)
dren from Kidwelly (19). Hobb can lead the party to the
• 3 gnarls attack Hobb’s shack at night
footprints. PCs who follow the tracks eventually discover
Theodin’s corpse (50).
Due west of Ill Hollow (76), a dilapidated shack sits atop a
lonely hill a stone’s-throw from the Runewild. Despite its Gnarl Attack
isolation, the shack is clearly inhabited. Woodsmoke trails PCs who interact with Hobb can make a DC 12 Wisdom (In-
from the shack’s chimney, and bootprints criss-cross the sight) check. On a success, the PC notices Hobb frequently
muddy yard. A wagon piled with cord wood is parked be- casts nervous glances in the direction of the woods. His
side the shack’s front door, and animal pelts hang from a anxiety only intensifies as night draws near. If the PCs ask
line out back. A worn-out mule grazes in a pasture nearby. Hobb what troubles him, the woodsman relates his tale.
For the past several weeks, Hobb says, he’s spotted mon-
Old Hobb strous figures lurking at the edge of the forest. Hobb fears
A landmark well-known to the residents of Ill Hollow, the the monsters have come to punish him for cutting down
shack is home to a woodsman named Old Hobb. Old Hobb Diana’s tree.
has always been a bit of a recluse, but until recently he Hobb is right to fear the gnarls. The very night the PCs
did possess one saving grace: his wife Diana. Diana suc- first meet Hobb, three gnarls break into his shack and at-
cumbed to illness several months ago, however, and ever tack the woodsman while he sleeps. If the PCs leave Hobb
since Hobb has grown more and more withdrawn. to deal with the gnarls on his own, Hobb is killed during
the attack. The next time the party visits this location, they
find Hobb’s shack abandoned.
134
Richard Broadhurst (Order #23491769)
If the PCs stay to help Hobb drive off the gnarls, the company at odds with the Church of the Black Horn (see
woodsman fights alongside the party bravely, wielding an below), but many in the village continue to regard Bill’s
axe in two hands (as a battleaxe, 1d10 + 1 slashing dam- mercenaries as plucky, if somewhat hapless, heroes.
age). If stats for Hobb are needed, treat him as a tribal Recently, harpies slaughtered a band of Covenant Hall
warrior. mercenaries at Harpy Bridge (71). Only two mercenaries
survived the attack: Dade Ironstar (see 64) and Anith Hor-
Aftermath ta (see 101). Backwards Bill assumes all members of the
Though he knows it isn’t really Diana, Hobb is reluctant to expedition have perished, but nevertheless he’s willing to
part with the log that bears his wife’s image. PCs who win pay up to 100 gp for information regarding the expedi-
Hobb’s trust, however, can convince him to let it go. Doing tion’s fate.
so is the closure Old Hobb needs to begin healing from his
grief. Covenant Hall Mercenaries
Except for his mule, his wagon, and a few simple tools, In defiance of all odds, Backwards Bill has organized this
Hobb owns nothing of value. However, if the PCs help Old ragtag collection of miscreants into something resem-
Hobb find peace, he opens his door to them whenever bling a brotherhood. These days, Ill Hollow’s demand for
they pass this way again. (If you’re using the optional rest- sellswords is low, so PCs looking to hire extra muscle can
ing rules found on page 12 of Running the Runewild, this do so at affordable rates (typically 1d4 gp per day). At your
benefit allows the party to take long rests at Old Hobb’s discretion, Covenant Hall might also serve as a source for
Shack.) new player characters.
Backwards Bill’s adventuring days are behind him, but
76. Ill Hollow (CR 0) if his stats are needed, treat him as a bandit captain. As a
Even by the standards of the Runewild, Ill Hollow is an un- result of his strange curse, he makes all attacks with disad-
civilized backwater. Years of poverty and isolation have vantage, and all attacks against him have advantage.
sapped the once-vibrant village, reducing it to a shadow
Roll NPC
of its former self. Those who could fled Ill Hollow genera-
tions ago, abandoning their farmsteads and manor houses 1 Sir Vigo once led forces on the battlefields of Aruanda, but
the aging knight fled to the Runewild when the whispers
for Caerfell or, more often, the cities of Aruanda. Those too of those who died under his command grew too loud. His
poor—or too stubborn—to leave are now a people unto bravery borders on the suicidal.
themselves: inbred, ill-mannered, insular, and weird. 2 An avowed (but intermittent) pacifist, Pinta Gourds is an
But it wasn’t always this way. During the Aruandan exiled priest of a foreign god of life and resurrection. A
Conquest, Ill Hollow flourished, bolstered by Griselda’s de- gruesome scar runs along his scalp, the result of a near-fatal
feat and an influx of foreign gold. As the knights of Aru- encounter with a redcap (Runewild Bestiary, page 279).
anda retreated from the area, however, the citizens of Ill 3 The halfling Doxie Spindlewick insists she’s a gnome, de-
Hollow resorted to hiring mercenaries to keep them safe spite all evidence to the contrary. She also claims to be able
to forecast the future, and that Griselda regularly visits her in
from the Runewild’s dangers. Today, as the village’s coffers her dreams. (Use spy stats for Doxie.)
run dry, many have turned to even darker forces for pro-
4 Leo Vandramos arrived in Ill Hollow a fresh-faced youth
tection. looking for adventure, but years spent exploring the
Runewild have made him distrustful and aloof. The scout
Covenant Hall is rarely seen without his only true friend, a loyal panther
Bill Hocks was a talented young sellsword when he led an named Sasha.
expedition into the Cronemarsh to wring his fortune from 5 Dain Dwimhammer’s pursuit of magic has crippled his
the swamp. The expedition ended in disaster only a few body and left his sanity frayed. He’s a dwarf scholar (as a
days later when the ogre hag Griselda (86) captured Bill commoner) with an Intelligence of 18 (+4) and a Wisdom of
6 (-2). As an action, Dain can cast one of the following spells,
and his companions. Griselda slaughtered everyone but determined randomly (roll 1d6): 1—fire bolt, 2—poison spray,
Bill, whom she “spared” only after severing his head and 3—ray of frost, 4—magic missile. On a roll of 5 or higher, roll
rejoining it backwards to his body. She then returned Bill on the wand of wonder effect table instead, and Dain loses
to Ill Hollow with a warning never to venture into her do- the ability to cast spells until he finishes a short rest. Dain’s
spellcasting ability for these spells is Intelligence (+6 to hit,
main again. spell save DC 14).
Whether fearless or simply foolhardy, Bill was unde-
6 Indron Beast-Revel, an elf druid, is more sympathetic to the
terred by Griselda’s threat. Now known as “Backwards Bill,” beliefs of the Church of the Black Horn than most of his com-
he’s organized the mercenaries of Ill Hollow into a formal patriots, though his hatred of witches is unrivaled. He makes
company. The mercenaries of Covenant Hall work for any- regular visits to another elven druid, Cloak-of-Feathers (35).
one who pays them, but all have sworn an oath to slay any
witch they come across. This “covenant” often puts the

135
Richard Broadhurst (Order #23491769)
Roll NPC darker ambitions. Except for those who’ve transformed
7 Antole Chezeem serves as Backward Bill’s second-in-com- into wild folk, the members of the Church are unfriendly,
mand. Unbeknownst to Bill, Chezeem is a spy working for the but not hostile, toward the PCs.
infamous bandit, Ianto the Red (89). As the party interacts with the citizens of Ill Hollow, re-
8 Mayrek Horta, a veteran, is the brother of Anith Horta, one fer to this table to populate the village. Except where not-
of the two survivors of the Harpy Bridge massacre. He holds ed, treat members of the Church as cultists armed with
out hope Anith is still alive. If shown the backpack from 72, clubs (1d4 bludgeoning damage).
Mayrek recognizes it as his sister’s.
9 Carrick Chiselspark is a dwarf berserker renowned for his Roll NPC
skill with both the throwing axe and the sculptor’s chisel. Car- 1 Arwell Moss, proprietor of the Ill Hollow Tavern, is a capable
rick’s prized possession is a 10-foot-tall block of untouched man in his late 40s. Arwell has a fondness for the Covenant
marble, which he plans to carve once he finds the “perfect Hall mercenaries (his best customers), but he’s heard enough
subject.” stories about the fey to know the dangers they pose are real.
10 Nelris Grunk is a shiftless thug, but his fees are low (he’ll 2 Wogan Ames is the oldest resident of Ill Hollow and serves as
work for as little as 5 sp a day). His mother, Porphyra Grunk the village’s spokesperson, on the rare occasion one is need-
(see The Church of the Black Horn table), has made Nelris ed. As a boy he watched an Aruandan knight cut down his
promise to stay clear of Maiden’s Wood. father. Decades later, he still harbors a hatred for the invaders.
11 Mariah Fleckthorn is a lapsed follower of St. Adso and a 3 Haddington Peake is a con artist who makes his living selling
recent convert to the Church of the Black Horn. She’s tried to fake charms and potions to the other members of the Church.
broker peace between Backwards Bill and Wergella Dunwild, If the PCs discover his ruse, Haddington offers to cut the party
with no success. Treat Mariah as a bandit with a Wisdom of in on his operation.
8 (-1).
4 When Amarna Dulcet killed her husband nearly a decade
12 Zan is a lizardfolk warrior from some distant, unnamed mire. ago, only her claims of self-defense spared her from the hang-
A party looking for a guide through the Cronemarsh could man’s noose. An outcast now, she’s joined the Church to avoid
do worse than to hire Zan. He worships a stone idol which he distancing herself further from the other villagers.
claims speaks with the voices of his ancestors.
5 Porphyra Grunk, mother of Nelris Grunk (see the Covenant
Church of the Black Horn Hall Mercenaries table), is certain the fey have a baleful
influence on even everyday occurrences. She’s made her son
A throwback to Ill Hollow’s Runish roots, the Church of Nelris swear never to step foot in Maiden’s Wood, a tract of
the Black Horn rejects St. Adso and his teachings. Instead, forest north of the Illspire (100).
members of the church revere the spirits of the Runewild, 6 A scion of the once-prosperous Holdark family, Denrin
in particular a fey creature called the Black Unicorn (126). Holdark (a noble) claims to have joined the Church of the
The church teaches that only constant veneration satisfies Black Horn to fulfill his father’s death-bed request. In truth,
the fey. The rank-and-file are encouraged to leave gifts for he’s a spy for a witch named Old Mother Toombs (114).
the fey and protect themselves with a variety of charms 7 Norton Hibb once led Ill Hollow’s Adsonian church, but lately
he’s abandoned his duties in favor of gambling and drink. His
and wards. True believers paint their foreheads with black
faith can’t be rekindled until he receives a current edition of
triangles, a symbol of their devotion to the Black Unicorn. St. Adso’s Almanac from Wexmore Abbey (10).
The church’s leader, Wergella Dunwild, still remembers 8 When the youngest daughter of Drew and Abigail Blake fell
the traditions of her Runish ancestors. Wergella has made ill last winter, Wergella urged the couple to make offerings to
it her mission to pass on this knowledge to future gener- the Black Unicorn. Their daughter’s quick recovery secured
ations. She lives in the ruins of an Aruandan tower on the Drew and Abigail as two of Wergella’s most fervent followers.
outskirts of the village, where she delivers fiery sermons 9 A friendly man named Dylon Beals runs Beals’ Trade Goods,
against the dangers of showing the fey insufficient devo- Ill Hollow’s only general store. His wife Elisabeth’s attitude
toward non-believers is positively icy, to her husband’s em-
tion. Treat Wegella as a noble armed with a quarterstaff
barrassment.
(1d8 bludgeoning damage).
10 Although they haven’t undergone the ritual to become wild
Unbeknownst to Wergella, the Church of the Black folk, the widow Roswen Collins and her two grown sons,
Horn hides a dark secret. Some of its members have un- Bart and Wallace, are in league with Edith Teafly. When the
dergone a ritual to transform themselves into wild folk time is right, they plan to murder Wergella so Edith can take
(Runewild Bestiary, page 282), undead servants of the her place.
Black Unicorn. Some of these wild folk now walk unno- 11 Edith Teafly is the beautiful daughter of Ill Hollow’s town
ticed among the citizens of Ill Hollow, awaiting the day drunk, Geb. Unbeknownst to her father, Edith has become
one of the wild folk. She now spends much of her time at
they can overthrow Wergella and practice their religion in the Ill Hollow Tavern, ostensibly looking after her father but
the open. Two wild folk, Sam Saggers and Edith Teafly, can secretly scouting for drunks she can lure into the Runewild.
be found at Saggers Farm (88). 12 Once a simple farmer, Sam Saggers fell under Edith Teafly’s
sway after one too many drinks at the Ill Hollow Tavern. Sam’s
Church of the Black Horn Members wife and three young children are unaware of his transfor-
Most of Ill Hollow’s citizens are members of the Church of mation into one of the wild folk. Though too poor to pay
the Black Horn, but few are aware of the Black Unicorn’s more than a few coppers, Sam’s wife Sheyla begs the PCs to
uncover the cause of her husband’s strange behavior.
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Richard Broadhurst (Order #23491769)
77. Burly Point (CR 0) a brewery, an armory, and storage for mining equipment.
The clan’s leader, Keeper Coppertank, has lived in Burly
This rough-and-tumble mining town is a favorite stopping Point since before the Witch Wars. He’s a good source of in-
point for travelers between Widderspire (1) and Caerfell formation for PCs looking to learn about the surrounding
(101). Built from the ruins of an old Runish stronghold, area. The clan’s signature brew, Coppertank Ale, is served
Burly Point is best known for its massive stone walls, nu- in taverns from Caerfell to Kidwelly.
merous taverns, and fiercely independent spirit. PCs interacting with any of the Coppertanks are sure
The Walls of Burly Point to hear of the half-man, half-stag monstrosity that recently
What is now Burly Point was once Burly Keep, the strong- drove the clan from Coppertank Mine (64).
hold of a Runish warrior clan conquered by the Aruandans Hildaya’s House of Blades is a forge operated by Hil-
nearly a century ago. Legends claim that when the young daya Earthdragon, leader of the Burly Point militia and
Lord Burly wanted a wall built around his keep, he enlisted daughter of Wersig Earthdragon, the personal smith to
the aid of a stone giant tribe from the Ironwall Peaks (see Lord Caerfell (101). PCs looking to purchase metal weap-
140). The giants agreed to build Lord Burly’s walls, but in ons or armor can do so here. Hildaya’s work is impressive,
exchange they demanded he take the daughter of their but she doesn’t yet possess the secret of crafting magical
chieftain as his bride. Whether or not this tale is entirely arms. “For that,” the dwarf says wryly, “You’ll have to visit
true, the walls of Burly Point are certainly giant-sized, mak- my mother. Good luck.”
ing the town one of the most defensible positions in the Silenus’s Roost is the home of Silenus, a half-elf druid
Runewild, second only to Caerfell. plagued by crippling agoraphobia. Silenus hasn’t left his
Burly Point’s walls are 30 feet high and 10 feet thick. tiny attic space for many years. Surprisingly, Silenus has
Stretches of the wall have begun to collapse in recent made peace with his condition and is content to spend his
years, but even these sections rise at least 20 feet above days chatting with the birds that land upon his window-
the ground. Creatures can climb the walls by making a suc- sills. For a few gold coins, Silenus may share some of the
cessful DC 10 Strength (Athletics) check. Creatures who fail secrets his avian friends have told him, including the lo-
this check slip and fall 1d3 x 10 feet to the hard ground cation of Iodun’s Mound (66), the presence of the bandits
below. at Widderspire Keep (38), and troubling reports of a war
Battlements line the sections of the walls that have not brewing to the north (135).
collapsed. Those standing behind the battlements have The home of the town’s mayor, Liam Drither, is one
three-quarters cover against ranged attacks made from of the finest buildings in Burly Point. At the behest of Lord
outside the walls. A dozen members of Burly Point’s militia, Caerfell, Drither oversees the well-being of Burly Point and
led by the dwarven smith Hildaya Earthdragon (see Points is the final authority on most matters in the town. Unfor-
of Interest), maintain a constant vigil atop the tunately, Drither is terrible at his job. He spends most
walls. Their position grants them advan- his time locked inside his well-appointed townhouse,
tage on Wisdom (Perception) checks drinking wine and avoiding his responsibilities. In
made to notice creatures approach- times of crisis, he’s happy to defer to the PCs or, in
ing the town. their absence, Hildaya Earthdragon.
The town’s two gates—Lan- Lantern Gate is named for the signal
tern Gate and the Bastard’s Gate fires that burn atop it at night, a prac-
(see Points of Interest)—are open tice that dates back to the Aruandan
during the day and closed at night. Conquest. On clear nights, Lantern
They have AC 15, 27 hp, and a dam- Gate’s fires are visible as far south as
age threshold of 10. Widderspire Keep (38). A surly human
guard named Joris typically leads
Points of Interest the watch above the gate. PCs who
Any of the amenities one would expect rub Joris the wrong way are sure
to find in a small town—such as stores, to run into him again in one of Bur-
temples, stables, and taverns—can be ly Point’s less-reputable drinking
found in Burly Point. Areas of particular halls (see the Burly Point Taverns ta-
interest follow. ble on page 138).
Coppertank Hall is home to Clan The Bastard’s Gate got its name
Coppertank, a family of dwarves who op- during the siege that broke the town and
erate mines throughout the Stirgewall Hills. secured the Aruandans’ dominance in the
The hall’s second floor is given over to the clan’s liv- area. Unable to breach Burly Point’s massive walls,
ing quarters, while the lower floor boasts a fine fest hall, the Aruandan invaders enlisted the help of Lord Burly’s

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Richard Broadhurst (Order #23491769)
illegitimate son (one not born of the Lord’s stone giant 78. Carn the Hunter (CR 4)
bride), promising him a small fortune in return for opening
the town’s northern gate from the inside. What became of • Birds harry the party (as 2d4 swarms of ravens)
“the Bastard” is unknown, but to this day his namesake • Carn the hunter, a legendary centaur, rewards PCs
gate continues to be a place where deceptions are plotted who elude him with a moonbeam rope (Magic of the
and alliances betrayed. Runewild, page 42)
Slowly but unmistakably, the treetops fill with birds. They
Burly Point Taverns are a mixed flock, ranging in size from tiny finches to large
Burly Point boasts numerous taverns, saloons, and drink- raptors. All the birds cry angrily, as if taunting the PCs
ing halls—more than the small town can reasonably about their impending doom.
sustain. Newer establishments inevitably fold after a few
months, while the rivalries among those that endure be- The Hunter’s Heralds
come the stuff of legends. The birds are harbingers of a centaur named Carn the Hunt-
er. In ancient times, the centaurs of the Runewild were sav-
Roll Tavern
age hunters who stalked—and sometimes ate—humans
1 The Barking Toad. For a gold piece, the owner of the Barking who ventured into the woods. The civilizing influence of
Toad will bring out Eugene, the bar’s namesake. Why Eugene
barks instead of croaks is a mystery to everyone. the Aosidhe elves (and, to a lesser extent, the Aruandans)
eventually tamed the centaurs. Only Carn remembers the
2 The Brass Drake. This popular inn is consistently over-
booked. Its proprietor, a fast-talking halfling named Har- old ways now. He prowls the Runewild, the birds of the for-
rington, is desperate to expand, but he needs investors to est scenting prey for him like a mortal hunter’s hounds.
fund the venture. Anyone can see the birds act strangely, but PCs who
3 Brecca’s Cauldron. Known for its unusual (and highly po- make a successful DC 10 Intelligence (Arcana) or Wisdom
tent) mixed drinks, Brecca’s Cauldron is a must for any daring (Animal Handling) check confirm the birds are under some
drinker. sort of magical compulsion. If the PCs communicate with
4 The Crag and Crook. Rumor has it the Crag and Crook’s the flock (via a speak with animals spell), the birds repeat
owner, an enormous man named Harbnad, is a distant
an endless refrain: “Carn is the hunter! You are the prey!”
descendant of Lord Burly and his stone giant bride. Harbnad’s
spiced lamb dishes are widely considered to be the finest fare The PCs can’t scare off the birds, and the birds pursue
in town. them if they flee. If attacked, the birds swarm the party un-
5 The Fiddler’s Inn. A popular performance space for Burly til Carn arrives.
Point’s musicians, guests of the Fiddler’s Inn are routinely
encouraged to take the stage themselves. Carn the Hunter
6 The Giant’s Shin. The bar of this otherwise unremarkable Shortly after the birds appear, Carn emerges from the
alehouse is crafted from a single massive leg bone, purport- trees, pike in hand. Judging from his human half, Carn ap-
edly taken from the corpse of Lord Burly’s giant bride. pears to be in his late 50s. His hair is white, and ancient
7 The Iron Way Inn. Located across the street from Hildaya’s scars criss-cross his broad, well-muscled chest. Bloody
House of Blades, the Iron Way Inn is favored by soldiers and handprints decorate his face and flanks. He wears a length
mercenaries traveling the North Road.
of silver rope coiled around his waist like a belt.
8 The Lucky 7. Unbeknownst to its owner, the Lucky 7 serves If the PCs are already in combat with the birds, Carn
as a clandestine meeting spot for the crew of Ianto the Red
(89). The bandits sometimes hide secret messages inside the charges into the fray. Otherwise, he addresses the party
seven stuffed goblin heads that give the place its name. in Sylvan, demanding to know which PCs he should hunt.
9 Lucretia’s. The staff of this overpriced watering hole is made Carns elaborates by saying that if the characters elude him
up entirely of well-accomplished thieves. Lucretia has an eye for 24 hours, he will reward them with the silver rope he
for spotting those “in the trade” and may share rumors with wears around his waist. The rope is a moonbeam rope, a
the party’s rogue. magic item that forces shapechangers to return to their
10 The Ogre’s Den. The idea that the Den’s back door is a magic original forms (see Magic of the Runewild, page 42).
portal leading to the lair of an actual ogre is certainly just a
However, he will kill any character he catches.
rumor. (It isn’t. See 92).
Carn only hunts the strong. PCs who accept Carn’s chal-
11 The Silver Cask Saloon. Soren Silvercask, the Coppertanks’
longtime foil, operates this high-stakes gambling hall.
lenge must each make a DC 17 Charisma (Intimidation)
check. Carn considers those who fail the check beneath
12 The Watcher’s Cup. The top story of this raucous tavern
opens directly onto the battlements of Burly Point’s walls. his efforts and won’t include them in the hunt. Characters
The “midnight round” is a long-standing tradition among the who succeed are given a brief head start before Carn and
town’s militia. his birds begin their pursuit (see Running the Hunt below).
If none of the PCs succeed on their Intimidation check, or
if no one rises to his challenge, Carn decides to slaughter
the PCs out of spite and attacks the party immediately.

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Richard Broadhurst (Order #23491769)
Carn’s alignment is chaotic neutral. He speaks only Syl- the Random Encounters table found on page 12. PCs who
van. He has maximum hit points (72 hp) and the following meet Carn again discover they’ve earned the centaur’s
trait, which increases his CR to 3 (700 XP): grudging admiration. From now on, whenever the party
encounters Carn, the centaur guides the PCs to one loca-
Call the Hunt (1/Day): Carn magically calls a host of birds
tion of their choice before he disappears into the forest.
(as 2d4 swarms of ravens), provided he is in the Runewild.
The birds arrive in 1d4 rounds, acting as Carn’s allies and
obeying his spoken commands. The birds remain until 79. Pack Rat (CR 4)
Carn dies or until Carn dismisses them as a bonus action. • Three ogres and Heek, a rat pooka (Runewild Besti-
Carn can see through the birds’ eyes and has advantage on ary, page 278)
attack rolls against creatures occupying the same space as • Treasure includes a moonbeam rope (Magic of the
one of the swarms. Runewild, page 42)

Running the Hunt The PCs spot strange figures on the trail ahead. Two ogres
Once the hunt begins, Carn pursues the characters relent- struggle to drag a hemp sack as large as the pair combined.
lessly, giving up only if PCs leave the forest or evade him A third ogre, a greatclub balanced on his shoulder, directs
for the full 24 hours. The PCs can’t reason with Carn. If the the other two. A boy with the tail of a rat shuffles at this
party attacks Carn before the hunt ends, Carn fights back ogre’s side, leashed to his belt by a length of silver rope.
but doesn’t give up his moonbeam rope even if the party Heek the Pooka
subdues him. Carn ignores characters not involved in the The boy with the rat’s tail is a pooka named Heek. Heek’s
hunt, although he has no problem striking down PCs who Pooka Trick is an unusual one: no matter how full a sack
get between him and his prey. or container becomes, Heek can always find room to fit
It’s recommended you play out the hunt in terms of one more item inside. Even if Heek fills a container beyond
hours rather than rounds. Every shift (6 hours) the PCs its normal capacity, the container magically grows to ac-
spend evading Carn, ask one of the PCs to make an ability commodate more items. There’s no limit to Heek’s abili-
check opposed by Carn. The abilities and skills used in the ty, although his trick doesn’t create an extradimensional
contest depend on the actions of the PCs. If the characters space (such as that within a bag of holding), so containers
try to outrun Carn, for example, the chosen PC must make filled beyond their capacity may become too heavy to
a Strength (Athletics) check opposed by Carn’s Strength carry. Containers return to their normal size as items are
(Athletics). If the party plants a false trail for Carn, the PC removed.
might roll Charisma (Deception) opposed by Carn’s Wis- Heek appears to be a wiry human boy about 10 years
dom (Perception) instead. Roll opposed Survival checks if old. He wears nothing but a ragged loin cloth. His leash is
in doubt. Because of his familiarity with the forest and the a moonbeam rope, a magic item that prevents the pooka
help his birds provide him, assume Carn has advantage on from changing into his rat form.
ability checks he makes during the hunt.
The players may devise all sorts of strategies to outwit Dealing with the Ogres
Carn. Take these plans into account by granting advantage The ogres are offspring of the ogre hag Griselda (86).
to the PCs’ ability checks or by making Carn’s checks with They’re on a mission to locate another of their brothers, Io-
disadvantage. Higher-level parties might employ spells or dun (66). Their hope is to capture Iodun, use Heek’s magic
other abilities (such as teleportation magic) to avoid Carn to put him in their sack, and haul their wayward brother
altogether. Reward clever schemes accordingly. back to Griselda’s lair in the Cronemarsh.
If the party’s opposed roll is successful, the PCs stay Broog, the leader of the ogres, exhausted his cunning
ahead of Carn this shift. Unless the party escapes the forest on this plan. Unless the PCs offer information about Io-
entirely, keep making opposed checks until the hunt ends. dun’s whereabouts, Broog demands tribute in exchange
If you’re using the optional travel rules found on page 11 for their lives. He expects at least 100 gp, although the PCs
of Running the Runewild, be sure to check for random can convince Broog to accept a smaller amount by making
encounters and exhaustion as the hunt progresses. a successful Charisma (Deception or Intimidation) check
If the PCs fail an opposed check, Carn chases down the opposed by the ogre’s Wisdom. Broog’s younger brothers,
party. Roll initiative and run the rest of the encounter as Draag and Greeg, follow his lead in all matters.
you would a typical combat. Unless the characters flee the If the PCs decide to negotiate with the ogres, Heek
fight, the hunt ends once either the PCs or Carn are dead. begs the party to kill the brutes instead. The ogres’ sack,
Carn rewards PCs who elude him for 4 shifts (24 hours Heek claims, contains a horde of treasure, which the poo-
total) with the moonbeam rope. Specifically, he gives the ka promises to the PCs if they free him. Heek’s desperate
rope to the character who impressed him most during the pleas continue until Broog shakes him by the leash to qui-
hunt (your choice). Once the hunt is finished, add Carn to et him.

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Richard Broadhurst (Order #23491769)
If combat with the ogres occurs, Broog attacks the par- nates the cavern. Beneath the water’s surface, two gibber-
ty with his greatclub while his brothers rifle through the ing mouthers await unwary spelunkers.
sack. Until Draag and Greeg locate a weapon, they spend
their actions each round to remove a random item from Harvesting the Mushrooms
the sack (see the What’s in the Sack? table). At your discre- Unless the PCs can fly or have some magical means of
tion, the ogres may pause their search for a round to attack reaching them, harvesting the mushrooms is difficult. The
with an item they retrieve. These improvised weapons (+4 crevasse is positioned directly in the center of the cavern’s
to hit, 1d4 + 4 bludgeoning damage) shatter as soon as ceiling, nearly 30 feet from the walls where the mushrooms
they hit a target. grow. The pool’s surface lies 40 feet below the crevasse.
Heek helps the party in the fight by using his Pooka Creative solutions for reaching the mushrooms (such
Dust to distract Broog. All the while, he begs the PCs to as swinging at the end of a rope like a pendulum) are en-
untie his bonds. Heek promises anything in return for his couraged. Assume a PC must make at least one successful
freedom, but he abandons the party at the first opportu- DC 17 Dexterity (Acrobatics) or similar check to reach the
nity. However, if the PCs rescue Heek, the pooka-king Sev- cavern’s walls. You may adjust the DC of this check if the
en-Tail (Runewild Bestiary, page 280) eventually hears of PCs concoct a particularly clever plan.
the deed and looks kindly on them the next time he en- A PC who successfully reaches the cavern’s walls can
counters the party. use an action to harvest 1d4 of the mushrooms. The sup-
ply of mushrooms is essentially limitless; if the players get
What’s in the Sack? greedy, roll 5d20 to determine the total number of mush-
As an action, a creature within 5 feet of the ogres’ sack can rooms they can harvest. See the Gibbering Grove Mush-
withdraw one of the following items. Remove items from rooms table for more information about the mushrooms.
the list as they’re retrieved until the sack is empty.
Gibbering Mouthers
Roll Item The PCs may decide to drop into the pool and climb the cav-
1 A greatclub (two clubs total) ern’s walls from there. If they do, two gibbering mouthers
2 A half-empty cask of ale hiding in the water rise to attack. If the mouthers sense
3 A trunk containing six fine gowns (worth 15 gp each) creatures in the cavern, they ready actions to use their
4 A wagon wheel
Blinding Spittle against the first creature to come within
15 feet of them. (A PC on a rope must be lowered at least
5 100 feet of hempen rope. Creatures must spend two actions
removing the rope from the sack before another item can be this far in order to swing to the cavern’s walls.)
retrieved. The mouthers are cunning enough to remain qui-
6 A rowboat with oars (worth 50 gp) et while they wait for the PCs to approach. They activate
7 A wicker picnic basket. The basket contains a blanket, two
their Gibbering trait only if a creature falls into the pool. If
days rations, and an uncorked bottle of wine worth 25 gp. targeted by ranged attacks from a distance, the mouthers
8 A locked chest containing 2,000 cp, 1,300 sp, and 70 gp retreat to the bottom of the pool and wait for the party to
9 The key to the treasure chest (#8)
leave the area. Unlike normal gibbering mouthers, these
specimens have adapted to breathe underwater.
10 A pair of boots of levitation, too small to fit the ogres
11 A life-sized stone statue of a goblin with a broken neck. The Gibbering Grove Mushrooms
ogres killed the goblin near the Broken Keep (109) and kept A creature can use an action to eat one of the mushrooms.
his petrified corpse as a curiosity.
Eating a mushroom likely produces both beneficial and
12 A living boar. The boar slashes once at the creature who
harmful effects. Roll a d12 twice on the following tables to
retrieved it, then flees.
determine a mushroom’s effects.
The effects of eating a mushroom aren’t natural, but
80. The Gibbering Grove (CR 3) magical. Characters with proficiency in Nature or Survival
• Two gibbering mouthers hide in an underground pool can’t use those skills to predict an effect, as even mush-
• Harvesting the mushrooms: DC 17 rooms with similar appearances may produce different
• Eating the mushrooms causes side effects results. At your discretion, divination magic (such a detect
At the base of a crooked oak, a rift in the earth opens onto magic spell) might provide a clue to a mushroom’s effects.
an underground pool. Mushrooms of all sizes, shapes, and Unless otherwise noted, all effects have a duration of
colors grow along the cavern’s walls. During the day, light 1 hour. Once harvested, a mushroom lasts 7 days before it
from the surface pours through the crevasse and illumi- rots into a mass of disgusting slime.

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Richard Broadhurst (Order #23491769)
Roll Beneficial Effect 81. Owlbear Falls (CR 5)
1 No beneficial effect. • Broken statues form a slippery bridge: DC 14
2 Your current and maximum hit points increase by 1d4. • An owlbear paragon (Runewild Bestiary, page 277)
3 You’re affected as if by a potion of diminution or potion of lairs within the temple
growth (50% chance). • Magic pool grants wealth or wisdom, or curses the
4 You form a telepathic link with the ally nearest to you. While greedy: DC 19
the two of you can see one another, you can communicate
with each other telepathically. At the base of a thundering waterfall, the portico of an Ao-
5 For the next minute, you can use a bonus action to become sidhe temple rises from the mists. Titanic statues of elven
incorporeal or return to your normal form. warriors once flanked the temple, but they’ve long since
6 You regain your lowest level expended spell slot. If you don’t toppled into the river. The statues’ broken bodies form a
have any expended spell slots, you gain the ability to cast treacherous bridge between the river banks and the falls.
color spray once without spending a spell slot. A haunting sound—something between a hoot and a
7 You’re affected as if by a spider climb spell. howl—echoes from inside the temple.
8 The next time you regain hit points before the effect ends,
you regain twice as many hit points as you normally would. Reaching the Temple
9 You become invisible for 1 hour (whether you want to be or The temple is 60 feet from either side of the river’s banks.
not). PCs can swim to the temple (no check required) or scrab-
10 Roll all your Hit Dice. You gain that many temporary hit ble across the toppled statues. Characters on the statues
points. must make a successful DC 14 Dexterity (Acrobatics) check
11 One of your ability scores (determined randomly) increases each round or fall prone. A character that fails this check
to 20. by 5 or more tumbles into the water instead.
12 Roll for two Beneficial Effects.
The Owlbear
Roll Harmful Effect An owlbear paragon makes its lair inside the temple. The
1 No harmful effect. beast spends most of its time lounging on the portico, but
2 Your skin turns an unsettling shade of orange. occasionally (1 in 6 chance) it swims to shore to hunt. Com-
3 You take 5 (2d4) poison damage and must make a successful fortable in its role as apex predator, the owlbear attacks
DC 12 Constitution saving throw or be poisoned. any creature it encounters. Once engaged in combat, the
4 You gain the ability to speak Goblin but can’t speak any other owlbear fights to the death.
language. The owlbear is the same beast whose howling threat-
5 You’re affected as if by a philter of love. ens to drive Bertram Howell mad (see 1). If the party slays
6 You must make a successful DC 12 Constitution saving throw the owlbear, Betram’s disquiet subsides briefly but returns
or be poisoned. While poisoned in this way, you fall prone at in full a few days later. This is because the owlbear isn’t the
the end of each of your turns. true source of Bertram’s madness; for that, see The Temple
7 The mushroom emits an ear-piercing shriek when you bite Pool below.
into it. You and each creature that can hear within 60 feet
take 10 (3d6) thunder damage, or half damage on a success- The Temple Pool
ful DC 12 Constitution saving throw.
A vine-draped archway at the back of the portico leads to
8 You must make a successful DC 12 Constitution saving throw a grotto hidden behind the waterfall. A rectangular bath-
or be poisoned. While poisoned in this way, you’re blinded.
ing pool filled with softly glowing water illuminates the
9 You spend your next short rest vomiting. You gain no benefit
space. The statue of an elven priest sits at the far end of
from the rest and must make a DC 12 Constitution saving
throw. On a failure, you also gain one level of exhaustion. the pool, its eyes closed as if in meditation. The first time
10 You form an empathic link with a randomly determined
each day a humanoid enters the grotto, the statue whis-
creature within 60 feet of you. Whenever that creature takes pers in Elvish: “Those who take receive wealth. Those who
damage, you take an equal amount of psychic damage. The give find wisdom.”
link is broken if you or the other creature are reduced to 0 hit Hundreds of glittering silver coins line the bottom
points. of the pool. The coins aren’t magical, but a detect magic
11 Your lowest and highest ability scores switch. spell cast on the pool reveals auras of conjuration and
12 Roll for two Harmful Effects. transmutation magic emanating from the water. The elven
statue radiates no magic other than a faint aura of illusion
from the magic mouth spell that causes it to speak.
A PC who tosses at least one silver coin into the pool is
granted a magical blessing in the form of 1,000 XP. Coins
of any other denomination (even gold or platinum) placed

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Richard Broadhurst (Order #23491769)
in the pool produce no effect. A character can receive the 83. The Cronemarsh (CR 2)
pool’s blessing only once, no matter how many coins they
Though part of the Runewild, the Cronemarsh is entirely
give it.
unlike the forest that surrounds it. This trackless swamp
Each morning, one additional silver coin
is the undisputed domain of the ogre hag
magically appears in the pool. When the
Griselda (86), whose foul magic has
PCs first arrive, the pool contains 3d6
twisted the landscape into a night-
x 100 sp. So long as at least one
mare of black water, clutching
coin remains in the pool, the rest
mists, and stands of leafless trees
can be gathered and taken away
that move when unobserved.
with no ill effect. The coins are
The chirrups and croaks com-
otherwise normal.
mon to natural swamps are
Removing the final coin
absent here, replaced by the
produces a negative effect.
occasional splash of nameless
The creature that took the
things dragging themselves
coin must make a successful
through the mire.
DC 19 Wisdom saving throw.
Wisdom (Survival) skill
On a failure, the creature be-
checks to find one’s way
comes cursed. While cursed,
through the Cronemarsh are
the creature suffers from a
made with disadvantage.
random Long-Term Madness.
As the PCs travel through the
The curse is permanent until the
Cronemarsh, roll on the Crone-
cursed creature returns at least
marsh Hazards table below and the
one silver coin to the pool. Noth-
Cronemarsh Encounters table on page 12
ing short of a wish spell can break
to determine what dangers they encounter.
the curse before this condition is
The Cronemarsh stretches across several hex-
met.
es; follow the above procedure for any hex with-
Bertram Howell was driven mad
in the Cronemarsh, not only the hex marked 83 on
when he took the last coin from the pool. If the PCs wish
the Runewild map.
to end Bertram’s curse, they must escort him back to the
For more information about Griselda, see her entry in
temple so he can return a coin to the pool. If the PCs help
the Runewild Bestiary (page 287).
him break his curse, Bertram rewards the party with a life-
time of free drinks at the Howling Bear Inn. Furthermore, if Cronemarsh Hazards
the party slays the owlbear, Bertram pays to have the crea- The lack of trails, thick fog, and devious terrain make the
ture’s head stuffed and mounted in a place of prominence Cronemarsh a challenging environment to navigate. Every
above his bar. shift (6 hours) the party spends in the Cronemarsh, roll on
the following table to determine what hazard the PCs en-
82. Fiddlehead Patch (CR 3) counter. The PCs encounter this hazard in addition to any
• A skeleton clutches silver coins random encounters they trigger in the area.
• Three fiddleheads hide in the ferns Roll Hazard
The party stumbles upon the remains of an elven youth 1 Disease. Each PC is exposed to a random disease. Roll 1d6:
hidden beneath a patch of ferns. Judging from the state (1–2) cackle fever; (3–5) sewer plague; (6) sight rot.
of his bones, the boy has been dead for many years. Silver 2 Fog Bank. A bank of fog rolls in. The fog covers a radius of
coins spill from a leather sack still clutched in his skeletal 2d6 x 100 feet, centered on the party. The area within the fog
is heavily obscured, and creatures entirely within the fog are
hands.
blinded. The fog remains for one shift (6 hours) or until dis-
Three fiddleheads (Runewild Bestiary, page 269) persed. Predators favor these fog banks: check for a random
hide in the brush nearby. If the PCs do anything other than encounter immediately.
leave the area immediately (if they pause to gather the 3 Clutching Mists. As #2, but misty tendrils coalesce out of
boy’s coins, for example), the fiddleheads attack. the fog and grab creatures in the area (as the black tentacles
The elven boy was returning home after gathering spell).
coins from the temple at Owlbear Falls (81) when the fid- 4 Exhaustion. The hours spent trudging through the swamp
dleheads ambushed him. The boy has been missing for take their toll. Each PC must make a successful DC 12 Consti-
tution saving throw or suffer one level of exhaustion. Increase
decades, but the Ruasidhe elves (34) are grateful if his re-
the DC of the saving throw by 2 each time you roll this result.
mains are returned. He carried 240 sp in all.

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Roll Hazard PCs lose track of the procession. If the PCs fail the Survival
5 Mire. The party stumbles into an area of sucking mire. Each check by 5 or more, the grimlocks catch scent of the char-
PC must make a DC 12 Strength (Athletics) check. On a failure, acters and double back to ambush the party.
the character gains one level of exhaustion and is grappled. The grimlocks are fearless and fight to the death. Their
Characters who pass the check can use their action to free grindylow is similarly bloodthirsty, but in combat there’s a
one of their companions by making a successful DC 12
Strength (Athletics) check. Each time a PC fails to escape the
1 in 6 chance each round the creature turns on its masters
grapple, they suffer an additional level of exhaustion. PCs and attacks the nearest grimlock instead of a PC. Treat the
who die as a result of exhaustion disappear beneath the mire. grindylow as a hunter shark with a walking speed of 30
6 Despair. Each PC must make a DC 12 Wisdom saving throw. feet and the ability to breathe air as well as water. The grin-
On a failure, the PC becomes frightened until they leave the dylow’s type is fey.
Cronemarsh. Frightened PCs can repeat the saving throw
each time they take damage, ending the effect on a success. Griselda’s Shrine
7 Swamp Gas. Bubbles on the water’s surface release noxious The party first encounters the grimlocks a mile or so south
gas as they burst. Each PC takes 11 (2d10) poison damage, or of their shrine to Griselda. The shrine sits atop a low hill
half damage on a successful DC 12 Constitution saving throw.
and consists of a single boulder carved to resemble Grisel-
9 Confusing Terrain. The PCs must make a successful DC 12 da’s grimacing face. The grimlocks pay tribute to Griselda
Wisdom (Survival) check or the party loses its way and spends
the rest of this shift wandering aimlessly. If the PCs were
by leaving offerings around the statue and blindly rubbing
exploring, they discover nothing this shift. If the party was their hands over her face as they sing. Though she collects
traveling, the PCs make no progress through the swamp. their offerings, Griselda hasn’t yet made contact with the
10 Enervation. The Cronemarsh saps the strength of those who grimlocks.
linger in it. Each PC must make a DC 12 Constitution saving The grindlylow’s packs contain 2,000 cp, 900 sp, 60 gp,
throw. On a failure, the character must spend one Hit Die but and 75 gp worth of jewelry and other trinkets. Among the
regains no hit points for doing so. If the character has no Hit
Dice left to spend, they take necrotic damage equal to the
treasure are dozens of rotting, severed heads. Most of the
maximum value of their Hit Die instead. heads are grimlocks, although a few belonged to unfortu-
11 Something’s Watching. The PCs can’t shake the feeling nate travelers the grimlocks captured and killed.
they’re being watched. Griselda has noticed the party’s ap- Assuming the PCs don’t steal it first, Griselda collects
proach via a scrying spell. the grimlock’s tribute after 24 hours. PCs who wait for
12 They Know We’re Here. A random encounter is triggered im- Griselda can arrange an impromptu meeting with the hag.
mediately (roll on the Cronemarsh Random Encounters table). If the PCs steal the grimlocks’ treasure or otherwise disturb
the altar, Griselda notices the offense and begins monitor-
84. Grimlocks and Grindylow (CR 3) ing the party’s progress through the Cronemarsh.
• Twelve grimlocks and a grindylow (as a hunter shark)
• The grindylow’s packs contain treasure 85. Twig-Legs (CR 5)
The fog parts long enough for the PCs to spot a proces- • Twig-Legs, a ghast, leads six ghouls
sion of hunched humanoid figures slogging through the • Twig-Legs walks on magic stilts (as boots of striding
swamp. One figure stands taller than rest. This larger crea- and springing) and carries a lantern of revealing
ture walks on two legs, but its head and torso resemble The first time the party searches for Griselda’s treehouse
those of a shark. The monster lumbers under the weight of (86), they instead spot the light of a lantern drawing near.
numerous packs slung across its back. Inhuman growls accompany the light. The party has 1d4
The humanoid figures are grimlocks, the degenerate rounds before whatever carries the lantern reaches them.
descendants of mortals who lost their way in the Crone-
marsh and never escaped. The shark-like creature is a grin- Twig-Legs
dylow, another native of the swamp. The grimlocks use the Twig-Legs, a ghast who patrols the swamp around Grisel-
grindylow as a beast of burden. Currently, the grimlocks da’s treehouse, carries the lantern. Twig-Legs has a Wisdom
are on a pilgrimage to a shrine dedicated to Griselda (see of 12 (+1) and the following skills: Acrobatics +5, Percep-
below). The grindylow’s packs contain a mix of treasure tion +5. To assist him in his work, Griselda has given Twig-
and severed heads, sacrifices the grimlocks plan to offer Legs two magic items: a lantern of revealing (the source of
the Hag Queen. (For more information on Griselda, see her the light) and a pair of enchanted stilts that function as
entry on page 287 of the Runewild Bestiary.) boots of striding and springing. A pack of six ghouls accom-
The PCs begin the encounter several hundred feet panies Twig-Legs on his patrols.
away from the procession, far beyond the radius of the If the PCs try to evade Twig-Legs, each character must
grimlocks’ blindsight. The PCs can let the grimlocks pass, make a Dexterity (Stealth) check opposed by the ghast’s
or they can shadow them through the swamp with a suc- Wisdom (Perception). If even one PC fails the check, Twig-
cessful DC 12 Wisdom (Survival) check. On a failure, the Legs picks up the party’s scent and pursues them until
they leave the Cronemarsh.
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Richard Broadhurst (Order #23491769)
Griselda has ordered Twig-Legs to take intruders alive • The willow is immune to the charmed and frightened
when possible. If the party surrenders, Twig-Legs delivers conditions.
them to Griselda. Otherwise, he fights until the PCs are • The willow can’t use the treant’s Animate Trees action.
killed and lets his ghouls devour their remains. If the bat-
Griselda’s willow wanders the Cronemarsh, rarely resting
tle turns against him, Twig-Legs retreats to Griselda’s tree-
for more than a few hours. This makes it difficult to locate
house and reports any information he’s learned about the
even with spells such as find the path. The first time the PCs
party.
search for the willow, they find it in the hex marked 86 on
Twig-Legs’ Stilts the Runewild map. If the party revisits the willow, feel free
Twig-Legs balances atop 5-foot-tall stilts, putting him out to move the tree to another hex within the Cronemarsh.
of range of melee attacks made with weapons lacking the The willow attacks anyone who tries to enter the tree-
reach property. (Twig-Legs can’t make melee attacks while house without Griselda’s permission. Combat with the tree
on the stilts and instead uses the Help action to assist the alerts Griselda, who arrives to investigate the disturbance
ghouls.) In addition to the benefits normally granted by after 1d4 rounds. As the interior of Griselda’s treehouse is
boots of striding and springing, Twig-Legs ignores difficult an extradimensional space (see Features of the Treehouse
terrain caused by shallow water or muddy ground while below), destroying the willow has little effect on Griselda’s
on the stilts. The stilts are immune to damage, but a crea- lair or the creatures inside it.
ture within 5 feet of Twig-Legs can use an action to knock
Features of the Treehouse
him prone by making a successful Strength (Athletics)
Griselda’s treehouse is a jumbled mass of architecture.
check opposed by the ghast’s Dexterity. If knocked prone,
From the outside, the structure looks as if a dozen manor
Twig-Legs must either remove the stilts as a bonus action
houses were broken apart, then reassembled on slightly
or use an action to stand back up.
crooked angles. Some rooms balance impossibly on the
willow’s branches; in other places, the house grows from
86. Griselda’s Treehouse (CR 16) the trunk itself. Occasionally, the entire structure groans as
A ramshackle treehouse, the lair of the ogre hag Griselda, sections of the house jostle for new positions, until finally
fills the boughs of this ancient black willow. For untold settling upon a new configuration.
centuries, Griselda has worked her dark magic here, bring- Reality warps further inside the treehouse. Distances
ing terror and ruin to humans, elves, and fey alike. Since change on a whim, time shrinks and expands, and gravity
her defeat in the Witch Wars, Griselda has kept to the tree- is more a suggestion than a law. The treehouse’s interior
house more and more. Today, she ventures out only when is contained within an extradimensional space, much like
her instinct for mischief becomes too great to resist. that created by a demiplane spell, making the structure
Unless they have some means to lure Griselda from her larger on the inside than the outside. Scrying an area or
lair, the PCs must confront the Hag Queen on her home creature within the treehouse is impossible, and creatures
turf. Unfortunately, facing Griselda in her lair means deal- other than Griselda can’t teleport into or out of the tree-
ing with her ogre sons, as well as a host of magical wards house by any means short of a gate spell. The treehouse
she’s spent a witch’s lifetime perfecting. is considered Griselda’s lair for the purposes of determin-
For more information on Griselda, see her entry on ing her lair actions and regional effects. Unless otherwise
page 287 of the Runewild Bestiary. noted, Griselda can observe or ignore the reality-bending
effects of her treehouse as she chooses.
The Willow PCs who don’t want to enter the treehouse through
Griselda’s first line of defense is the willow in which her the front door (Area K1) can break in through a window,
house is built. Imbued with a malevolent intelligence, the such as the ones found in the parlor (Area K4), the balcony
willow uses stats for a treant, with the following changes: (Area K10), or the gables (Areas K11–K13). No locks or
• The willow understands all languages, but it refuses to magic protect the windows, but Griselda senses if any of
the windows are shattered. Keep in mind that even though
speak to any creature other than Griselda, even if contact-
ed via a speak with plants spell or similar effect. Its align- PCs can see through the windows, the extradimensional
ment is neutral evil. nature of the treehouse prevents them from teleporting
• The willow ignores difficult terrain caused by shallow inside.
The encounter areas described below assume the PCs
water or muddy ground.
• The willow is resistant to all damage except fire, are intruders in Griselda’s lair. Adjust the encounters ac-
cordingly if they come seeking Griselda’s help, or if Grisel-
even damage from magic or magical weapons. Damage
caused by the magic longsword Iron’s Oath (Magic of the da invites the PCs to the treehouse for her own purposes.
Runewild, page 40) is the only exception to this rule.

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Richard Broadhurst (Order #23491769)
Keyed Areas Area K3 – Ogre Bedroom
• Biter, a goblin slave, serves three ogres
Area K1 – Front Door • Chest contains cursed treasure, a severed troll head,
• Animated staircase bucks unwelcome guests: DC 18 and a portal to Area K9
• Noise alerts three ogres in Area K3 Ogre-sized hammocks swing from the branches that bi-
A wooden staircase makes a quarter-turn around the wil- sect this musky, lived-in room. A treasure chest is shoved
low’s trunk before ending at a brightly-painted door. The against the eastern wall. Bones and other refuse litter the
staircase seems solid enough, but once the party reach- rest of the space.
es its midpoint, the steps begin bouncing up and down Three of Griselda’s children—dim-witted brothers
like the keys of a piano. Creatures on the staircase must named Balgrizar, Dregroot, and Glurg—dwell here. A cow-
make a successful DC 18 Acrobatics check or take 7 (2d6) ardly goblin slave named Biter serves them. Griselda has
bludgeoning damage as they tumble to the bottom of the ordered Biter and her sons to watch the foyer (Area K2)
steps, landing prone. and guard the cursed treasure she stores inside the chest
The front door is triple-bolted from the inside and on the east wall. If the PCs didn’t encounter the ogres in
bears no keyhole. Three successive knock spells open the Area K1 or Area K2, they find them here.
door. Alternately, the PCs can force open the door by mak-
ing a successful DC 23 Strength (Athletics) check. Biter
Noise here alerts the ogres in Area K3. If this occurs, Biter has spent years learning how to stay out of the way
one of the ogres opens the door just long enough to tell of creatures larger than himself. If combat with Griselda’s
the party to go away, while the other two remain hidden. sons occurs, Biter cowers at the edges of the battle, slash-
Quick-thinking PCs may be able trick the ogres into grant- ing with his dagger (1d4 + 2 piercing damage) at any PC
ing them entrance using magic or with a successful Charis- who pays him notice.
ma (Deception) check opposed by the ogres’ Wisdom. Biter begs for mercy if the ogres are slain. Though he
plays the role of a pitiful slave, Biter is unflinchingly loyal
Area K2 – Foyer to Griselda. He promises to help the PCs but betrays them
• Three ogres from Area K3 may be encountered here at the first opportunity. In particular, he tries to trick the
• Illusory padlocks: DC 18 party into stealing Griselda’s cursed treasure (see Cursed
Treasure below). Biter knows about the magic portal in the
Though not spacious, the foyer’s dimensions are larger
chest and dives through it if the portal appears while the
than those of the tree that “contains” it. A sliding panel
PCs search the chest.
door opens onto Area K3 to the east. Through an archway
Biter hasn’t left Griselda’s treehouse in years. He knows
to the west, a narrow staircase (Area K5) winds upwards
nothing about the forest’s other goblins or the Broken
out of sight. An elaborate web of chains and padlocks
King (109).
binds a set of double doors on the north wall.
Cursed Treasure
“Locked” Doors The chest on the east wall is unlocked and safe to open.
The chains and padlocks on the northern doors are illuso-
A detect magic spell reveals an aura of conjuration magic
ry. PCs who physically inspect the doors (while trying to
radiating from the chest.
pick the padlocks, for example) can make a DC 18 Intelli-
Similar to a handy haversack, the chest contains a se-
gence (Investigation) check. On a success, the PC discerns
ries of twelve extradimensional spaces in which Griselda
the illusion. A successful dispel magic spell (DC 18) cast on
stores her treasure. Each time the chest is opened, the con-
the doors also dismisses the illusion. Character who per-
tents of one of these spaces (determined randomly) ap-
ceive the illusion realize the chains and padlocks are only
pears within the chest. See the Griselda’s Treasure table for
painted on the doors. Once the illusion is perceived, the
an inventory of the chest’s contents.
doors swing open easily. The doors open onto Area K4.
Two of the chest’s extradimensional spaces contain
Ogre Doormen unusual items. The first (#6 on the Griselda’s Treasure table)
Noise in the foyer alerts the ogres from Area K3. If Griselda is a severed, but still-living, troll head. The head belongs to
invited the PCs here, the ogres open the parlor doors for Varad, one of the trolls of Stump Home (74). When Grisel-
them, ignoring the illusory chains. The ogres fight uninvit- da caught Varad trying to break into her treehouse, she
ed guests until one of their number is killed, at which point removed his head and enchanted it so it couldn’t reattach
the remaining ogres flee up the western stairs (Area K5). to his body. Varad’s head has a speed of 0, but it can make
Bite attacks against creatures within 5 feet of it. It has AC
13 and 10 hit points. The head is otherwise treated as a
normal troll.

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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
The second space (#10 on the Griselda’s Treasure table) The willow’s trunk intersects this drawing room from floor
holds a magic portal. The first creature to touch the portal to ceiling. Wrought iron stairs encircle the trunk, disap-
teleports beside the staircase in Area K9. Once the portal pearing through a hole in the ceiling to Area K9. A hulking
teleports a creature, the chest’s lid slams shut, and the por- humanoid figure draped with a bed sheet stands motion-
tal can’t be used again until it reappears within the chest. less beside the stairs. Wan light from a bank of windows
The chest’s remaining ten spaces contain more mun- on the east wall illuminates the chairs, footstools, couches,
dane treasure. Griselda has cursed the treasure to punish benches, and divans that crowd the room.
thieves. A creature that removes the contents of one of If Griselda invited the PCs to the treehouse, this is
these spaces becomes cursed, as described on the Grisel- where she meets them. Griselda likes to make guests
da’s Cursed Treasure table. Creatures that remove multiple wait for several hours before she appears, in the hopes
treasures can be cursed multiple times. Curses last until re- they grow bored and wander off to explore the rest of the
moved by a remove curse spell or similar effect. Once taken house. The PCs are safe here so long as they wait for Grisel-
from the chest, all treasure becomes safe to handle. da patiently. Those who interact with the room’s furnish-
If the treasure chest is ever removed from Griselda’s ings put themselves in peril.
treehouse, its contents (including the troll’s head and
magic portal) vanish. Even empty, the chest’s magic con- Ogre Zombie
tinues to function. Enterprising PCs are sure to find uses The figure under the sheet is the corpse of one of Grisel-
for a “twelve-in-one” treasure chest. da’s long-dead sons. Griselda animated the ogre’s body (as
a zombie) and stored it here for safekeeping. So long as
Griselda’s Cursed Treasure the sheet covers it, the ogre remains motionless, even if it
Refer to this table as the PCs take inventory of the chest in takes damage. Peeking beneath the sheet has no effect,
Area K4. You can roll randomly to determine the chest’s but if the sheet is removed entirely, the ogre animates and
contents or simply read down the list as the chest is attacks. Covering the ogre with the sheet again causes it to
opened. return to its motionless state.
Roll Contents Curse Eastern Windows
1 Smelly ogre Every hag you meet knows you’ve stolen The windows on the east wall appear normal but radiate
socks something from Griselda. an aura of illusion magic if inspected with a detect mag-
2 6,000 cp You can’t score critical hits. ic spell. The first time a PC looks out the windows, the
3 3,000 cp, 500 sp You roll a d12 when making initiative ghostly image of Griselda’s enormous, disembodied head
checks, instead of a d20. appears in the glass. The effect is similar to a phantasmal
4 5,000 sp Griselda can cast command on you as a killer spell cast at 8th level. The triggering PC must make a
bonus action. successful DC 20 Wisdom saving throw or become fright-
5 500 sp, 500 gp Griselda’s attacks against you deal an ened for one minute. While frightened, the character must
additional 1d20 necrotic damage. repeat the saving throw at the start of each of their turns.
6 Severed troll None. On a failure, the character takes 22 (4d10) psychic damage.
head On a success, the effect ends. Breaking the windows also
7 6,000 gp Whenever you say Griselda’s name, she ends the effect.
knows.
8 9,000 sp You’re considered to have only 1 hit point Chairs and Couches
whenever the sleep spell is cast on you. The parlor’s furnishings were luxurious once, but time has
9 Jewelry worth Your attacks against Griselda have disad- left them threadbare and faded. Griselda has hidden a poi-
4,000 gp vantage. soned knitting needle among the cushions of one of the
10 Portal to Area K9 None couches. Sitting on the couch poses no danger, but the
11 1,000 pp Griselda always knows your exact location. first PC to actively search the cushions must make a DC 18
You can’t hide or become invisible to her. Intelligence (Investigation) check to notice the pin before
12 60 gems worth You’re charmed by Griselda for as long as it pricks them. On a failure, the character takes 1 piercing
100 gp each you remain cursed. damage and 88 (16d10) poison damage, or half as much
poison damage on a successful DC 18 Constitution saving
Area K4 – Treacherous Parlor
• An ogre zombie hides beneath a sheet throw. A character reduced to 0 hit points by the poison
• Looking out the windows summons a phantasmal kill- damage is poisoned for 24 hours or until the effect is re-
moved with a lesser restoration spell or similar effect.
er: DC 20
• Hidden poisoned needle: DC 18 Once the needle has dealt damage, the poison loses
• Staircase leads up to Area K9 its potency. Characters who discover the needle without
pricking themselves can use the needle as an impromptu
weapon.
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Richard Broadhurst (Order #23491769)
Area K5 – The Snoring Stairs Freeing Rumplehorn
• Rumplehorn, a satyr, is chained beneath the stairs A PC using thieves’ tools can pick the lock on Rumplehorn’s
• Snorg, a sleeping ogre, attacks if awakened manacles with a successful DC 15 Dexterity check. Pulling
• Rumplehorn’s manacles are trapped with a glyph of the manacles from the wall requires a successful DC 23
warding: DC 20 Strength check. Brute force can also break the manacles
• Dumbwaiter access (see Area K8) (AC 19, 15 hit points, immune to poison and psychic dam-
age).
A rickety staircase connects the foyer (Area K2) with the
Unbeknownst to Rumplehorn, Griselda has trapped
treehouse’s second floor (Area K6). The first time the PCs
his manacles with a glyph of warding. PCs who inspect the
approach the base of the staircase, a loose step inches
manacles can make a DC 20 Intelligence (Investigation)
open, revealing a goat-like face peering at them from be-
check to spot the glyph. Tampering with the manacles
neath the stairs.
(by breaking them or failing to pick the lock) triggers the
Rumplehorn glyph. When the glyph is triggered, terrible screeching
The face belongs to a satyr named Rumplehorn. Years ago, sounds fill the air. Creatures within 20 feet of the manacles
Rumplehorn composed a limerick that mocked Griselda’s take 45 (10d8) thunder damage, or half damage on a suc-
defeat in the Witch Wars. As punishment, Griselda cap- cessful DC 20 Dexterity saving throw. Snorg is immune to
tured Rumplehorn and chained him beneath the stairs. this damage, although the racket does rouse him from his
After years of confinement, Rumplehorn is desperate to slumber.
escape. He promises to help the PCs if they free him from If freed, Rumplehorn tries to convince the PCs to flee
his manacles. the treehouse, but he remains with the party if they refuse.
The loose step opens just wide enough for Rumple- Rumplehorn knows he has little chance of making it out of
horn to peer through. If the PCs wish to free the satyr, they the Cronemarsh without the party’s help. Slow and cow-
must either resort to magic or physically dismantle the ardly, Rumplehorn is no use in a fight, but he can share the
staircase. Characters using crowbars or similar tools can following information with the PCs:
make a hole wide enough for a Medium size creature to • A coven of Griselda’s discarded heads patrols the hall
fit through with a few minutes of work. However, Rum- at the top of the stairs (Area K6).
plehorn warns the party that loud noises might wake the • Three of Griselda’s sons live on the treehouse’s upper
ogre trapped under the stairs with him (see The Sleeping level. One of them (Rumplehorn doesn’t know which)
Ogre below). guards the entrance to Griselda’s inner sanctum (Area
K14).
The Sleeping Ogre
The space beneath the stairs is a damp cellar roughly 15
• If asked about the limerick that angered Griselda,
Rumplehorn is happy to share it: “There once was a witch
feet on a side. Sturdy iron manacles secure Rumplehorn to
from the mire / Whose curses were simply too dire. / So the
the wall in one corner. There is a dumbwaiter (Area K8) in
heroes of men / Sent her back to her fen. / Poor Griselda, is
the corner across from him. A gigantic ogre head fills the
it time you retire?”
rest of the space. The head snores peacefully as it sleeps.
The sleeping head is Snorg, one of Griselda’s sons. Area K6 – Hall of the Heads
Griselda put Snorg into an enchanted slumber when he • Griselda’s heads (Runewild Bestiary, page 289) pa-
failed to shed his head. (Presumably, Snorg does still have trol the hall
a body hidden somewhere beneath the flabby folds of his • Hidden treasure includes a potion of storm giant
face.) strength
Despite Rumplehorn’s fears, Snorg’s sleep is deep
enough that noises on the stairs don’t wake him. Howev- A portrait gallery runs the length of the treehouse’s sec-
er, squeezing past the ogre (to reach the dumbwaiter, for ond floor. Three marble pedestals spaced along the hall
example) requires a successful DC 10 Dexterity (Stealth) support what seem to be living replicas of Griselda’s head.
check. On a failure, Snorg awakens. Snorg also wakes up Portraits of Griselda posing with her sons line the walls
if he takes damage or if the glyph of warding on Rumple- above the pedestals. Doors on either end of the hall lead
horn’s manacles is triggered (see Freeing Rumplehorn be- to Area K5 and Area K7.
low).
Griselda’s Heads
If roused, Snorg attacks any creature he can reach.
Unlike most ogres, Griselda’s heads don’t die when she
Treat Snorg as a normal ogre with a speed of 0 and a single
sheds them. Instead, they retain Griselda’s thoughts and
Bite attack (+6 to hit, 2d8 + 4 piercing damage). Snorg’s
memories, becoming near duplicates of herself. Griselda
head has grown so enormous that he remains a Large size
stations three of her heads here to guard the treehouse’s
creature.
upper levels.

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Richard Broadhurst (Order #23491769)
Griselda’s heads are dozing atop their pedestals when the PC accidentally upsets a tower of pots and pans, alert-
the PCs arrive. They wake up if the party enters the hall. ing Gruum to the party’s presence. Once he senses the PCs,
Griselda knows everything the heads know, so they’re Gruum fights to the death but doesn’t leave the kitchen.
keen to learn all they can about the PCs before Griselda Gruum wields an iron-shod meat tenderizer (as a
encounters the party directly. If the heads outmatch the greatclub). For obvious reasons, he suffers from the blind-
PCs, however, it isn’t long before they succumb to tempta- ed condition. He’s otherwise treated as a normal ogre.
tion and attack the party themselves.
If combat occurs, the heads fight until only one of The Gruel
them remains. The final head then surrenders and offers Though it smells unappetizing, the gruel in the cauldron
the PCs a powerful magic potion (see Portraits below) in is surprisingly hearty, at least in small amounts. Creatures
exchange for its life. Griselda’s heads don’t leave this area who consume a bowl-sized portion of the gruel regain 4d4
unless the real Griselda orders them to do so. + 4 hit points. Creatures who eat more than one portion in
a 24-hour period must make a DC 18 Constitution saving
Portraits throw. On a success, the creature regains hit points as nor-
Portraits line the hall’s northern and southern walls at a mal. On a failure, the creature regains no hit points and is
height of 10 feet. They depict Griselda posing with her poisoned until it finishes a long rest.
sons. The portraits are untitled, but the PCs may recog- The cauldron contains 10 bowl-sized portions of gruel.
nize Balgrizar, Dregroot, and Glurg (from Area K3); Snorg The gruel can be stored in containers (such as a waterskin),
(Area K5); Gruum (Area K7); Gulp-gulp (Area K11); Mine- but it loses its healing properties after 24 hours.
Is-Yours (Area K12); and Bogo (Area K13); as well as other
ogres from locations across the Runewild. A minor illusion Area K8 – Dumbwaiter of Doom
causes Griselda’s image to animate and sneer at anyone • Dumbwaiter connects Area K5, Area K7, and Area K9
who studies a portrait for more than a few moments. • Climbing the dumbwaiter shaft: DC 15
One of the paintings is unlike the others. In this one, • Extradimensional vertigo: DC 18
the face of the ogre standing next to Griselda is blackened A dumbwaiter connects the treehouse’s three levels. Slid-
out with charcoal. The portrait once depicted Iodun (66), ing panels provide access to the dumbwaiter. These panels
who fell out of favor with Griselda many years ago. are found beneath the Slumbering Stairs (Area K5), in the
PCs who search behind Iodun’s portrait discover a Kitchen (Area K7), and at the intersection on the house’s
hidey-hole in the wall. Within the hidey-hole is a pouch top level (Area K9).
containing seven gemstones worth 1,000 gp each and a The dumbwaiter’s carriage is large enough to accom-
potion of storm giant strength. modate one Medium size or smaller creature. As an action,
a creature beside an access panel can cause the carriage
Area K7 – Kitchen
• Gruum, a headless ogre
to rise or descend one floor. A creature inside the carriage
• Eating gruel heals or poisons: DC 18
can’t move it themselves. When the PCs arrive, the carriage
is positioned at Area K7.
• Dumbwaiter access (see Area K8)
One can hardly step foot in this room without upsetting The Shaft
the stacks of baskets, barrels, pots, pans, skillets, serving PCs who peek into the dumbwaiter shaft discover it ex-
trays, copper tea kettles, and bone-handled carving knives tends infinitely in both directions. In fact, the shaft pierces
that fill the space. There’s a door in the southwest corner the extradimensional space in which the treehouse is built
(to Area K6) and a dumbwaiter (Area K8) in the south- and then bends back in upon itself. If the PCs crane their
east corner. In the center of the room sits a cauldron large necks, they spot the dumbwaiter’s other access panels
enough to boil a horse, its belly filled with foul-smelling spaced 60 feet apart along the sides of the shaft.
gruel. A headless ogre moves about the kitchen, oblivious The first time a creature starts its turn inside the dumb-
to other creatures as it works. waiter shaft, it must make a DC 18 Wisdom saving throw
as a wave of vertigo crashes over them. On a failure, the
The Headless Ogre creature takes 22 (4d10) psychic damage and tumbles into
Gruum, the headless ogre, is another of Griselda’s sons. The the shaft. Creatures inside the dumbwaiter carriage are
last time Gruum shed his head, nothing grew in its place, immune to this effect.
so Griselda set the ogre to work in the kitchen. Gruum has PCs willing to brave the dumbwaiter’s mind-shattering
taken surprisingly well to this new position, despite his geometry can climb the shaft. Doing so without magic or
lack of a head. climbing gear requires a successful DC 15 Strength (Ath-
The PCs can sneak past Gruum by making a success- letics) check each turn. Failure means the character makes
ful Dexterity (Stealth) check opposed by Gruum’s Wisdom. no progress this turn. A character falls if it fails the check by
Gruum makes his check with disadvantage. On a failure, 5 or more.
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Unless they can fly, creatures who fall into the shaft sault Widderspire Keep (38). In the northeastern tapestry,
quickly lose sight of the dumbwaiter’s access panels and Griselda lays a curse on the citizens of Caerfell (101). The
become trapped in what is essentially a bottomless pit. southeastern tapestry shows Griselda watching from the
See the Dumbwaiter of Doom table for more information. shadows as Medusa turns Galthyr Lionfell to stone at the
Broken Keep (109). The PCs automatically recognize any
The Dumbwaiter of Doom locations they’ve previously explored. At your discretion,
Luckily, PCs who fall into the dumbwaiter shaft never hit a PC may attempt a DC 13 Intelligence (History) check to
bottom, although it may be several minutes, hours, or days place the other scenes.
before they find a way to escape. Every 1d100 minutes the If a PC touches or damages any of the tapestries, all
creature spends falling, roll on the following table to de- three drop from their mountings and attack (as rugs of
termine what they encounter. You may reroll duplicate re- smothering).
sults.
Area K10 – Balcony
Roll Encounter • A bell summons Lord Raven (as a roc)
1 The skeleton of another adventurer who died in the shaft
Perched high in the willow’s branches, this open-air bal-
2 A potion of flying labeled “Drink Me”
cony provides a clear view of the swamp around Griselda’s
3 A smelly ogre sock
lair. The balcony is 60 feet above the ground and 20 feet
4 Glowing phantoms that cackle at the character’s predica- above the porch below it (Area K1). A brass bell, similar
ment before zooming away
the kind one might find on a seafaring vessel, is affixed to
5 The PC lands in a web spun by a hungry phase spider.
a railing that encloses the porch. The bell is embossed with
6 An hourglass the image of a raven in flight.
7 A flock of 4d6 stirges
8 A rope of climbing Lord Raven’s Bell
9 An ogre’s skull A detect magic spell cast on the bell reveals an aura of
conjuration magic. If the bell is rung, an intelligent, house-
10 A terrified mouse or other animal (roll the Animals in the
Runewild tables on page 20) sized raven named Lord Raven hears the call and makes
11 A collection of 1d6 flying swords
his way to the balcony with supernatural speed, arriving
1d6 minutes after the bell is tolled. The bell becomes non-
12 The PC loops around to the dumbwaiter’s access panels. The
PC can catch one of the panels by making a successful DC 15 magical if removed from the balcony.
Dexterity saving throw. On a failure, the PC must wait until Lord Raven serves as a mount for Griselda and guards
this result is rerolled before trying again. her most prized possession: the first head she ever shed.
Lord Raven is more mercenary than most of Griselda’s ser-
Area K9 – Intersection vants. If the PCs summon him to the balcony, Lord Raven is
• Noise alerts the ogres in Areas 11-13 suspicious of the party but not immediately hostile. With a
• Tapestries animate (as rugs of smothering) if dis- proper bribe (worth at least 500 gp) and a successful Cha-
turbed risma (Deception or Persuasion) check opposed by Lord
The northern, western, and southern arms of this four- Raven’s Wisdom, the party may convince him to help them
way intersection end at wooden doors. A set of glass-pan- flee Griselda’s lair or even turn against his employer.
eled doors open onto an exterior balcony (Area K10) to For more information about Lord Raven, see Lord Ra-
the east. A staircase at the hub of the intersection spirals ven’s Roost (148).
downward (to Area K4).
There is a dumbwaiter (Area K8) in the southwest Area K11 – North Gable
corner of the intersection. Floor-to-ceiling tapestries de- • Gulp-gulp, an ogre, devours pastries from a magic
picting Griselda’s victories over the Aruandans hang in the platter
other three corners. The massive form of Gulp-gulp, one of Griselda’s sons, fills
More of Griselda’s sons keep bedrooms in the gables the smallest of the three gables. When the PCs arrive, the
that lie beyond the wooden doors. If the ogres hear noise ogre sits on the floor of his bedroom, gobbling pastries
from this area, they arrive in 1d4 + 1 rounds to investigate. from a silver platter. As the pastries are devoured, more
and more appear on the platter, as if summoned there by
Tapestries magic.
Though they glorify Griselda, the scenes the tapestries There is a closet on the west wall. It’s empty save for a
depict are reasonably accurate. The northwestern tapes- heap of smelly ogre socks.
try shows Griselda leading an army of ogres as they as-

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Richard Broadhurst (Order #23491769)
Gulp-gulp Though technically the same individual, each of the
Gulp-gulp’s appetite is prodigious, even for an ogre. Gulp- bodies has a unique personality, which becomes appar-
gulp has grown tired of pastries, however. If he spots the ent if the PCs observe Mine-Is-Yours for a few moments.
party, Gulp-gulp grows excited at the prospect of fresh Currently, Mine-Is-Yours is trying to decide which of his
meat. PCs who offer Gulp-gulp something other than many hats looks best on him. Clever PCs can turn the bod-
themselves to eat can make a Charisma (Deception or ies against each other by making a Charisma (Deception)
Persuasion) check opposed by Gulp-gulp’s Wisdom. On a check opposed by Mine-Is-Yours’s Wisdom. On a success,
success, the ogre accepts the food and ignores the PCs for the bodies begin squabbling with one another. The fight
the next 1d4 rounds as he gobbles down the offering. Oth- lasts for 1d4 rounds, at the end of which time the ogres
erwise, he attacks the party, fighting to the death. turn on the PCs, fighting to the death.
Treat Gulp-gulp as a standard ogre, except he has no
weapons. Replace his normal attacks with the following Hat Closet
Bite attack: The closet on the west wall is empty except for dozens of
hats of various sizes and styles. Unbeknownst to Mine-
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Is-Yours, one of the hats (an outlandish tricorne trimmed
Hit: 13 (2d8 + 4) piercing damage. If the target is Medium with silver lace) functions as a helm of teleportation. Due
or smaller, Gulp-gulp swallows it. The swallowed target is to the large number of hats in the closet, the PCs overlook
blinded and restrained, it has total cover against attacks the hat unless they examine it with a detect magic spell or
and other effects from outside Gulp-gulp, and it takes 10 similar effect.
(3d6) acid damage at the start of each of Gulp-gulp’s turns.
Gulp-gulp can have only one target swallowed at a time. Area K13 – West Gable
If Gulp-gulp dies, a swallowed creature is no longer re- • Bogo, a two-headed ogre (as an ettin), plays chess
strained and can escape from Gulp-gulp’s corpse using 5 with himself
feet of movement, exiting prone. • Hidden staircase to Area K14: DC 13
Platter of Endless Pastries When he shed his old head and grew two in its place, Bogo
Gulp-gulp’s platter is indeed magical. A creature holding immediately became Griselda’s favored son. As such, he’s
the platter can use an action to cast a variant of the cre- been given the largest of the three gables to use as his
ate food and water spell. The platter can’t create water, and bedroom. Unless alerted to the party’s presence, Bogo sits
the only foods it makes are tarts and other pastries. The on the floor when the PCs arrive, both of his heads ponder-
pastries are delicious but otherwise unexceptional. Inside ing a chess board.
Griselda’s lair, there’s no limit to the number of pastries The closet on the west wall appears empty, but PCs
the platter can produce. Outside the treehouse, once the who search for secret doors can attempt a DC 13 Intelli-
platter has been used, it can’t be used again until the next gence (Investigation) or Wisdom (Perception) check. On a
dawn. success, they discover a secret door that conceals a stair-
case descending to Area K14.
Area K12 – South Gable
• Mine-Is-Yours, two ogres, share a head Bogo
• A helm of teleportation Once he spots the party, Bogo attacks unless one of the
PCs quickly returns his attention to the chess game. Both
This gable is the bedroom of Mine-Is-Yours, another of of Bogo’s heads are happy to hear suggestions about their
Griselda’s sons. Through some magic even Griselda doesn’t next moves, but the PCs must take care not to sway the
understand, Mine-Is-Yours has two bodies but only a sin- game too far in one direction or the other. If either head
gle head. When the PCs arrive, the ogre’s two headless wins the match, the loser becomes enraged. After bicker-
bodies stand before a full-length mirror. The bodies pass ing for 1d4 rounds, the heads put aside their differences
their head back and forth as they try on hats from a closet and attack the party.
on the west wall. PCs who try to force the game into a stalemate can
make two Intelligence checks, each opposed by Bogo. A
Mine-Is-Yours PC with proficiency in a gaming set can add their profi-
Treat Mine-Is-Yours as two normal ogres. An ogre not in ciency bonus to the rolls. If either Intelligence check fails,
possession of its head is considered blinded. If the ogres one of the heads eventually wins the game, with results as
are within 5 feet of each another, they can pass their head described above. If both checks succeed, the game ends
back and forth as a bonus action. While their bodies are in a tie. This result pleases Bogo greatly, and the ogre be-
within 30 feet of one another, damage dealt to either ogre comes friendly toward the PCs. Although Bogo won’t do
is divided evenly between them. anything that harms Griselda directly, he helps the PCs in
any other way he can, including showing them the stair-
case hidden in his closet.
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Richard Broadhurst (Order #23491769)
Area K14 – Griselda’s Sanctum If combat is inevitable, Griselda prefers to fight here,
• Griselda, an ogre hag (Runewild Bestiary, page 287) where she can use the hydra to distract the party if she’s
• A Griselda-headed hydra lurks in the pool forced to retreat. At the beginning of the battle, Griselda
• A dreaming stone (Magic of the Runewild, page 39) flies above the pool, targeting PCs with eldritch blasts as
on a trapped pedestal they tangle with the hydra. She uses her legendary actions
to become invisible between her turns. If the PCs appear
The stairs in Bogo’s closet (Area K13) descend 300 feet be-
weak, Griselda casts sleep and then uses her deep slumber
fore opening into this cave-like space, which seems to be
legendary action to ensure unconscious characters remain
hollowed out from the interior of the willow itself. Curtains
asleep for the rest of the fight. She targets opponents she
of moss hang from the ceiling 60 feet above. In the center
fails to subdue with hold monster or power word stun.
of the area, a walkway encircles a pool of black water. On
If hard-pressed, Griselda uses her Hag Magic to tele-
the pool’s far side is a marble pedestal, atop which rests a
port to another location in the treehouse. She leads the
glowing gem beside a stack of papers.
PCs throughout the house, hoping they stumble into
Griselda’s Hydra minions who’ll do her fighting for her (such as the heads
A monstrosity of Griselda’s creation lurks beneath the in Area K6 or the ogres in Areas K11–K13). If forced to
pool’s surface. It is a hydra, but instead of dragon heads, a retreat from her lair, Griselda flees to Area K10 and sum-
duplicate of Griselda’s face sprouts from each of the beast’s mons Lord Raven, who carries her to Lord Raven’s Roost
five necks. The hydra attacks the first creature to enter the (148).
pool or approach the glowing gem. If Griselda is present, PCs who drive Griselda from her treehouse become
she can command the hydra to attack any creature she the focus of her wrath for years to come. If you plan to con-
chooses. Other than its unsettling appearance, the hydra tinue playing beyond 10th level, the revenge Griselda has
is a normal specimen of its kind. in store for the party could be the focus of the next phase
of your Runewild campaign.
The Dreaming Stone
The glowing gem atop the pedestal is a dreaming stone 87. Tavern on the Marsh (CR 6)
(Magic of the Runewild, page 39). Griselda understands
the dreaming stone’s magical powers but hasn’t decided
• Camadaithe, an Aosidhe necromancer (as a mage),
shepherds lost souls
what to do with it yet. The papers beside the stone are
• Sir Morley and four skeletons serve as staff
sketches of her various ideas: amalgamations of animal
parts, a golem with the body of a pot-belly stove, and so
• Riddleskin, Camadaithe’s homunculus, wears a ring of
invisibility
on. If the PCs have angered Griselda in the past, these pa-
pers might contain a plan to create a clone of one of them . A dilapidated tavern teeters above the dark waters of the
If inspected with a detect magic spell, the pedestal on Cronemarsh on aging, moss-draped pylons. Originally built
which the dreaming stone rests radiates an aura of power- by an Aruandan knight to celebrate his country’s victory
ful conjuration magic. Griselda has enchanted the pedes- over the ogre hag Griselda (86), the Tavern on the Marsh
tal to thwart would-be thieves. While the stone is in con- now houses only a single living soul: an Aosidhe necro-
tact with the pedestal, a creature that touches the stone is mancer named Camadaithe. When the rest of the Aosidhe
instantly teleported (no save) to the lair of another witch, abandoned the Runewild for Highvale (150), Camadaithe
either one of your choice or determined randomly by roll- chose to stay behind, concerned what Griselda planned
ing on the Which Witch? table on page 22. A successful to do with the countless souls who’d died fighting her in
dispel magic spell (DC 18) breaks the enchantment. If the the swamp. With Camadaithe as its caretaker, the Tavern
stone is knocked off the pedestal with an object, it can be on the Marsh is now a sanctuary for anyone, living or dead,
retrieved safely. Removing the stone without touching it who seeks to escape the Cronemarsh.
(such as by mage hand) also bypasses the effect.
Reaching the Tavern
Confronting Griselda Light from the tavern’s windows pierces the swamp’s
Unless the PCs have encountered Griselda elsewhere, she gloom like a beacon. The first time the PCs trigger a ran-
meets them in this room. Griselda isn’t immediately hos- dom encounter in this hex, they spot the tavern’s light in-
tile toward the PCs, even if they’ve come to do her harm. stead. If they follow the light, the PCs reach the Tavern on
Most likely, she’s observed the party’s approach and made the Marsh after a few minutes without needing to make a
all the preparations she needs to protect herself. All the Wisdom (Survival) check to do so.
same, she’d rather bargain with the PCs than fight them. Aruandan engineers drained this part of the swamp
For suggestions as to what Griselda might offer the PCs— when the tavern was first built, but in the decades since
and what she might demand of them in return—see her the Cronemarsh has reclaimed the land. The Tavern on the
entry in the Runewild Bestiary (page 287). Marsh now sits in the center of a reed-choked lake, its wa-
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Richard Broadhurst (Order #23491769)
ter scant inches from the structure’s front door. To reach ley and bound his spirit to his severed head. She then left
the tavern, the PCs must either swim or catch the attention Sir Morley on the tavern’s doorstep with a dire warning:
of Sir Morley (see below), who ferries the party to the tav- any mortal she caught trespassing in the Cronemarsh was
ern. hers to do with as she wished.
Camadaithe protects the tavern with a powerful ver- Literally trapped inside his own head, Sir Morley sat
sion of the hallow spell. The spell prevents fey creatures outside the tavern for several weeks before Camadaithe
from entering the structure. In addition, fey who approach discovered him. Since then, the knight has recovered his
within 120 feet of the Tavern on the Marsh must make a courage. At Camadaithe’s request, Morley reopened the
successful DC 14 Charisma saving throw or become si- Tavern on the Marsh and now hosts lost souls in need of
lenced while within this radius. A successful dispel magic shelter. Though he acts as the tavern’s proprietor, Morley
spell (DC 15) ends this effect. Thus far, Griselda has been knows Camadaithe’s magical wards are the only thing
unable to bypass these wards. keeping Griselda from following through on her threats.
For this reason, Morley defers to the necromancer in all
Sir Morley matters.
While he lived, Sir Morley was an Aruandan knight re- The PCs first encounter Sir Morley as he patrols the
nowned for his bravery and good humor. When the Witch swamp outside the tavern in a boat ferried by Cama-
Wars ended, Morley laid aside his sword and shield to daithe’s skeletal servants (see The Reluctant Necromancer
build the Tavern on the Marsh. Morley wanted the tavern below). Careful not to frighten the party, Morley hails the
to serve as a haven for travelers, as well as a poke in the eye PCs cheerfully and begs them to look past his frightful ap-
of Griselda, whom he and his fellow knights had routed pearance. So long as they’re no friends of Griselda, Morley
only months before. assures them, they’ll find sanctuary at the Tavern on the
It was this boldness that brought about Sir Morley’s Marsh.
ruin. Though Griselda’s forces had been scattered, the Hag As a talking skull, Sir Morley relies on Camadaithe’s
Queen herself was far from beaten. Unwilling to suffer an skeletons or the PCs to carry him around the tavern. Mor-
insult like the tavern in her domain, Griselda slew Sir Mor- ley is a gregarious personality who delights in regaling
guests with tales of his heroics in the Witch Wars. He’s
quick to laugh, growing serious only when he speaks of
Camadaithe, whom he respects and—he’s not ashamed to
admit—somewhat fears.
Sir Morley’s knowledge of the Runewild is decades
out-of-date, but he happily relates the history of the Tav-
ern on the Marsh and can share the following information
about the Cronemarsh:
• Griselda’s lair is a treehouse built in boughs of an ani-
mated willow that wanders the Cronemarsh (86).
• In addition to Griselda, a family of trolls terrorizes the
swamp. The trolls live inside the stump of an enormous
tree, a place they call Stump Home (74).
• Camadaithe has scattered magical candles through-
out the swamp. Should the PCs ever become lost in the
Cronemarsh, they can use these beckoning candles (Magic
of the Runewild, page 39) to find their way to the Tavern
on the Marsh.
Accommodations at the tavern are serviceable at best. The
tavern has a common area on the main floor and six small
guest rooms (as well as Camadaithe’s quarters) on the sec-
ond level. Food at the tavern is unexceptional (mostly stale
bread and hardened cheese), although Morley takes care
to keep the bar well-stocked. Morley expects those able to
pay to do so (use prices for a modest tavern and meals),
but he turns no traveler away. If you’re using the optional
resting rules found on page 12, allow the PCs to take long
rests at the tavern once they discover this location.

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The Reluctant Necromancer After a brief introduction, Camadaithe retreats to his pri-
Camadaithe favored the decision to cede the Runewild to vate chambers, where he remains for the duration of the
the Aruandans at the end of the Witch Wars. However, the PCs’ stay at the tavern. Camadaithe employs a homuncu-
fact that Griselda remained alive despite her defeat trou- lus named Riddleskin to guard the entrance to his room.
bled the elf greatly. Camadaithe knew it was only a matter Riddleskin wears a ring of invisibility that keeps it hidden
of time before the Hag Queen began plotting her revenge, from sight.
so when the rest of the Aosidhe retreated to Highvale,
Camadaithe stayed behind to oppose Griselda’s plans. Camadaithe’s Secret
Of most concern to Camadaithe were the countless Camadaithe possesses a secret he keeps even from Sir
Aruandans who’d died fighting in the Cronemarsh. Fearful Morley. Shortly before the Aosidhe left the Runewild,
of what might happen should Griselda get her hands on Camadaithe discovered a daughter he had fathered with a
so many restless souls, Camadaithe began to study nec- human woman. This daughter, a half-elf named Breowen,
romancy. When he discovered Sir Morley, Camadaithe ad- died fighting alongside the Aruandans during the Witch
opted the Tavern on the Marsh as his base of operations Wars. Breowen is the real reason Camadaithe seeks to pro-
and began seeding the swamp with beckoning candles, so tect the ghosts of the Cronemarsh. Sadly, Camadaithe has
their light could guide both the living and dead to the tav- yet to discover his daughter’s final resting place. (Breow-
ern. en’s remains, along with her ghost, are found in location
Camadaithe is an Aodsidhe elf with bronze skin, silver 98.)
eyes, and straight black hair that reaches well past his nar- Camadaithe lodges the PCs in the tavern but offers
row shoulders. His features are severe, and he carries him- them no other help unless the party discovers Breowen’s
self with a presence that is both regal and intimidating. ghost and leads her to the tavern. If this occurs, Cama-
Treat Camadaithe as a mage with the following changes: daithe assists the PCs however he can, including providing
spellcasting services. Once befriended, Camadaithe shares
• He has darkvision of 60 feet and a +4 bonus to Percep- the following information:
tion. He has advantage against being charmed, and magic
can’t put him to sleep. • Camadaithe knows the nature of the Six Spires (Magic
• Once per day, Camadaithe can cast a powerful version of the Runewild, page 42), as well as what must be done
of the hallow spell (see Reaching the Tavern above). to unlock their full potential.
• Replace Camadaithe’s Spellcasting trait with the fol- • He’s ashamed to admit it, but when Camadaithe first
lowing: began to study necromancy, he consulted Old Mother
Toombs (114). Camadaithe still owes the witch a debt.
Spellcasting. Camadaithe is a 9th-level spellcaster. His • Camadaithe isn’t the only Aosidhe who refused to
spellcasting ability is Intelligence (spell save DC 14, +6 to leave the Runewild. Matron Sibra (see 142) also stayed be-
hit with spell attacks). He has the following wizard spells hind, though her reasons for doing so were different from
prepared: his own.
Cantrips (at will): chill touch, dancing lights, light, mage
Treasure
hand, prestidigitation
PCs looking to rob Sir Morley find the knight has little of
1st level (4 slots): detect magic, false life, mage armor, pro-
value. Shelves behind the bar hold dusty bottles of elven
tection from evil and good
wine and other liquors, worth a total of 250 gp. An un-
2nd level (3 slots): gentle repose, misty step
locked chest under the bar contains 200 cp, 2,000 sp, and
3rd level (3 slots): animate dead, dispel magic, magic circle
170 gp. Mounted above the tavern’s door are Sir Morley’s
4th level (3 slots): banishment, dimension door
longsword and shield. Both items are nonmagical, but
5th level (1 slot): scrying
Camadaithe’s skeletons polish the arms regularly to keep
To help Sir Morley operate the Tavern on the Marsh, Cama- them free from rust.
daithe has animated the skeletons of four humans who PCs who break into Camadaithe’s room without alert-
died in the Cronemarsh. Unlike Morley, the souls of these ing Riddleskin or his master discover a spartan chamber.
skeletons passed on to the afterlife long ago. Camadaithe’s Camadaithe’s workbench takes up most of the room. Vi-
magic grants each of the skeletons an additional 9 hit als of ink, bones, and other arcane components cover
points (22 hp total) and a +3 bonus to weapon damage the bench. Together, the components are the equivalent
rolls. If any of the skeletons are destroyed, Camadaithe re- of three component pouches (worth 25 gp each). Cama-
places them after 24 hours. daithe’s spellbook, which contains the spells listed in his
Camadaithe’s reasons for studying necromancy are Spellcasting trait, is found here as well. Hidden in plain
noble, but such pursuits divorce the elf from mortal affairs. sight among dozens of mundane candles are three beck-
oning candles.

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Richard Broadhurst (Order #23491769)
Finally, PCs who search under Camadaithe’s bed dis- If the battle turns against them, Edith and her thugs
cover an unlocked chest containing 5,000 sp, 1,200 gp, and use Sheyla or the Saggers children as hostages to cover
a silver necklace worth 250 gp. Of fine Aruandan make, their escape. Edith brings anyone she captures (including
the necklace once belonged to Breowen’s human mother, the PCs) to the Black Unicorn’s grove and prepares the
who gave it to Camadaithe the last night they saw each Black Rite to transform them into wild folk. If captured her-
other. PCs who present the necklace to Breowen’s ghost self, Edith remains loyal to the Black Unicorn. Unless com-
(98) have advantage on Charisma (Persuasion) checks to pelled by magic, she reveals nothing about her master,
win her trust. other than to swear that the Black Unicorn “will have its
vengeance.”
88. Saggers Farm (CR 4)
Dealing with Sam
• Sam Saggers has transformed into a wild folk If the PCs speak with Sam Saggers before Edith’s ambush,
(Runewild Bestiary, page 282) they find him eerily distant. His eyes are lifeless, his skin
• Edith Teafly, a wild folk, and 4 thugs ambush the PCs pale and cold. A detect evil and good spell or similar magic
The Saggers clan lives on the borders of the Cronemarsh reveals that Sam is no longer a living creature, but undead.
(83), harvesting the berries and wild tubers that grow Before Sam loses his humanity completely, the PCs can
along the swamp. Poor but upright, the family has been a attempt a Charisma (Persuasion) check opposed by Sam’s
pillar in the community of Ill Hollow (76) since the days of Wisdom to shake him from his fugue. On a success, Sam
the Aruandan Conquest. Several weeks ago, Edith Teafly, a becomes lucid long enough to tell the party his story, in-
wild folk servant of the Black Unicorn (126), seduced Sam cluding the location of the Black Unicorn’s grove (126). On
Saggers, the father of the clan. Threatening to expose their a failure, Sam snaps and flies into a murderous rage.
affair if he refused, Edith led Sam into the Runewild and Sam has fought off the Black Unicorn’s influence until
forced him to undergo the Black Rite, a magical ritual that now, but he becomes irredeemably evil 1d4 days after the
transformed him into one of the wild folk. PCs encounter him. Unless the PCs find some way to deal
Since his transformation, Sam has grown increasingly with him before that time, Sam slaughters his family and
withdrawn. Sam’s dark moods trouble his wife Sheyla, but flees into the forest. If this occurs, the PCs encounter Sam
she’s at a loss for what to do. Sam, Sheyla, and their three among the other wild folk if they confront the Black Uni-
children are now holed up at Saggers farm, too afraid of corn later in the campaign.
Sam’s fits of anger to venture into town.
The Saggers farm consists of a two-story stone cottage 89. Redcap Pass (CR 7)
and several outbuildings, including a barn, a tool shed, and Travelers between Burly Point (77) and Caerfell (101) tend
a stable for the family’s three draft horses. A low stone wall to follow the winding North Road rather than risk the more
encircles the farm at a radius of 150 feet Scraggly-looking direct route over Redcap Pass. Not only is the way through
apple trees dot the yard. Sheyla’s once-impressive vegeta- Redcap Pass treacherous—at times, the trail narrows to
ble garden, now overgrown with weeds, flanks the steps a footpath barely wide enough for a mule—but sudden
leading to the cottage’s front door. lightning storms and flocks of bloodthirsty stirges plague
the area. Worse still, rumor holds that a coven of witches
Edith’s Ambush
meets in a cave somewhere along the pass. Redcap Pass’s
If the PCs arrive at Saggers Farm to investigate Sam’s odd
forbidding reputation, however, has made it an appealing
behavior (either at Sheyla’s request or because of rumors
hideout for the infamous bandit lord, Ianto the Red.
they’ve heard in Ill Hollow), Edith Teafly is already here
waiting for the party to arrive. She and four local youths Travel on Redcap Pass
(treat as thugs) hide inside the barn, preparing to ambush Redcap Pass is a rugged trail that winds through the cliffs
the PCs while they speak with Sam. If the PCs are here for between Burly Point and Caerfell. The pass is too narrow to
other reasons, Edith learns about the party through Sam accommodate more than a single horse, but unless other-
and instead attacks the PCs while they rest in Ill Hollow or wise noted, ability checks aren’t required to travel the trail
the next time they visit the farm. safely.
Assuming Sam is present during the ambush, Edith Whenever the PCs trigger a random encounter on
urges him to attack the party. Unless the PCs make a suc- Redcap Pass, consult the following table instead.
cessful Charisma (Persuasion) check opposed by Edith’s
Charisma (Intimidation), Sam submits to Edith. If Edith
convinces Sam to fight the party, he abandons his human-
ity and joins the ranks of the wild folk that serve the Black
Unicorn.

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Richard Broadhurst (Order #23491769)
Roll Encounter Ianto agreed to the witches’ bargain. With the Daugh-
1 The party passes an ancient carving in the cliffside. The ters’ patronage and the redcap’s unnatural magic, Ianto
carving is crude and weather-worn, but the PCs can make attracted highwaymen and sellswords from across the
out humanoid figures dancing around a creature with the Runewild. Ianto and his bandit army soon grew so power-
heads of a dragon, a goat, and a lion (a chimera). ful that they now threaten Lord Caerfell’s control over the
2–3 A sudden thunderstorm rolls in. Unless the party takes North Road.
cover, each PC must make a successful DC 10 Constitution
saving throw or suffer one level of exhaustion. The storm Ianto’s Hideout
passes after one shift (6 hours).
Ianto the Red operates safe houses throughout the
4 Lightning strikes the cliffs above the pass. Each PC must Runewild, but this cave complex serves as his primary
make a successful DC 14 Dexterity saving throw or take 22
(4d10) bludgeoning damage from falling debris. hideout. He keeps its location a secret from all but his most
trusted followers. These days, Ianto rarely leaves the hide-
5–6 A rockslide blocks the trail. Horses can’t pass, but PCs can
climb over the rubble by making a successful DC 10 Ath- out, preferring to direct his lieutenants from the safety of
letics check. PCs who fail tumble down the cliffside, taking the caves. Here, Ianto can protect the redcap that grants
33 (6d10) bludgeoning damage from the fall. A single him his supernatural resilience and solicit advice from the
creature can clear the rockslide with one shift (6 hours) of Daughters of the Chimera.
work. Multiple creatures working together reduce this time
accordingly.
If the PCs discover the hideout’s location, Ianto and
his lackeys vacate within hours. The bandits abandon the
7 A blackbird (as a raven) circles high overhead. The bird is
one of Moira’s familiars (see Area L7 of Redcap Pass). Unless Daughters of the Chimera and regroup a few days later at
the PCs prevent it, the blackbird flies off to warn its mistress either Widderspire Keep (38) or Iodun’s Mound (66). If this
of the party’s approach. occurs, the Daughters of the Chimera sour on Ianto and
8–10 A flock of 4d6 + 6 stirges descends on the party. may enlist the PCs to hunt down the feckless bandit.
11–12 Two bandits watch the pass from atop the cliffs. Ask the PCs
to make Wisdom (Perception) checks opposed by the ban- Keyed Areas
dits’ Wisdom. If the bandits spot the PCs first, they retreat
to Ianto’s hideout to warn their compatriots. If this result is
Area L1 – Cave Entrance
rolled again, the bandits and 1d6 reinforcements wait to
ambush the party. • 4d6 + 6 stirges attack at night
• One bandit guards the entrance
The Daughters of the Chimera • Hidden entrance to Area L4: DC 14
In the days when the Aosidhe elves still ruled the Runewild, A footpath splits from the main pass, climbing the cliff face
seven great chimeras terrorized the forest, devastating to the mouth of a dark cave. If the party approaches the
elven and human settlements alike. The Aosidhe eventu- cave at night, 4d6 + 6 stirges (from Area L4) swoop down
ally put an end to the chimeras’ destruction, but instead from the top of the cliffs to attack. Combat on the footpath
of killing the monsters, the elves trapped them inside an alerts the bandit guarding the entrance. Otherwise, the
artifact called the Shifting Stone and hid it within a cave PCs can make Dexterity (Stealth) checks opposed by the
along Redcap Pass. In the years that followed, witches bandit’s Wisdom to approach the cave unnoticed. If the
from across the Runewild took to using the Shifting Stone bandit detects intruders, he retreats to Area L2 to warn
as a focus for their foul rituals. Most of these covens were the other bandits.
defeated during the Witch Wars, but one—a trio of green PCs who climb the cliff discover the source of the stirg-
hags known as the Daughters of the Chimera—still gath- es with a successful DC 14 Wisdom (Perception) check. A
ers at the stone. fissure in the earth marks the entrance to a natural chim-
For more information about the Daughters of the Chi- ney in which the stirges nest. Small creatures can squeeze
mera, see their entry in the Runewild Bestiary (page 284). into the chimney easily, and Medium creatures can do so
Ianto the Red with a successful DC 14 Dexterity (Acrobatics) check. Even
Roughly a year ago, while dodging one of Lord Caerfell’s without a rope, creatures can climb the chimney by brac-
patrols, Ianto the Red stumbled upon the cave contain- ing themselves against the walls and a making a success-
ing the Shifting Stone. To his surprise, the witches that ful DC 14 Strength (Athletics) check. Characters who fail
guarded the stone didn’t kill or enslave him, but instead the check slip and fall 40 feet to Area L4.
offered him a bargain. In exchange for Ianto’s protection, Area L2 – Bandit Lair
the Daughters of the Chimera offered to summon a redcap • Two thugs lead twelve bandits
(Runewild Bestiary, page 279). The redcap, the witches
promised, would grant Ianto strength beyond that of any
• Locked door: DC 15
mortal. This cave serves as living quarters for Ianto’s followers.
When the PCs arrive, there are twelve bandits here, led by

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two thugs named Drake and Ronwen. If prepared for an throw or take 38 (7d10) poison damage and be poisoned
attack, the bandits have readied their crossbows and tak- for 1 hour.
en cover behind boulders. Otherwise, half the bandits are The first chest contains 6,700 cp and 3,900 sp. The sec-
asleep while the rest chat quietly near the cave entrance. ond chest contains 2,400 gp. The third contains several
In addition to their weapons and traveling gear (the changes of clothes, as well as 200 pp, a pouch of 10 gems
equivalent of 12 explorer’s packs worth 10 gp each), the worth 100 gp each, and assorted jewelry and other trin-
bandits carry a total of 102 cp, 94 sp, and 17 gp. Drake car- kets worth an additional 500 gp.
ries a coin purse containing 70 gp. Ronwen has no coins,
but she’s hidden a pouch with 7 gems worth 50 gp each Dealing with Ianto
among her other belongings. Ianto the Red is a brute, but cunning lurks beneath his
A locked door on the north wall leads to Ianto’s quar- rough exterior. His epithet (“the Red”) comes not only from
ters (Area L3). Ianto has the key, and a character using the color of his beard, but also from his bloody scalp, the
thieves’ tools can pick the lock with a successful DC 15 price he paid to enter into the Redcap Bargain (see below).
Dexterity check. Ianto has spent years evading capture, and he’ll say
or do anything to maintain his freedom. He has no com-
Area L3 – Ianto’s Quarters punctions about double-crossing his followers or even the
• Ianto (a bandit captain) may be here Daughters of the Chimera if it suits him. The only thing he
• Papers provide valuable intelligence truly cares about is the redcap in Area L8, as he’s desper-
• Treasure in three trapped chests: DC 15 ate to maintain the bargain he’s struck with the creature. If
the PCs threaten the redcap, Ianto quickly opens to nego-
This small chamber off the main cave (Area L2) is where
tiation, but he breaks his promises as soon as the redcap’s
Ianto rests and plans his gang’s next moves. A cot, a ta-
safety is secured.
ble scattered with papers, and three treasure chests fill the
Treat Ianto as a bandit captain with the Redcap Bar-
space. If Ianto hears combat in Area L2, he observes the
gain trait below, which increases his challenge rating to CR
battle through a peek-hole in the door. Unless his minions
3 (700 XP). For more information about redcaps, see the
quickly overpower the PCs, he then retreats to rouse the
Runewild Bestiary (page 279).
Daughters of the Chimera in Area L5.
Redcap Bargain. By removing his scalp and placing it on
Ianto’s Papers a redcap’s head, Ianto has entered into a Redcap Bargain.
The papers on the table include a detailed map of the While the Bargain lasts, Ianto regains 5 hit points at the
Runewild, as well as several weeks’ worth of messages to start of his turn. Ianto dies only if he starts his turn at 0 hit
and from Ianto’s lackeys. If the PCs have caused trouble for points and doesn’t regenerate. If the scalp is removed, the
Iodun in the past, they may find their names among these bargain is broken and Ianto can’t enter another Redcap
messages. PCs who spend one shift (6 hours) studying the Bargain.
papers learn the following information, as well as any oth-
er rumors you wish to sprinkle among the papers. Area L4 – Stirge Chimney
• • 4d6 + 6 stirges attack intruders
Ianto has followers hidden throughout the Runewild.
One of these groups camps in the ruins of Widderspire
• Chimney leads to an exit: DC 14
Keep (38). Another has taken over a farmstead (6) south- Hundreds of stirges nest in the crags of this natural chim-
west of the halfling village of Kidwelly (19). ney. A pinprick of sky can be seen 40 feet above where the
• One of Ianto’s lieutenants, a spy named Antole Che- chimney opens onto the cliffs above the hideout. A blood-
zeem, has infiltrated the Covenant Hall mercenary compa- drained corpse is shackled to the shaft’s eastern wall.
ny in Ill Hollow (76). Only a fraction of the stirges that nest here are present
• Iodun, an ogre rumored to possess strange magical at any given time (the rest are out hunting). When the PCs
powers, lives beneath a mound (66) east of the Broken- arrive, 4d6 + 6 of the pests fly about the area. The stirges
spire (65). Unbeknownst to the Daughters of the Chime- rarely venture deeper into the caves, but they attack any
ra, Ianto plans to abandon the hags and strike an alliance creature that enters the chimney proper.
with the ogre. Ianto is fond of chaining those who fail or betray him
to the wall and watching as the stirges drain their blood.
Treasure His latest victim was a bandit named Darnold, whom Ian-
Three locked chests contain the fruits of Ianto’s banditry. to caught skimming from the gang’s profits. Darnold has
Ianto carries a key for each of the chests; otherwise, PCs been dead for several weeks. There’s nothing of value on
using thieves’ tools can pick a lock by making a successful his corpse.
DC 15 Dexterity check. Characters who fail this check trig- Even without a rope, creatures can climb the chimney
ger a needle trap and must make a DC 15 Dexterity saving by bracing themselves against the walls and a making a

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Richard Broadhurst (Order #23491769)
successful DC 14 Strength (Athletics) check. The chimney’s its unsettling appearance must make a successful DC 19
egress is narrow, but Small creatures can squeeze through Wisdom saving throw or become frightened of the Shifting
easily, and Medium creatures can do so with a DC 14 Dex- Stone. A frightened creature can repeat the saving throw
terity (Acrobatics) check. Failing either of these checks at the end of each of its turns, ending the effect on a suc-
means the character falls, taking damage as appropriate. cess. A creature that resists or recovers from this condition
becomes immune to stone’s frightening effect.
Area L5 – The Shifting Stone A detect magic spell reveals auras of abjuration and
• The Daughters of the Chimera (three green hags) transmutation magic radiating from the Shifting Stone. PCs
• Ianto may be here as well who study the stone can make a DC 14 Intelligence (Ar-
• The Shifting Stone: DC 19 cana) check. On a success, the PC learns the Shifting Stone
The Shifting Stone rises from the center of this oblong cav- is a magical prison, much like the one created by the im-
ern. Primitive paintings of animals and humanoids deco- prisonment spell. Who (or what) the Shifting Stone impris-
rate the cavern’s walls. Hangings of animal fur and bone ons remains unknown.
curtain entrances to three side chambers. Whenever a creature casts a spell within 30 feet of the
The Daughters of the Chimera sit cross-legged before Shifting Stone, that creature can attempt a DC 19 Intelli-
the Shifting Stone, whispering to each another as they ob- gence (Arcana) check as a part of the casting to harness
serve the stone’s ever-changing surface. If the PCs haven’t the stone’s magical power. On a success, treat the spell as
encountered him elsewhere, Ianto is also here consulting if it were cast using a spell slot 1d4 levels higher. On a fail-
with the Daughters. ure, the creature suffers a harmful effect instead (see the
Baleful Effects of the Shifting Stone table).
The Daughters of the Chimera The Shifting Stone is immune to all damage and most
The Daughters of the Chimera—a trio of green hags magical effects. If the stone is targeted by a dispel mag-
named Merta, Moira, and Maude—dwell in the side cham- ic spell cast at 9th level, the chimeras imprisoned within
bers that adjoin this area (Area L6–L8). If combat occurs, it are released. Should this occur, the chimeras attack all
the Daughters prefer to fight here, where they can use creatures in the area before escaping into the Runewild.
the Shifting Stone to enhance their spells (see The Shifting The long-term consequences of releasing seven chimeras
Stone below). If forced to retreat, the witches flee the hide- into the world are left to your discretion.
out through the chimney in Area L4. For more information
about the Daughters of the Chimera, see page 284 in the Baleful Effects of the Shifting Stone
Runewild Bestiary. Roll on the following table whenever you fail your Intelli-
As a witch coven, the Daughters of the Chimera have gence (Arcana) check to harness the power of the Shifting
the Shared Spellcasting feature detailed below. This trait Stone. Unless otherwise noted, effects are permanent until
and their familiarity with the Shifting Stone increase their removed by a remove curse spell or similar magic.
challenge rating to CR 5 (1,800 XP).
Roll Curse
Shared Spellcasting. While within 30 feet of one anoth- 1 One of your hands transforms into a goat’s hoof. You’re un-
er, the Daughters of the Chimera are considered 12th-lev- able to perform tasks requiring two hands (such as wielding a
two-handed weapon).
el spellcasters that use Intelligence as their spellcasting
ability (spell save DC 13, +5 to hit with spell attacks). They 2 Your bones splinter as they twist in unnatural directions. You
fall prone and take 16 (3d10) bludgeoning damage.
can each cast the following spells but must share the spell
slots among themselves: 3 Creatures within 30 feet of the Shifting Stone take 7 (2d6)
slashing damage as invisible claws rend their flesh.
1st level (4 slots): animal friendship, identify, ray of sickness, 4 You take 5 (1d10) piercing damage as curling ram’s horns
speak with animals erupt from your brow. The horns aren’t usable as weapons,
2nd level (3 slots): animal messenger, augury, beast sense but they look impressive.
3rd level (3 slots): conjure animals, glyph of warding, remove 5 A mighty roar sounds from the Shifting Stone. Each creature
within 30 feet of the stone must make a DC 14 Constitution
curse
saving throw. On a failure, the creature takes 16 (3d10) thun-
4th level (3 slots): divination, dominate beast, polymorph der damage and is deafened for 1 minute. On a success, the
5th level (2 slots): greater restoration, scrying creature takes half damage and isn’t deafened.
6th level (1 slot): conjure fey 6 You sprout draconic wings, taking 11 (2d10) piercing damage.
The wings aren’t strong enough to support your weight and
The Shifting Stone wither away after 1d4 days.
The Shifting Stone is 5 feet in diameter and nearly three 7 You’re stunned until the end of your next turn as your head is
times as tall. Its surface is carved with a complex pattern of replaced briefly by those of a dragon, a goat, and a lion.
claws, fangs, and wings that reconfigures itself every few 8 You’re bathed in dragonfire, taking 31 (7d8) fire damage, or
hours. Creatures within 10 feet of the stone who observe half as much on a successful DC 14 Dexterity saving throw.

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Richard Broadhurst (Order #23491769)
Roll Curse The agate is a stone of good luck. For reasons unknown,
9 Your hands become dragon claws. You can no longer cast Moira gains no benefits from the stone’s magic but covets
spells with somatic components, although you can use the the treasure nonetheless.
claws to make unarmed strikes. On a hit, the claws deal 1d6 +
your Strength modifier slashing damage. Area L8 – Maude’s Lair
10 One of your legs transforms into a goat’s leg, reducing your • Maude, a green hag, may be here
walking speed by 10 feet. • A redcap (Runewild Bestiary, page 279) and a hal-
11 You are overcome with bloodlust. For the next minute, you fling hang in gibbets
must attack the nearest creature you can see with a melee
attack. At the end each of your turns, you can make a DC 14
• A magical giant goat guards the prisoners
Wisdom saving throw to end the effect. Two iron gibbets hang from the ceiling of Maude’s cave. A
12 One of the chimeras imprisoned within the Shifting Stone goat the size of a pony is leashed to a stalagmite beneath
is released. The chimera attacks all creatures in the area and the gibbets. The first gibbet contains a redcap. Ianto’s
then escapes into the Runewild. bloody scalp rests atop the redcap’s head. The second gib-
bet holds Hort Thistlewhip, one of the missing Thistlewhip
Area L6 – Merta’s Lair children from Kidwelly (19).
• Merta, a green hag, may be here
• Five animated wolf pelts (as wolves) protect a figurine The Gibbets
of wondrous power The gibbets dangle 10 feet above the floor but can be low-
Dozens of wolf pelts carpet the floor of Merta’s cave. The ered easily via a pulley system on the west wall. Maude
rest of the space is taken up by a slab of rock Merta has carries the key to both gibbets. A character using thieves’
converted into a candle-lit altar. Atop the altar sits a fig- tools can pick a gibbet’s lock by making a successful DC 15
urine of wondrous power (serpentine owl). Ianto stole the Dexterity check.
figurine from Amide Coslett (1) several months ago and Ianto captured Hort several weeks ago and gave the
gave it to Merta to study. Merta immediately recognized halfling to the Daughters to use as they wished. Maude
the figurine’s magical properties, but she’s more interested hasn’t decided what to do with Hort yet, although she’s
in using the owl to scry on Amide’s father, the elven druid currently considering baking him into a halfling pie. Hort is
Cloak-of-Feathers (35). horrified by the things he’s seen since Ianto captured him.
Removing the figurine from the altar causes five of the If freed, he wants nothing more than to return to Kidwelly.
wolf pelts on the floor to animate and attack the would- Unlike Hort, the redcap seems unfazed by its impris-
be thief. Treat the animated pelts as normal wolves, except onment. It strokes Ianto’s scalp and giggles maniacally as it
their speed is 5 feet and they have the construct, instead watches the PCs. The redcap’s first concern is keeping Ian-
of the beast, type. to’s scalp. If released from its cage, the creature flees the
hideout and returns to the forest. It fights only if cornered
Area L7 – Moira’s Lair or if the PCs try to remove Ianto’s scalp, which causes the
• Moira, a green hag, may be here redcap to fly into a murderous rage.
• 24 blackbirds (as ravens) in cages
• Stone of good luck in a warded birdcage: DC 13 The Goat
Maude keeps the giant goat for company and to guard her
Two dozen blackbirds peck at the wicker cages in which two prisoners. The foul-tempered beast attacks anyone
they’ve been secured. The birds serve as Moira’s familiars. who approaches the gibbets, but it isn’t loyal to Maude
They can communicate telepathically with Moira while or the other Daughters, who typically resort to dominate
within 100 feet of her. In turn, Moira can see through birds’ beast spells to control the creature. PCs who talk to the
eyes and hear what they hear. While in her lair, Moira can goat (via a speak with animals spell) can persuade it to
use a bonus action to cause the doors of the cages to open back down with a successful DC 14 Charisma (Persuasion)
magically. or Wisdom (Animal Handling) check.
One cage rests on the floor in the middle of the room, In addition to its unusual size, the goat has the unusu-
empty except for a single polished agate. The cage is un- al ability to produce one of the following each day: one
locked, but Moira has enchanted it with a glyph of warding. dose of basic poison, one dose of antitoxin, one potion of
PCs who study the cage notice the glyph with a success- healing, or up to 4 gallons of milk. The liquids can be stored
ful DC 13 Intelligence (Investigation) check. Touching the for later use, but the poison, antitoxin, and potion of heal-
cage triggers the glyph. A creature that triggers the glyph ing become ineffective after 24 hours (the milk spoils nor-
becomes the target of a polymorph spell and must make a mally). Once the goat has produced any of these liquids, it
successful DC 13 Wisdom saving throw or be transformed can’t produce more until the next dawn.
into a blackbird for 1 hour. A creature polymorphed in this
way is teleported inside the empty cage.

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Richard Broadhurst (Order #23491769)
90. The Safety Stone (CR 0) If forced to fight, Morba begins combat by casting sleep on
the party. She hops on Rabies and flees if none of the PCs
• A standing stone offers magical protection succumb to the enchantment. As Rabies’ name suggests,
An isolated standing stone marks the beginning of a foot- the bat is disease-ridden. Creatures hit by the Rabies’
path leading into the Runewild. Arcane runes once deco- Bite attack must also make a DC 10 Constitution saving
rated the stone’s surface, but time and weather have worn throw. On a failure, the creature becomes diseased. While
away all but the faintest traces. diseased, the creature has disadvantage on Intelligence
A detect magic spell or similar effect reveals an aura of checks and saving throws and acts as if under the effects
abjuration magic emanating from the stone. While within of the confusion spell during combat. Each time a diseased
sight of the stone, the party doesn’t need to roll for ran- creature finishes a long rest, it can repeat the saving throw
dom encounters. PCs who spend an hour studying the to end the effect.
stone and make a successful DC 10 Intelligence (Arcana)
check learn this property, as does anyone who casts identi- Morba’s Cave
fy on the stone. Without the rest of her tribe to fill it, Morba’s cave is a
lonely place. The floor is littered with bat guano, gnawed
bones, and the petrified remains of the Devil Wings who
91. Ma Morba (CR 2) resisted the Broken King’s forces. Morba sleeps in a ham-
• Ma Morba, a goblin broodma, and her pet giant bat, mock slung inside the cave’s entrance.
Rabies A pair of bat wings, identical in appearance to those
• Rabies’ bite causes disease: DC 10 outside, are pinned to the back wall of the cave. The wings
• Hidden treasure includes a cloak of the bat: DC 12 function as a cloak of the bat. Behind the wings is a hid-
A pair of giant bat wings stretched above the mouth of ey-hole containing what remains of the Devil Wing’s trea-
this cave marks it as the former lair of the Devil Wing gob- sure: 2,300 cp, 1,200 sp, 45 gp, and 10 gems worth 50 gp
lin tribe. Several months ago, the Broken King (109) sub- each.
sumed the Devil Wings into his army. Only Ma Morba, the
tribe’s broodma, and her loyal mount, a giant bat named 92. The Ogre’s Den (CR 3)
Rabies, escaped the Broken King’s forces by circling above • Orglop, an ogre, and his pet death dog, Snarl
the cave as the rest of the tribe was enslaved or turned to • Magic portal leads to Burly Point (77)
stone.
Dozens of empty hogshead casks litter the mouth of a
Ma Morba foul-smelling cave. The cave is home to an ogre named Or-
Ma Morba is hideous, even for a goblin. An infection in her glop and his pet death dog, Snarl.
youth left her with one empty eye socket; her remaining
eye bulges from her skull as if about to pop. Rabies looks Orglop’s Cave
little better: the beast’s fur falls out in handfuls, and a sickly Orglop’s cave is roughly circular, about 50 feet in diame-
yellow bile drips from its crooked fangs. ter. A tunnel at the back of the cave snakes 20 feet or so
Fearful to return to the skies after the Broken King’s south before ending at a plain wooden door. While open,
assault, Morba and Rabies spend their days scavenging this door creates a portal between Orglop’s cave and the
for food around their lair. Without her tribe to protect her, Ogre’s Den tavern in Burly Point (77), allowing creatures to
Morba avoids combat, preferring to negotiate (or grovel) pass back and forth between the two locations (see The
instead. She constantly bemoans her lowly circumstances, Ogre’s Den below).
but if the PCs treat her well, Morba proves a useful source A decade’s worth of discarded ale casks line the walls
of information: of the cave. In one of these casks, Orglop stores his trea-
sure, mostly pocket change scavenged from drunks from
• The Broken King is mustering a goblin army to the east the Ogre’s Den: 2,400 cp, 700 sp, 20 gp, and assorted trin-
(109). Morba suspects some fey magic is behind the Bro- kets worth a total of 450 gp. Mixed in among the treasure
ken King’s recent rise to power. are tin ale tankards stamped with the image of a grinning
• Two of Griselda’s sons live nearby. One dwells in a cave ogre’s face. Anyone who’s been to Burly Point immediate-
to the east (92). The other, the wicked Iodun, lives farther ly recognizes the face as the one that decorates the sign
to the south (66). above the Ogre’s Den.
• Morba offers to trade her cloak of the bat (see Morba’s
Cave below) for a basket of mushrooms harvested from The Ogre’s Den
the Gibbering Grove (80). Morba neglects to tell the PCs Tavis and Renetta Dunlop, the owners of the Ogre’s Den
about the gibbering mouthers that live in the grove. tavern in Burly Point, possess a terrible secret. Ten years
ago, the ogre hag Griselda (86) offered the couple a pro-

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Richard Broadhurst (Order #23491769)
posal. Griselda promised to pay the Dunlops handsomely branches grow both upwards and out, with some limbs
if they supplied her son Orglop with enough ale to satisfy diving beneath the earth only to re-emerge a dozen feet
his enormous thirst. Though fearful of striking a bargain away. Hewn into one of these misshapen branches are
with a witch, the Dunlops’ greed eventually won out over steps that reach halfway up the tree’s trunk.
their good sense. They allowed Griselda to transform the
back door of their tavern into a magic portal leading to The Trial
Orglop’s lair, through which the Dunlops could roll casks Over the centuries, many have undertaken the trial of the
of ale for the thirsty ogre. Goodwife Tree, but only a handful have survived. To com-
This arrangement has continued for years, with only plete the trial, a mortal must first climb the steps carved
one complication. Occasionally, one of the Dunlops’ pa- into the tree and press their hand against its trunk. As they
trons ignores the “KEEP OUT” sign posted on the tavern’s do, the bark crumbles away, revealing a hollow too large
back door and unwittingly stumbles into Orglop’s lair. Thus to be contained within the tree itself. Inside the hollow, a
far, the Dunlops have covered up these disappearances, black-scaled wyvern guards an enchanted wedding band.
but it’s only a matter of time before someone survives the Killing the wyvern allows the mortal to claim the ring. Re-
trip to Orglop’s cave and returns to expose the Dunlops’ turning the ring to the tree’s mistress completes the trial
secret. and forges a magical union between the witch and the
mortal. Thereafter, the witch can scry on the mortal and
Dealing with Orglop share the ring’s magic with them over any distance. A mor-
When the PCs arrive at Orglop’s cave, roll a die. On an even tal who dies while “married” to the witch rises as a wight
result, the Dunlops recently delivered Orglop a cask of ale, under the witch’s control.
and the ogre is drunk (as poisoned) for the next 1d4 hours.
On an odd result, Orglop has yet to receive a delivery and Goodwife Thaea
is starting to get cranky. While cranky, Orglop’s attack rolls, The tree’s current mistress, Goodwife Thaea, commands
as well as attack rolls made against him, have advantage. three such wights but searches for another mortal to take
Orglop is a nasty brute, but years of drink have made the trial. As the party approaches, Thaea steps from be-
him lazy. PCs who bribe the ogre with ale may learn the hind the tree and challenges the PCs to undertake the trial
following: of the Goodwife Tree. Beautiful but savage-looking, Thaea
appears as a human female in her early 20s. Her blond hair
• Orglop’s brother Iodun lives to the south (66). Iodun is arranged in braids, and spiral tattoos frame her deep
was Griselda’s favorite son until he stole something from blue eyes. Three gold rings adorn her fingers.
her. Orglop doesn’t know what Iodun stole, but it must Thaea explains she is the tree’s mistress, a role that
have been important to make their mother so mad. grants her great magical ability. She shares this power with
• A tribe of pesky goblins (the Devil Wings) used to steal her mortal husbands, but before Thaea agrees to such a
from Orglop, but they haven’t bothered him in months. marriage, her suitor must prove their worth by retrieving
(See location 91 for the fate of the Devil Wings.) a wedding band to seal the union. Thaea agrees to marry
• Orglop can give the PCs directions to the Goodwife one of the PCs if the party slays the wyvern that lives in-
Tree (93). side the Goodwife Tree and return with the magical ring
If combat occurs, Orglop is too stupid to do anything but the creature guards.
fight to the death. Orglop’s pet death dog Snarl is surpris- Thaea answers any questions the PCs have about the
ingly loyal and protects Orglop with its life. trial, omitting only the fate of her dead husbands. She
tempts the party with promises of magical power and glo-
93. The Goodwife Tree (CR 6) ry on the battlefield. Though she focuses her proposal on
human males (especially barbarians, fighters, or paladins),
• Goodwife Thaea (a green hag) and her three hus- Thaea agrees to marry any willing PC, regardless of their
bands (wights) race, class, or gender.
• A wyvern protects a ring of telekinesis Thaea sneers if the PCs hesitate. She calls them cow-
• Thaea wears three more magic rings ards and revokes her offer of marriage immediately. Only
A witch may live a thousand years, but the Goodwife Tree a successful Charisma (Intimidation) check opposed by
has outlasted them all. As old as the Runewild itself, the Thaea’s Wisdom convinces her to change her mind. If the
Goodwife Tree grants the witch who controls it powerful PCs agree to Thaea’s offer, she leads them to the tree’s en-
magic. To claim this power, however, a witch must first con- trance and wishes them a swift return.
vince a mortal to undertake an arduous trial on her behalf. Treat Thaea as a green hag. In addition to her hag abili-
The Goodwife Tree is a leafless oak that towers above ties, Thaea wears three magic rings her previous husbands
the other trees growing in its shadow. Its blackened bark have won for her. The first ring is a ring of fire resistance, the
leaves soot-like marks on anyone who touches it. The tree’s second a ring of protection, and the third a ring of regener-

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Richard Broadhurst (Order #23491769)
ation. Thaea shares the properties of these rings with each Currently, Thaea wears the three rings described above.
her husbands (see Thaea’s Husbands below). The ring the PCs retrieve is a ring of telekinesis. Thaea and
her husbands don’t need to attune to magical rings taken
Thaea’s Husbands from the Goodwife Tree.
In Thaea’s time as mistress of the Goodwife Tree, three Thaea may keep only one living husband at a time. If
mortals have braved her trial and survived. Two were in- Thaea’s current husband dies, the PCs may undertake the
famous Runish warlords, and the third was an Aruandan trial of the Goodwife Tree again. When they return to the
knight. All three were renowned for their supernatural tree, they find the wyvern restored to life at full strength
skill in combat. While the names and accomplishments and guarding another ring. You may choose the new ring’s
of Thaea’s husbands aren’t detailed here, feel free to fill in magical properties each time the PCs undertake the trial.
their backstories as needed. PCs who marry Goodwife Thaea soon find their union
When the PCs first encounter Thaea, her husbands lurk to be both a blessing and a curse. The magic of Thaea’s
in the forest nearby, where they remain until Thaea calls rings is powerful, and the hag may provide her husband
for their assistance. If combat with the PCs occurs, Thaea with useful advice or other assistance, as well. In return for
retreats (using her Invisible Passage ability to cover her es- these gifts, however, Thaea demands greatness from her
cape), leaving the wights to deal with the party. The bond husband. Thaea continually prods the PC to confront and
the wights share with Thaea grants them the benefits of conquer her enemies. If the PC’s accomplishments disap-
her magical rings. Specifically, the wights have resistance point her, Thaea withholds the benefits of her magic rings.
to fire damage and a +1 bonus to AC and saving throws. She may break off the marriage altogether if such coward-
They regenerate 1d6 hit points every 10 minutes. ice continues.
No magic short of a wish spell can sever the magical
The Wyvern bond Thaea shares with her husband. If PCs wish to end
Though only one of the PCs can marry Thaea, the party
the marriage, they must either convince Thaea to remove
may face her trial together. As the PCs enter the Goodwife
her ring or kill the hag outright. Thaea’s rings retain their
Tree, they find themselves in an extradimensional space 40
magic if she is killed, but their properties can no longer be
feet across and roughly circular in shape. Ash flakes from
shared, and they become subject to the same attunement
the walls and ceiling, falling around the party like snow. A
limitations as any magical item.
glowing ring floats at shoulder height in the center of the
Only a hag can claim the Goodwife Tree, and the tree’s
space, illuminating the hollow with a soft white light.
interior can’t be accessed while the tree has no mistress. If
The moment the PCs approach the ring, a reptilian hiss
Thaea dies, a new hag may ask the PCs to undertake the
issues from the shadows on the opposite side of the cham-
trial so she can claim the tree for herself. You may even de-
ber. The wyvern that guards the ring is a terrifying creature
cide that multiple hags court the party, forcing the PCs to
whose only purpose is to prevent intruders from escaping
choose which bride to accept (if any).
the tree. The wyvern’s wings are shriveled and useless, but
other than its inability to fly, the wyvern is typical of its
kind. 94. The Washer Widow (CR 2)
The wyvern’s first action in combat is to position • The Washer Widow, a sea hag, curses those who pay
itself in front of the hollow’s entrance, blocking the par- poorly
ty’s retreat. Unless a PC can grab the ring and escape with • The Widow’s sack contains treasure
it before the wyvern acts, the party must either slay the A pitiable sea hag known as the Washer Widow haunts the
creature or find some other way around the it. The wyvern banks of the Wendarin River. When the PCs first encoun-
fights to the death but can’t pursue characters who flee ter her, the Washer Widow uses an illusion to conceal her
the tree. true features, appearing as a haggard old woman carrying
The Marriage a washboard and a hempen sack jingling with coins. The
If the party successfully retrieves the wyvern’s ring, Thaea Widow doesn’t speak but through gestures offers to wash
is pleased. As promised, she agrees to marry one of the the PCs’ clothes.
PCs. Thaea asks the PC to complete the ritual by slipping For more information on the Washer Widow, see her
the ring onto her finger. She then graces her new husband entry in the Runewild Bestiary (page 301).
with a kiss. The Washer Widow
While they remain married, Thaea can scry on her hus- The Washer Widow was once a poor human washerwom-
band at-will (as if with a scrying spell), and the two of them an, but a coven of witches transformed the Widow into a
can communicate telepathically, provided they are on the sea hag after she drowned her children rather than watch
same plane of existence. In addition, Thaea confers on her them starve. The Widow is now cursed to practice her mor-
husband the properties of any magical ring she wears. tal trade while carrying the bones of her dead children on
her back.
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Richard Broadhurst (Order #23491769)
If the PCs allow the Widow to wash their clothes, she The infant hag’s bones have no other magical proper-
waits for them to strip and then sets about her work. The ties, although various hags could find a use for them, par-
Widow pesters characters who refuse her for as long as ticularly the Whitebone Sisters (18). Unbeknownst to the
they remain in the area, although she doesn’t pursue PCs Widow, the human son the witch coven stole from her still
who retreat out of sight of the river. lives. Kept alive by the Runewild’s magic, the boy—named
Once finished washing, the Widow returns the out- Drake—is found in location 43. If the PCs reunite Drake
fits to their owners and holds out a hand to accept her with his mother, the Washer Widow recognizes her son im-
payment. The Widow expects at least 1 gp from each PC mediately and becomes indebted to the party for the rest
whose clothes she washed, though she’ll accept more if of the campaign.
offered. Characters who pay the Widow less than 1 gp re-
ceive an angry scowl and become cursed (see The Widow’s 95. Hide and Seek (CR 1)
Curse below).
When her business with the party is done, the Widow
• Finding a fey spirit grants a boon
slips into the river and disappears. The PCs won’t encoun- In the center of a secluded grove, the statue of a squat,
ter the Washer Widow again unless they spend another gnome-like figure rests atop a marble plinth. The gnome
shift (6 hours) searching for her and make a successful DC wears a pointed cap and bears an enigmatic smile. A
12 Wisdom (Survival) check. plaque at the base of the plinth reads in Sylvan: “Hide and
If the PCs threaten the Widow, she reveals her true Seek.”
form and attacks. Once angered, the Widow fights to the The statue is normal in all respects. PCs who search the
death. surrounding area can attempt a DC 12 Wisdom (Percep-
The Widow’s sack contains the bones of her children tion) check. On a success, the PC spots a creature bearing
(three in all), as well as 1,800 cp, 300 sp, and 80 gp. Though an uncanny resemblance to the gnome statue crouched in
identical to the other two, one of the children’s skulls bears the underbrush nearby. (If multiple PCs search, the charac-
a curse (see The Child Hag below). At your discretion, the ter with the highest check result discovers the gnome.) As
Widow’s sack may also contain 1d4 odd trinkets (roll ran- soon as it’s spotted, the gnome winks playfully and vanish-
domly on the Goblin Market Trinkets table found on page es from sight.
47).
The Seeker’s Boon
The Widow’s Curse The gnome is a puckish fey spirit called the Seeker. The first
The Widow curses the clothes of PCs who don’t pay her PC to find the Seeker is granted a magical boon. While the
for her work. Within minutes, the cursed garments be- boon lasts, the character is considered proficient in the Per-
come filthy and lice-ridden. PCs who fail to remove their ception skill and doubles their proficiency bonus with all
cursed outfits must make a successful DC 10 Constitution Perception checks. In addition, by spending a few minutes
saving throw or contract a disease (as sewer plague, ex- to search their surroundings, the PC may make a DC 12
cept the symptoms manifest immediately). The disease is Wisdom (Perception) check. On a success, the PC discovers
non-magical and can be cured by any effect that removes the Seeker hiding nearby, and the Seeker rewards the PC
a disease. The clothes remain cursed until they are burnt by revealing something previously hidden from them (see
or until the curse is ended by a remove curse spell or similar the What the Seeker Shows You table). The Seeker can be
effect. found only in the Runewild, and once the PC has searched
for the Seeker (whether or not they find him), they can’t
The Child Hag search for him again until the next dawn.
Unbeknownst to the Widow when she drowned them, one The Seeker vanishes immediately each time he’s dis-
of the Widow’s children was not her own. Weeks previous- covered. He doesn’t speak and is immune to all damage
ly, a coven of witches stole the Widow’s youngest son and and magical effects. Only the recipient of the Seeker’s
replaced him with a child of their own. As punishment for boon can see the Seeker. If the PC who received the Seek-
killing the infant hag, the witches cursed the Widow, trans- er’s boon dies, the Seeker returns to his statue, where he
forming her into a sea hag. can be discovered again.
The Washer Widow carries the bones of the infant hag
alongside those of her other two children. PCs who ex- What the Seeker Shows You
amine the bones in the Widow’s sack must make a DC 11 Whenever the recipient of the Seeker’s boon successfully
Wisdom saving throw. On a failure, the character becomes finds the Seeker, roll 1d12 on the following table to deter-
cursed. While cursed, the character becomes charmed by mine what the Seeker reveals. You may reroll duplicate or
the skull, treating it as if it were their own living child. De- inappropriate results.
stroying the skull ends the curse, as does a remove curse
spell.

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Richard Broadhurst (Order #23491769)
Roll Result • It has an Intelligence score of 7 (-2). It can speak simple
phrases in Common.
• It has 67 (9d10 + 18) hit points.
1 A forgotten treasure chest containing 3d6 x 100 gp
2 An elfpath (like the ones described at encounter location
20) leading to a location of your choice. The path disappears • It has a Multiattack action which allows it to make two
once used. Pseudopod attacks and one Bite attack.
3 A hidden grotto where beautiful fey spirits bathe
4 The Goblin Market (Magic of the Runewild, page 45) 97. Toadwart’s Crossing (CR 4)
5 A tiny door. Inside is a comfortable bedroom in which the • Gruumga, a goblin basilisk rider (Runewild Besti-
party can take a long rest without being disturbed. Once the ary, page 271) and her mount (a basilisk)
bedroom is used, the door leading to it vanishes.
• A witch’s reflection is trapped inside a mirror
6 One of the missing Thistlewhip children from Kidwelly (19)
7 The Movable Feast (52)
This lazy offshoot of the Wendarin River snakes for miles
through the forest before it drains into the Cronemarsh
8 A sprite caught in a snare. A witch of your choice arrives in
1d4 minutes to collect the sprite. (83). Peeking above the silt-choked waters at the river’s
9 The statue of a knight petrified by Medusa (109) or one of
mouth are the heads of a dozen petrified giant toads. A
her children leafless tree crouches atop a hillock in the center of the riv-
10 An entrance to Deepdoom Hall (129)
er. Steps cut into the tree’s roots ascend to a hatch halfway
up the trunk.
11 The Golden Bodach (Runewild Bestiary, page 273)
A green hag named Nanny Toadwart once lived inside
12 Roll again. After revealing this final secret, the Seeker returns
to its statue where it can be discovered again.
the tree, but when Toadwart died in the Witch Wars, her
lair sat empty for many years. Gruumga, a goblin basilisk
rider who recently deserted the army of the Broken King
96. Hungry Bridge (CR 3) (109), moved into the tree a few weeks ago. The giant
• A Large-size mimic demands a toll toads squatting in the river were once flesh and blood,
A stone bridge 10 feet wide and 50 feet long spans the but Gruumga’s basilisk turned them to stone soon after
Wendarin River. Though it shares none of the grandeur of Gruumga arrived.
Wersig’s Bridge (121), the structure’s architecture is clearly
Crossing the River
Aruandan. Despite its age, the bridge appears solid.
The river at Toadwart’s Crossing is 30 feet wide but only
Characters who scan the water below the bridge can
a few feet deep. Large size or smaller creatures can slog
attempt a DC 12 Wisdom (Perception) check. PCs who suc-
through the water, treating it as difficult terrain. Huge size
ceed spot chunks of rubble beneath the river’s surface.
or larger creatures treat the river as normal terrain. Conve-
Creatures swimming across the river notice the rubble au-
niently, the heads of the petrified toads are arranged so
tomatically.
that creatures can skip from one to another by making a
Though the bridge appears intact, a 10-foot section
successful DC 12 Dexterity (Acrobatics) check. Creatures
near its halfway point has crumbled (hence the rubble in
who fail the check lose their balance and slip into the riv-
the river). A Large-size mimic fills the gap. While it remains
er. Three checks in total are necessary to reach Toadwart’s
motionless, the mimic is indistinguishable from the rest of
tree from either side of the river.
the bridge.
The first time a character approaches the bridge’s half- Nanny Toadwart’s Tree
way point, that portion of bridge transforms into a fanged The hatch leading into Nanny Toadwart’s tree is unlocked.
maw that roars in Common: “Feed me!” While the mimic It opens into a sitting room carved from the tree’s interior.
prefers fresh fish from the river, it accepts anything edible, The room is about 15 feet across. A staircase opposite the
even trail rations. Once fed enough food to sustain a Me- door leads to sleeping nook 10 feet above the main floor.
dium-size creature for a day (the mimic demands “More!” Anything of value Nanny Toadwart once possessed
if offered less), the mimic returns to its bridge form. The was scavenged years ago. Only a handful of the hag’s bi-
party can cross the bridge safely until the mimic becomes zarre possessions remains: a sack stuffed with withered
hungry again (after roughly 24 hrs). toads, a jar of flies, a human tongue preserved inside a
The mimic attacks PCs who try to cross the bridge sealed glass jar. A looking glass set in a lead frame hangs
without paying its toll. Once angered, the mimic fights to on the wall near the bottom of the stairs (see Nanny Toad-
the death, although it doesn’t pursue characters who flee wart’s Mirror).
beyond the river’s shores. When the PCs arrive at Nanny Toadwart’s tree, Gruum-
Because of its Large size, the mimic is a CR 3 (700 XP) ga’s basilisk lounges in the sitting room. Unless the PCs ex-
creature. Make the following additional changes to the pect to encounter the basilisk, the first character to open
mimic’s stats: the hatch is subjected to the basilisk’s Petrifying Gaze.

165
Richard Broadhurst (Order #23491769)
Upon spotting the PCs, the basilisk roars, alerting Gruum- the PCs agrees to give her a kiss first. Toadwart never fails
ga in the sleeping nook upstairs. Knocking politely on the to make this kiss as embarrassing as possible for the PC,
hatch also alerts Gruumga. She arrives to answer the door but kissing the hag’s reflection is harmless. Once Nanny
after a few moments. Toadwart has cast augury, she can’t do so again for anoth-
er 24 hours.
Gruumga
Gruumga deserted the Broken King’s army after she grew 98. Breowen’s Ghost (CR 7)
tired of taking orders from other goblins. Now that she’s
found Nanny Toadwart’s tree, she has no plans to return to • Breowen, the ghost of an Aruandan knight
the Broken Keep. Gruumga isn’t very bright, but she makes • Two shambling mounds prevent Breowen from leav-
up for her lack of intelligence with pure stubbornness. The ing
left half of her face is frozen in stone, a deformity that caus- As the PCs take to a hillock to enjoy a brief respite from the
es her to speak in a terse growl. dangers of the Cronemarsh, they discover a skeleton tan-
If the PCs talk to Gruumga, they quickly learn she has gled among the roots of a crooked tree. Judging from the
no loyalty to the Broken King. PCs who make a successful size of the bones, they once belonged to a young wom-
Charisma (Persuasion) check opposed by Gruumga’s Wis- an, possibly an elf or half-elf. The woman’s breastplate and
dom convince her to share the following information: longsword have rusted through but are clearly of Aruan-
• Following the river north will lead the party to the Bro- dan design.
ken Keep (109). In addition to the keep, the Broken King The Necromancer’s Daughter
controls Wersig’s Bridge (121) and an unnamed Aruandan The skeleton is that of Dame Breowen, a half-elf knight
watchtower (124). who fought alongside the Aruandans during the Witch
• To disrupt travel along the North Road, the Broken Wars. Breowen fell in battle a century ago, but her elven
King plans to march his army against the town of Burly father, the Aosidhe necromancer Camadaithe, contin-
Point (77). Gruumga doesn’t know when this attack will ues to search for her remains (see location 87). To spite
occur. Camadaithe, the ogre hag Griselda (86) cast a permanent
• Gruumga suspects an even more powerful creature nondetection spell on Breowen’s skeleton and now reg-
controls the Broken King, something that lives in the caves ularly visits the hillock to torment her restless spirit. Fur-
beneath the Broken Keep itself (109). thermore, Griselda has ordered two shambling mounds to
Gruumga gazed into Nanny Toadwart’s mirror when she attack anyone who tries to lead Breowen’s ghost out of the
first moved into the tree, and now she’s too afraid to touch Cronemarsh (see Shambling Mounds below).
it. Gruumga hides a coin purse containing 33 cp, 28 sp, and The first time a PC inspects her skeleton, Breowen’s
25 gp under the blankets in her sleeping nook. ghost materializes above her bones. Breowen appears
as she did in life, a proud knight with long black hair and
Nanny Toadwart’s Mirror shining armor, except her features are twisted in anger.
A mirror in a lead frame hangs at the bottom of the steps Leveling her blade at the party, Breowen demands the PCs
leading to Gruumga’s nook. A detect magic spell or simi- leave her sight. “I’ll not be fooled by your tricks, Griselda!”
lar effect cast on the mirror reveals auras of divination and she proclaims.
illusion magic. Whenever a creature gazes directly into When she visits Breowen, Griselda often takes the form
the mirror, the image of Nanny Toadwart appears. Nanny of an Aruandan knight or someone else the half-elf knew
Toadwart’s reflection looks like she did in life: a fat crone in life. To convince Breowen they aren’t Griselda or her
with bushy gray hair and green skin covered with warts. minions in disguise, the PCs must make a successful Cha-
Though Nanny Toadwart is long-dead, her reflec- risma (Persuasion) check opposed by Breowen’s Wisdom.
tion lives on inside the mirror. The reflection speaks and PCs make this roll with disadvantage unless they possess a
appears intelligent, but it is only an illusion. The PCs can lit beckoning candle (Magic of the Runewild, page 39) or
remove the mirror from the wall and transport it easily the silver necklace Camadaithe keeps at 87.
enough. Nanny Toadwart’s reflection disappears if the mir- Breowen attacks if the party fails to win her trust. She
ror is shattered. fights until the PCs surrender or are dead. If reduced to less
In life, Nanny Toadwart was a boisterous woman fond than half her hit points, Breowen retreats to the Ethereal
of gossip and bawdy jokes, and her reflection is no differ- Plane. Once she retreats, Breowen won’t reappear until the
ent. She’s happy to chat with the PCs (she’s been alone in PCs visit this location again and make a successful Charis-
the mirror too long, she explains). Most of what Nanny ma (Persuasion) check.
Toadwart knows about the Runewild is too out-of-date to If the PCs convince Breowen they mean no harm, she
be useful, but if the PCs need advice about a specific prob- allows the party to rest atop the hillock. Breowen has no
lem, she can cast an augury spell for them, provided one of knowledge of her father, but she’s touched if the PCs tell
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Richard Broadhurst (Order #23491769)
her about Camadaithe and his search for her. Breowen ages past. A company of skeletal knights keeps a silent
resolves to meet her father at least once before her spir- watch around the Spire, moving only to cut down those
it passes on. However, she can’t travel more than a dozen who approach the relic.
yards from the hillock unless a beckoning candle lights her
path. Breowen asks the PCs to return with such a candle so The Illspire Guard
that she can escape Griselda’s swamp. The Illspire Guard, as the skeletal knights are commonly
known, were once flesh and blood. During the Aruandan
Shambling Mounds Conquest, the knights patrolled the trail from Wexmore
Two shambling mounds lurk in the water near Breowen’s Abbey (10) to the Illspire, an area which had become a
hillock. Made dormant by Griselda’s magic, the mounds hotbed of Runish resistance. One night, while the knights
come to life if the PCs discover a way to rescue Breowen. camped near the Illspire, a witch named Old Mother
The PCs can make Wisdom (Perception) checks opposed Toombs (114) visited and offered the knights a skin of
by the mounds’ Dexterity (Stealth) to notice the mounds mulled mead as thanks for their service on the cold night.
before the ambush. The knights thanked the woman for her gift, but moments
During the battle with the shambling mounds, Breow- after they’d emptied the skin, they toppled to the ground,
en fights alongside the party, slashing at the monstrous dead from the witch’s poison.
plants with her spectral longsword (use a ghost’s nor- Not finished with her mischief, Mother Toombs rean-
mal Withering Touch attack). If the PCs triumph over the imated the knights so she could watch their bodies rot
mounds, Griselda discovers Breowen missing after 1d4 for all eternity. Years later, Mother Toombs still returns to
days. If the party hasn’t escaped the Cronemarsh by this the Illspire to admire her handiwork. If the Illspire Guard
time, Griselda dispatches more of her minions to make the is defeated, Mother Toombs soon discovers their fate and
PCs’ flight from the swamp as difficult as possible. For more begins plotting her revenge.
information about Griselda, see her entry in the Runewild The Illspire Guard charges any creature that moves
Bestiary on page 287. within 120 feet of the Illspire. The knights run down crea-
tures who flee but turn back before leaving sight of the
99. Whooo . . . What, Where, Why, Illspire (a thousand feet or so).
The knights’ horses are normal warhorse skeletons.
How? (CR 0) Treat the knights as skeletons with the following changes,
• Five giant owls answer questions which increase their CR to 2 (450 XP):
A dense canopy cloaks this grove in gloom even at the • They have 52 (8d8 + 16) hit points.
height of day. In the center of the grove, five giant owls • They wear breastplates (AC 16) and wield longswords
perch in a leafless tree. The owls’ eyes burn like white (1d8 slashing damage).
embers. As the PCs approach, one of the owls calls out • While within sight of the Illspire, the knights have ad-
“Whooo?” Other calls follow soon after: “What? Where? vantage on saving throws against features that turn un-
Why? How?” dead.
Each of the owls answers a single question phrased in • The knights can Parry as a reaction.
the manner of its call. Thus, the first owl (“Whooo?”) an-
swers a question about a person (for example, “Who kid- Parry. The knight adds 2 to its AC against one melee attack
napped the dryad Merivae?”). Once an owl has answered that would hit it. To do so, the knight must see the attacker
its question, it flies away and doesn’t return. and be wielding a melee weapon.
The owls know nothing of matters beyond the forest, The Illspire
but their knowledge of the Runewild is perfect and com- The Illspire is one of the Six Spires, a collection of Aosid-
plete. The owls’ answers are short and may be cryptic, but he relics scattered across the Runewild (Magic of the
they’re always accurate. The owls refuse to speak other Runewild, page 42). Arcane runes decorate the base of
than to answer questions. the spire. If inspected with a detect magic spell or similar
If the PCs revisit this location after the last owl departs, effect, the Illspire radiates powerful auras of abjuration
they find the tree in which the owls sat has also vanished. and conjuration magic. PCs who make a successful DC 12
Intelligence (Arcana) check while studying the spire real-
100. The Illspire (CR 8) ize it functions as a permanent teleportation circle. The ar-
• Ten advanced skeletons on warhorse skeletons cane runes that decorate the spire’s base serve as its sigil
guard the Illspire (Magic of the Runewild, page 42) sequence. Studying the Illspire’s sigil sequence is impossi-
ble without first dealing with the Illspire Guard.
A day’s ride north of Ill Hollow (76) stands the Illspire, one
of the legendary Six Spires raised by the Aosidhe elves in

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101. Caerfell (CR 0) As for Lord Caerfell, rumblings persist that he has no
right to rule the keep. Despite these hints of unrest, most
At the terminus of the North Road lies Caerfell Keep, the of Lord Caerfell’s subjects have lived under his authority
last castle in the Runewild still under Aruandan control. so long (for generations in fact), that a change in rulership
With nearly 5,000 people living within its walls, Caerfell now seems pointless. Even so, the citizens of Caerfell grow
is the Runewild’s largest settlement and the closest thing nervous whenever Griselda’s curse is mentioned, fearful
one can find to a city for hundreds of miles. Lord Fairwind that the consequences of the Hag Queen’s mischief have
Caerfell, the son of an Aruandan lord and a Runish queen, not yet fully come to pass.
is a staunch defender of both the keep and those who rely
on it for protection. But even this bastion of civilization has Dealing with Lord Caerfell
not escaped the Runewild’s weird, corrupting touch. Lord’s Caerfell’s role in the Runewild has been left for you,
the GM, to decide. Caerfell is a man accustomed to getting
The Curse of Caerfell his own way, and he may regard the arrival of a band of
Fairwind Caerfell was only fifteen years old when news of upstart adventurers (like the PCs) as a threat. On the other
his father’s death in the Throne War reached Caerfell Keep. hand, Caerfell’s sense of duty to his subjects is unassailable.
Though unable to assume his father’s throne for several If the PCs prove themselves an asset to the keep, Caerfell is
months, Fairwind ordered preparations for the transition certain to reward them handsomely. He may even offer to
to commence immediately. These preparations culminat- assist them in their own endeavors.
ed in a grand ball thrown the night before Fairwind’s six- Several possible plot hooks involving Lord Caerfell
teenth birthday. and his household follow:
Unfortunately, the ogre hag Griselda (86) had other
plans for Caerfell. Still smarting from her defeat in the Witch • Lord Caerfell’s most pressing concern is Ianto the Red
Wars, Griselda sought vengeance against those who’d (89). Caerfell offers a reward of a magical weapon from the
thwarted her attempt to take control of the Runewild. As Earthdragon Forge (see Points of Interest below) to anyone
Fairwind’s celebration began, Griselda snuck into the keep who brings the bandit to justice.
and made her way through the assembled crowd. Just be- • Caerfell’s Councilor Arcane, a wizard named Rikus, sus-
fore midnight, she dropped the illusion that concealed her pects the clock-bound hag Korthsuva (144) has the power
true form and swore a terrible curse against the keep. No to break Griselda’s curse. Lord Caerfell asks the party to vis-
child born within Caerfell’s walls, Griselda cackled, would it the hag at Rikus’s request.
live to see their sixteenth birthday. • Lord Caerfell’s sister, Lady Rosalind, distrusts Councilor
Griselda fled the keep before Caerfell’s knights could Rikus. She suggests the PCs break into his chambers to see
capture her. All feared the worst, but as the clock struck what they can uncover.
midnight, Fairwind—the new lord of Caerfell—didn’t die. • As the forces of the Broken King (109) grow bolder,
Not until years later did the wording of Griselda’s Lord Caerfell calls upon the party to defend Caerfell
curse become clear. The moment Griselda cast Keep against goblin raiders, or to investigate the
her curse, all children within Caerfell ceased Broken Keep itself.
to age. The import of this curse was cata-
strophic, particularly for the new lord of Points of Interest
Caerfell. If Fairwind had never reached PCs used to the hectic pace of urban life
his sixteenth birthday, he was not— may find Caerfell a refreshing change
and never could be—the keep’s legit- from the Runewild’s usual backwaters.
imate ruler. Caerfell is a bustling community of mer-
Today, the citizens of Caerfell chants, artisans, and scholars, as well
struggle to live with Griselda’s curse as the home of several minor Aruandan
as best they can. Expectant mothers lords. The city offers both an open-air mar-
are rushed to villages outside the city’s ket and a number of specialty shops catering
walls as soon as they enter labor, sparing to the wealthy. Characters looking to pur-
their newborns a life of eternal infancy. chase mundane equipment, or even
Most of the children unable to es- unusual items such as arcane spell
cape Griselda’s curse grow old components, can find them for sale
in mind, if not in body, and the in Caerfell with little trouble.
unfortunate few who don’t Caerfell’s most prominent
are cared for at the Children’s structure is Caerfell Keep itself
House, an orphanage funded (102), but a number of other loca-
by Lord Caerfell’s own coffers. tions of interest rest within the city’s
walls.
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Richard Broadhurst (Order #23491769)
Wersig Earthdragon of the Earthdragon Forge has fell’s house guard, protects the Children’s House against
served as personal smith for the lords of Caerfell since be- anyone who, either out of fear or some twisted sense of
fore the Aruandan Conquest. PCs seeking metal weapons mercy, seeks to harm the children.
or armor can commission them here. The forge’s prices are Several years ago, Bernilda’s sister Agatha was sen-
1d4 x 10% higher than those found in Burly Point, a fact tenced to death for abducting a girl named Dehlia
that rankles Wersig’s daughter, Hildaya, who operates her Redthorn from the Children’s House. Agatha died under
own forge there. For 500 gp, Wersig can forge +1 armor torture when she refused to give up Dehlia’s whereabouts.
and weapons, although she does so only at Lord Caerfell’s In truth, Agatha had nothing to do with the missing child.
request A doppelganger named Yazzak kidnapped Dehlia for his
Decades ago, Wersig led the construction of several master, the wizard Montagne. Dehlia is still alive, a prison-
Aruandan landmarks, including Waithrik’s Wall and the er at Cankerworm Keep (139).
structure that bears her name, Wersig’s Bridge (121). Wer-
sig hasn’t visited the bridge since its completion; a party 102. Caerfell Keep (CR 6)
willing to escort her to the landmark is sure to win her
Like most castles in the Runewild, Caerfell Keep was orig-
friendship.
inally a Runish structure. It fell under Aruandan control
The Chapel of St. Adso was built to commemorate
when the current Lord Caerfell’s father married the daugh-
Lord Caerfell’s mother’s conversion to the Adsonian faith.
ter of a Runish lord, an arranged marriage that successfully
The chapel’s current leader, Curate Gray, serves as Lord
ended hostilities between Aruandan and Runish forces in
Caerfell’s spiritual advisor, but he’s fallen out of favor
the area. Fairwind Caerfell, cursed with eternal youth (see
since failing to produce a cure for Griselda’s curse. If the
101), has served as Caerfell Keep’s sole ruler in the decades
PCs present a letter of introduction from Hettie Price (1),
since.
Gray offers the party free lodgings at the chapel for up to
Today, Caerfell Keep feels as though it is collapsing be-
a week. Gray may enlist the PCs to investigate the recent
neath the weight of its own history. Its walls are crumbling,
trouble at Wexmore Abbey (10).
its once-proud towers dark and overgrown with vines. In-
Caerfell has no shortage of inns, but none is finer than
side, the keep is a confusing maze of cavernous halls, dusty
The Sapphire Inn. The Sapphire’s owner, a pretty-faced girl
parlors, and forgotten libraries. While the keep’s outer de-
named Jesserie, is often mistaken for a halfling, but in fact
fenses remain sound enough that a direct assault against
she’s a human child, one of the victims of Griselda’s curse.
the castle would surely fail, a small group using stealth or
Despite her apparent youth, Jesserie possesses a cunning
magic might be able to penetrate the keep’s half-aban-
honed by a lifetime of experience. Over the decades, she’s
doned interior.
amassed an ample fortune and is known to give loans to
adventurers who strike her fancy. Jesserie’s army of assas- Encounters in the Keep
sins punish those who fail to repay their debts. At some point in the campaign, your players may wish
In stark contrast to The Sapphire Inn is The Whisper- to infiltrate Caerfell Keep. The PCs might seek a private
ing Maid. This disreputable drinking hall is popular with audience with Lord Caerfell, for example, or look to steal
travelers looking for “company” on lonely nights. Follow- The Twisted Tome (Magic of the Runewild, page 44) from
ers of Ianto the Red (89) frequent the Maid. A serving girl Councilor Rikus. Tracking multiple characters (both PCs
named Merry recently learned the location of Ianto’s hide- and NPCs) in a complex environment like the keep can be
out from these bandits. The PCs may convince Merry to difficult—and probably not worth the hassle. This section
share her secret, but not without assurances she’ll be kept presents a more freeform approach.
safe from Ianto. Unless they’ve been invited into the keep for some
Anith Horta, a veteran of the Covenant Hall merce- other reason, the PCs first must find a way inside. Any
nary company, has been staying at the Maid for the past reasonable scheme for doing so should succeed, but if
few weeks. She’s looking for one of her compatriots, Dade in doubt ask each PC to make a DC 14 Dexterity (Stealth)
Ironstar, who went missing after a disastrous encounter check. On a success, that character avoids the guards that
at Harpy Bridge (71). Anith has grown weary of her life as patrol the keep’s outer defenses. On a failure, 1d4 guards
a sellsword and offers her +1 longsword to anyone who confront the character. Unless dispatched though magic,
helps her locate Dade. See Coppertank Mine (64) for infor- trickery, or violence, the guards raise an alarm, with an ad-
mation about Dade Ironstar. For more information about ditional 2d4 guards arriving every minute to investigate
the Covenant Hall mercenary company, see Ill Hollow (76). the commotion.
The Children’s House shelters the unfortunate chil- Once inside the keep, assume the party finds their way
dren who, as a result of Griselda’s curse, age in neither body around without much trouble. Before they reach their des-
nor mind. Bernilda Birch, a kindly local spinster, cares for tination, however, the PCs must contend with 1d4 encoun-
the children. Captain Thraine, an aging veteran of Caer- ters. PCs can make Dexterity (Stealth) checks opposed by

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Richard Broadhurst (Order #23491769)
the NPCs’ Wisdom (Perception) checks to avoid these en- Roll Encounter
counters. An alarm is raised only if the party is spotted or 9 Chamberlain Rummage, a rotund man with an impressive
otherwise fails to deal with the NPCs they meet. mustache, manages the keep’s domestic affairs. Rummage
To create encounters in the keep, first roll a d12 on the is perceptive and, despite his size, surprisingly quick (treat
Caerfell Keep Encounters table to determine whom the PCs Rummage as an assassin). When first encountered, the PCs
must win an opposed Wisdom (Perception) check against
meet as they explore the keep. Then roll a d12 on the Caer- Rummage’s Dexterity (Stealth). If the PCs fail, Rummage shad-
fell Keep Locations table to determine where the encounter ows the party until he determines their motives. He wields
occurs. a dagger (+7 to hit, 1d4 + 3 piercing damage) and carries a
When the PCs have finished their business at the keep, skeleton key that opens all the keep’s doors.
generate a final encounter they must overcome before 10 Yasilla, one of Lady Rosalind’s ladies-in-waiting, has been
they leave. You may also roll for an encounter whenever confined to her chambers for the past month due to a
problematic pregnancy. When the PCs encounter her, Yasilla
you feel the party is lingering in a particular area, or if they
has gone into labor. Unless the PCs help Yasilla outside the
take actions that might betray their presence. city, her child will be born a victim of Griselda’s curse (see The
Curse of Caerfell described in location 101). Treat Yasilla as a
Caerfell Keep Encounters commoner.
Roll a d12 to determine what the PCs encounter as they 11 A fluffy gray cat named Nimbus roams Caerfell’s halls at all
navigate the keep. If you roll the same result, either reroll hours. Characters able to communicate with Nimbus (via a
or treat the result as if you had rolled a 1. speak with animals spell) can learn much about the keep’s
layout. If given a treat, Nimbus leads the PCs wherever they
Roll Encounter wish, allowing them to bypass further encounters.
1 A veteran leads a patrol of 1d4+1 guards. The patrol halts the 12 Lord Caerfell walks hurriedly on his way to business else-
party and raises an alarm unless dispatched. where. Treat Caerfell as an unarmored noble (AC 11) who
wields a +1 rapier (+4 to hit, 1d8 + 2 piercing damage). Lord
2 The party catches a glimpse of Lord Caerfell’s sister, Rosalind,
Caerfell is rarely unaccompanied. Roll 1d6 to see who’s with
as she disappears through a secret door. Twelve years old
him: 1 = Councilor Rikus, 2 = Olvane One-Eye, 3 = Rosalind, 4
when Griselda cast her curse, Rosalind is trapped forever
= Chamberlain Rummage, 5 = A knight, 6 = No one.
between childhood and maturity. If followed, she leads the
PCs either to her private quarters or to those of another NPC
(see the Caerfell Keep Locations table). Treat Rosalind as an Caerfell Keep Locations
unarmed spy. As the PCs explore the keep, roll a d12 to determine each
3 The party encounters 1d4 of Caerfell’s household staff, proba- encounter’s location. If you roll the same result, either re-
bly pages, ladies-in-waiting, or kitchen servants. Treat the staff roll or treat the result as if you had rolled a 1.
as commoners. When the PCs encounter them, there’s a 50%
chance the servants are shirking their duties and are just as Roll Location
afraid of being found out as the PCs. 1 Hallway. A hallway, 2d6 x 10 feet long. Sounds echo off the
4 As #3, but one of the staff is secretly a doppelganger. If it vaulted ceiling, granting advantage on Wisdom (Perception)
becomes aware of the party, the doppelganger takes the checks made to hear the noises. Candelabras light the hall,
opportunity to steal something valuable and frame the theft even during the day.
on the PCs. 2 Stained Glass Hallway. As #1, except light filters through a
5 Olvane One-Eye has served as Captain of the Guard at Caerfell wall of exquisite stained-glass windows. The windows depict
Keep for over a decade. Once a knight of great renown, Runish kings battling fey creatures. If broken, the windows
Olvane’s edge has dulled in recent years. Treat Olvane as a cost 1d6 x 100 gp to replace.
gladiator armed with a +1 longsword (+6 to hit, 1d8 + 4 slash- 3 Kitchens. The keep’s kitchens are hectic from dawn to dusk
ing damage). He’s accompanied by 1d4 - 1 elite guards (as but deserted at night. During the day, 2d4 servants are here,
veterans), who raise an alarm as soon as Olvane gives them in addition to any NPCs determined by the encounter roll.
the command. Stairs descend to a well-stocked larder.
6 Lord Caerfell has up to a dozen knights pledged to his service 4 Music Parlor. Chairs and couches are arranged around an
at any given time. The knights lodge at the keep between as- upright harp. A detect magic spell reveals the harp bears an
signments elsewhere. The PCs encounter one of these knights aura of divination magic. Councilor Rikus has enchanted the
accompanied by 1d4 - 1 guards. Roll a d6 to determine the harp so that he always knows when it’s played. The harp is
knight’s disposition: 1 = lovesick, 2 = honorable, 3 = foolhardy, worth 250 gp but nearly impossible to move.
4 = cruel, 5 = broken, 6 = drunk.
5 Tea Parlor. As #4, but instead of a harp, there’s a table set
7 Lord Caerfell’s Councilor Arcane, a mage named Rikus, has the for a tea party. The party appears to have ended. A jeweled
look of someone burdened by secrets. He’s most likely on his bracelet (worth 250 gp and easily pocketed) rests on an end
way to Lord Caerfell’s quarters or to his own (see the Caerfell table. Lady Rosalind mislaid the bracelet and returns in 1d20
Keep Locations table). minutes to retrieve it.
8 A halfling minstrel named Ferton Twinsong wanders the keep, 6 Chess Parlor. As #4, but instead of a harp, there’s a chess
idly plucking at a lute. The PCs can purchase Ferton’s silence board. The game appears to be in progress (black is winning).
with a bribe of 5 gp or more. Otherwise, he raises an alarm. If the PCs disturb the pieces, Chamberlain Rummage notices
Treat Ferton as a commoner with the following ability scores: after 1d4 hours and begins a sweep of the keep in search of
Str 9, Dex 14, Con 10, Int 12, Wis 12, Cha 14. He has the follow- the culprit.
ing skills: Deception +4, Persuasion +4, Performance +6.
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Richard Broadhurst (Order #23491769)
Roll Location Roll Oddities
7 Garden. Paved walkways wind through an open-air garden. 8 A clay jar containing 1d4 doses of magic honey (Magic of the
Rose bushes, trees, and hedges provide PCs with ample hid- Runewild, page 41)
ing spaces, granting advantage on Dexterity (Stealth) checks 9 A map of the Runewild showing an encounter area the PCs
made here. don’t know exists
8 Library. The keep’s library is impressive, but its contents 10 3d6 ancient silver coins of Runish make. The coins depict King
are mostly dry histories of little interest to adventurers. The Wobbly-Odd (20) as he looked while he was still human.
library is two stories high, separated by a balcony that over-
looks the main floor. A taxidermied moon bear rears up on its 11 A moon bear pelt (worth 250 gp) stored in a cedar chest
high legs, spanning the distance between the levels. 12 A hidden chamber containing The Twisted Tome (Magic of
9 Stairwell. Spiral stairs lead up or down 1d4 levels. The the Runewild, page 44). Rikus has bound a pair of invisible
stairs are sufficiently tucked away that loud noises here go stalkers to protect the tome. The stalkers attack anyone who
unheard. removes the tome from the chamber.
10 Portrait Gallery. Though they appear ominous, the portraits
that stare down at the PCs are harmless. The paintings depict 103. Cassandra Thrasher (CR 3)
Runish kings and queens, ancestors of Lord Caerfell on his
mother’s side. At the gallery’s far end, a +2 longsword is on • Cassandra Thrasher (a druid) tends an injured bandit
display. PCs who make a successful DC 12 Intelligence (His- (as a spy)
tory) check recall that the sword belonged to Lord Caerfell’s • A spectral fey lion (Runewild Bestiary, page 268)
father, who died fighting in the Throne War. seeks vengeance
11 Staff Quarters. A hall lined with modest bedrooms. At night,
the bedrooms are occupied. During the day, 1d4-1 servants Hidden in the hills east of Caerfell (101) is an isolated farm-
come and go, in addition to any NPCs determined by the stead. A human couple named Martyn and Aelwyd Thrash-
encounter roll. er once worked the farm, but when they died their adopt-
12 Private Quarters. The PCs stumble upon an NPC’s private ed elven daughter, a druid named Cassandra, converted
quarters. Roll a d6 to determine whose: 1 = a knight, 2 = Ol- the farm into a sanctuary for sick and injured animals.
vane One-Eye, 3 = Chamberlain Rummage, 4 = Lady Rosalind,
Cassandra’s loyal companions, a cat named Clarissa and a
5 = Lord Caerfell, 6 = Councilor Rikus. The quarters consist
of several smaller chambers, including a parlor, a dressing wolf named Petrie, assist Cassandra in her work.
room, a water closet, and a bedroom. There’s a 50% chance As the PCs arrive at the farm, Cassandra cares for a
the chamber’s owner is present, in addition to any NPCs patient of a different sort. Goren Ballard, a bandit secretly
determined by the encounter roll. PCs who search the rooms loyal to Ianto the Red (89), arrived on Cassandra’s doorstep
for valuables find 1d6 x 10 gp worth every minute (maximum
value of 250 gp), except in Councilor Rikus’s chambers. For
late last night. Goren was on an errand for Ianto when he
that, see the Oddities in the Councilor’s Chambers table. crossed paths with a fey lion. Goren slew the lion, but not
before suffering an injury that would have killed him had
Oddities in the Councilor’s Chambers Cassandra not tended to the wound.
Dusty tomes, half-burnt candles, and jars brimming with
strange alchemical reagents fill Councilor Rikus’s private Cassandra Thrasher
chambers. As the PCs search, refer to the following table When Cassandra’s elven parents died in the Witch Wars,
to determine what they find. A party looking for a specific an Aruandan knight delivered her to a childless human
object can find it with a minute’s search and a successful couple to be raised. Though Martyn and Aelwyd Thrash-
DC 12 Intelligence (Investigation) or Wisdom (Perception) er loved their daughter, as humans they were doomed to
check. die before Cassandra even reached adulthood. As a result,
Cassandra came of age alone, a stranger among both elves
Roll Oddities and humans.
1 The skull of an adult thrushkin (Runewild Bestiary, page 281) Though nearly a century old, Cassandra looks and acts
2 A silver-capped scrollcase (worth 25 gp) containing spell like a woman in her late teens. She’s quiet among other
scrolls of conjure fey and planar binding. Stored loose within humanoids, only truly comfortable in the company of her
the case is a jewel worth 1,000 gp (the material component animal companions. Despite her shyness, Cassandra is ea-
for the planar binding spell).
ger to help those in need. She has no formal training as a
3 A pipe stuffed with one use of wizard’s weed (Magic of the
druid but quickly attaches herself to druids in the party,
Runewild, page 45)
sensing in them a kindred spirit.
4 A glass jar that holds a gyre of green smoke. Opening or
breaking the jar releases a stinking cloud.
If the PCs befriend Cassandra, she shares the following
information:
5 A detailed account of the life (and sad fate) of Galthyr Lionfell,
lord of the Broken Keep (109) • Cassandra knows the animal that attacked Goren: a fey
6 Rikus’s spellbook, containing all the spells he has prepared lion which recently gave birth to a pair of cubs in the ruins
7 A collection of wood block prints depicting witches commit- of Maythorn Dun (117). News of the lion’s death saddens
ting various atrocities (worth 25 gp)

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Richard Broadhurst (Order #23491769)
Cassandra. She plans to check on the cubs as soon Goren
recovers.
• Cassandra’s face comes alive as she describes her en-
counter with a pseudodragon (116) on one of her forays
into the Runewild. Sadly, the creature flew off before Cas-
sandra had a chance to speak with it.
• Cassandra has no memory of her elven parents, but
she may ask the PCs to escort her into Ruasidhe territory
(34) so she can learn more about her heritage.
Cassandra lives off what she gathers from the forest. Her
only possessions of value are an herbalism kit (worth 5 gp)
and a silver pendant worth 25 gp (a gift from her parents).
Treat Cassandra Thrasher as a druid with the following
changes:
• She has darkvision of 60 feet. Her base walking speed
is 35 feet.
• She has advantage on saving throws against being
charmed, and magic can’t put her to sleep.
• She speaks only Common.
Goren Ballard
Goren Ballard is one of Ianto the Red’s most trusted lieu-
tenants. A few days ago, Ianto ordered Goren to stash a
sack of ill-gotten silver in the ruins of Maythorn Dun, an
ancient Runish fort to the north (117). While there, Goren
encountered and killed a fey lion. Goren was wounded
during the fight, but thanks to Cassandra’s care he’s largely
recovered from his injuries.
Goren plans to take advantage of Cassandra’s kind-
ness tonight and rob her in the morning before returning The Fey Lion’s Ghost
to Redcap Pass (89). In the meantime, he pretends to be a Assuming the PCs leave Goren alive, the spirit of the fey
wandering sellsword, a ruse Cassandra has believed thus lion arrives shortly after sunset to take revenge against
far. If faced with a party of adventurers, Goren abandons the man who slew it. Unless the PCs intervene, the ghostly
his plans and flees the farm as soon as he can do so with- lion kills Goren and then returns to the Runewild, where it
out raising suspicion. regains its physical form after 24 hours. If you choose, the
In addition to his armor and weapons, Goren carries PCs may encounter the fey lion again at the ruins of May-
a purse with 15 cp, 10 sp, and 6 gp. Goren is loyal to Ianto thorn Dun (117).
and not inclined to help the party. The PCs must resort to If Cassandra is present when the fey lion attacks, she
magic or intimidation to convince Goren to reveal his con- attempts to drive off the lion without harming it. She
nection to Ianto or the location of Ianto’s hideout. The PCs might even work against the PCs (by casting entangle
may also learn the following from Goren: near the party, for example), particularly if she’s unaware
• Two of Ianto’s lackeys, Isaac and Pelmar, have gone of Goren’s true motives. Cassandra doesn’t realize the fey
lion will return to its corporeal form if it kills Goren. She
missing. Goren believes they’re deserters, but in fact the
bandits are being held captive by the hearth hag Strega becomes even more protective of the lion if alerted to this
Rakka (104). fact.
• Antole Chezeem, another of Ianto’s lieutenants and a The PCs must decide for themselves how best to deal
with this delicate situation. Destroying the fey lion’s ghost
longtime rival of Goren’s, has infiltrated the Covenant Hall
mercenary company in Ill Hollow (76). means orphaning its cubs and negatively affects Cassan-
• If he believes the PCs are following him, Goren heads dra’s attitude toward the party. That said, the PCs might
be motivated to protect Goren for reasons of their own (to
to the Whispering Maid, a tavern in Caerfell (101), to avoid
leading them to Redcap Pass. learn the location of Ianto’s hideout, for example). Allow
the players to resolve the encounter however they choose.

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Richard Broadhurst (Order #23491769)
104. The Hearth Hag (CR 7) Strega Rakka requests visitors wipe their feet before
entering the cottage. PCs who fail to do so violate Strega
A lone cottage sits atop the crag that overlooks the North Rakka’s hospitality.
Road’s final turn toward Caerfell (101). The cottage is the
home of Strega Rakka, the Runewild’s last surviving hearth Area M2 – Sitting Room
hag (Runewild Bestiary, page #). Strega Rakka welcomes • Strega Rakka, a hearth hag, and two charmed thugs
road-weary visitors with a kindly smile, but guests who • Hexed tea cup: DC 14
abuse her hospitality face the witch’s wrath.
Strega Rakka’s sitting room is small but impeccably tidy.
Strega Rakka Rocking chairs are arranged around a wide stone hearth
As a hearth hag, ancient magic forbids Strega Rakka from (Area M4). A long dining table fills the remainder of the
harming visitors who mind their manners in her home. space. A door on the north wall leads into the kitchen
Over the centuries, however, Strega Rakka has begun to (Area M3).
chafe against this prohibition. If she catches the PCs abus- During the day, the bandits Isaac and Pelmar chat with
ing her hospitality three times, she’s no longer bound to Strega Rakka here. They sleep on the floor at night, while
show them any kindness. (Gross violations of hospitality, Strega Rakka retires to her cranny above the hearth (Area
such as attacking Strega Rakka outright, release her from M5). If Strega Rakka invites the PCs into her cottage, this is
her obligations immediately.) Until then, Strega Rakka where she receives them.
does whatever she can to trick the PCs into acting rude.
PCs who avoid Strega Rakka’s pitfalls eventually befriend Isaac and Pelmar
the hag. If you’re using the optional resting rules found on Not terribly bright to begin with, Isaac and Pelmar have
page 12 of Running the Runewild, allow the party to take become even more inept since Strega Rakka blinded and
long rests at Strega Rakka’s cottage once they’ve won the charmed them. Nonetheless, Strega Rakka keeps them to
hearth hag’s favor. fight for her if she’s threatened. Treat Isaac and Pelmar as
thugs armed with longswords (1d8 + 2 slashing damage).
Ianto’s Bandits Until their sight is restored, both thugs suffer from the
A week ago, two bandits working for Ianto the Red (89) blinded condition.
stumbled upon Strega Rakka’s cottage. Assuming Strega If asked what they’re doing at the cottage, the bandits
Rakka was nothing but a helpless widow, they broke into explain they were rude to Strega Rakka. They’re staying
the cottage and began looting it for valuables. In response, with her until they make amends. Pressing the bandits
Strega Rakka blinded the bandits with her Cinder Breath further only confuses them, as Strega Rakka’s magic has
and fed them an Intruder’s Feast, magically charming muddied their minds to the point they hardly remember
the scoundrels. Since then, the bandits (named Isaac and their previous lives.
Pelmar) have remained Strega Rakka’s unwilling house Before their ill-fated encounter with Strega Rakka,
guests. They now spend most of their days serving Strega Isaac and Pelmar were two of Ianto the Red’s most trusted
Rakka in Area M2, although PCs who observe the cottage lieutenants. They have extensive knowledge of Ianto’s op-
may spot the bandits as they collect firewood or tend to erations, including the location of his hideout in Redcap
other household chores. Pass (89). Until Strega Rakka’s control over them is broken,
however, the bandits can offer the PCs nothing beyond
Keyed Areas idle pleasantries.

Area M1 – Front Door Tea with Strega Rakka


• Two spiders guard the windows As the PCs take seats around her hearth, Strega Rakka re-
• Guests must wipe their feet treats to the kitchen (Area M3) to fetch refreshments. She
returns a few minutes later with a steaming tea kettle. PCs
From the outside, Strega Rakka’s home appears as a mod- who help Strega Rakka prepare the tea win a small mea-
est but well-kept peasant’s cottage. Rows of brightly col- sure of approval from the hag, convincing her to overlook
ored flowers decorate the cottage’s approach. A straw mat one of the party’s missteps during the encounter.
on which visitors may wipe their feet rests before the front Strega Rakka’s tea is harmless, but it tastes horrible.
door. Small, shuttered windows look into the cottage’s sit- Nonetheless, Strega Rakka expects guests to drink and
ting room (Area M2) and kitchen (Area M3). compliment the tea. PCs who drink the nasty brew can
A spider lurks beneath each window sill. Strega Rakka hide their distaste by making a successful Charisma (De-
magically enchants the spiders so she can communicate ception) check opposed by Strega Rakka’s Wisdom (In-
telepathically with them. The spiders alert Strega Rakka if sight). Strega Rakka notes any PC who fails the check or
anyone enters or peeks through the windows. Even peek- who refuses the tea outright.
ing through is enough to violate Strega Rakka’s hospitality.

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Richard Broadhurst (Order #23491769)
In addition to watching how the PCs react to the tea, northeast corner sits a cast-iron stove. A pot of porridge
Strega Rakka uses her Hag Magic to hex the cup of a ran- burbles quietly atop the stove.
dom character. This PC must make a successful DC 14 Dex-
terity check to avoid dropping the cup. Dropping the cup The Intruder’s Feast
causes it to shatter and violates Strega Rakka’s hospitality. Strega Rakka created the food by casting heroes’ feast,
Until freed of her obligation to remain cordial, Stre- then used her Hag Magic to transform it into an Intruder’s
ga Rakka engages the PCs in polite conversation, all the Feast. (See Strega Rakka’s entry in the Runewild Bestiary
while attempting to trick them into rudeness. She might on page 300 for more information.) Instead of receiving
press the party for their opinions on witches, for example, the benefits a heroes’ feast normally grants, PCs who eat
or interrogate them about their true motives for visiting the food must make a DC 14 Wisdom saving throw. On a
her. You may require the PCs make one or more Charisma failure, the PC becomes charmed by Strega Rakka for 24
(Deception or Persuasion) checks to avoid offending Stre- hours or until harmed by Strega Rakka or her allies. A char-
ga Rakka during this chat. acter charmed in this way obeys Strega Rakka’s spoken
commands.
Area M3 – Kitchen Eating the feast without permission violates Strega
• Food is an Intruder’s Feast: DC 14 Rakka’s hospitality.
• Enchanted porridge may attack (as a black pudding)
The Porridge Pot
Strega Rakka’s kitchen appears to be a typical peasant’s Lifting the lid of the porridge pot immediately causes its
kitchen. A feast of warm bread, meats, cheeses, nuts and contents to overflow. Replacing the lid, removing the pot
berries is arranged across a table on the north wall. In the
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Richard Broadhurst (Order #23491769)
from the stove, or even destroying the pot fail to stem but PCs using magic (such as mage hand or knock) can
the tide. Within 1d4 rounds, the sticky porridge coats the open the door without taking damage.
floor, turning the area to difficult terrain. One round later, Beyond the door is a simple square chamber, 20 feet
a portion of the porridge animates (as a black pudding) on a side. Strega Rakka flees to this room to make her fi-
and attacks any creature other than Strega Rakka within its nal stand. The corpses of a dozen or more humanoids, all
reach. Speaking the words “Stop, stop, little pot,” in Sylvan charred beyond recognition, sit propped against the walls.
causes the porridge (and the pudding) to retreat into the Hidden among these remains is an unlocked treasure
pot. Otherwise, the pot continues creating porridge indef- chest in which Strega Rakka keeps her treasure: 900 cp,
initely. 12,000 sp, 2,400 gp, and 80 pp.
Porridge created by the pot is flavorless but filling.
Making a mess in Strega Rakka’s kitchen violates her hos- 105. The Licorice Knight (CR 4)
pitality.
• Two forest sloths (Runewild Bestiary, page 270)
Area M4 – Hearth • Awaina, the Licorice Knight, (as a knight) observes the
• 6 embers animate (as magma mephits) if the hearth party
is entered The PCs interrupt a pair of forest sloths as the creatures
• 7 embers are witch embers (Magic of the Runewild, graze. The behemoths snort at the party’s intrusion but
page 45) don’t immediately attack. To skirt the sloths without dis-
• Chimney leads to Strega Rakka’s lair (Area M5) turbing them, each PC must make a successful DC 14 Dex-
Thirteen embers smolder inside Strega Rakka’s hearth. If a terity (Stealth) or Wisdom (Animal Handling) check. Even a
creature other than Strega Rakka enters the hearth, six of single failure is enough to provoke the sloths into attack-
the embers animate (as magma mephits) and attack. The ing. Once riled, the sloths fight to the death.
embers fight until destroyed, pursuing characters beyond
The Licorice Knight
the hearth, if necessary.
A remarkable figure observes the party from the boughs
The remaining seven embers are Strega Rakka’s collec-
of a nearby tree. Awaina, the Licorice Knight, is a construct
tion of witch embers. The witch embers are indistinguish-
created by the hag Granny Sweet-Tooth. Though made in
able from the other embers unless inspected with a detect
the shape of a human woman, Awaina’s body is formed
magic spell or similar effect.
entirely of black licorice. Only her weapons, a longbow
Strega Rakka has used her Hidden Hearth ability to
and a fine Aruandan greatsword, are crafted from some-
create an extradimensional space within the hearth. Crea-
thing other than the woven candy vines. (See location 106
tures can enter the space by stepping into the hearth. If
for more information about Granny Sweet-Tooth and her
she feels her life is in danger, Strega Rakka flees into the
candy creations.)
hearth and climbs to her lair (Area M5).
Awaina scrambled up the tree when she heard the
Inside the hearth, the chimney is revealed to be a shaft
sloths approaching and now waits for the creatures to
10 feet wide and 60 feet. high. A perpendicular passage-
pass. Awaina’s perch affords her a clear view of the party,
way meets the chimney at its midpoint. As one would ex-
but the PCs don’t notice her unless one of them specifi-
pect, the top of the chimney opens onto the roof of Strega
cally scans the surrounding trees, in which case they can
Rakka’s cottage. Climbing the chimney without magic or
make a Wisdom (Perception) check opposed by Awaina’s
climbing gear requires a successful DC 14 Strength (Ath-
Dexterity. On a success, they spot Awaina observing them
letics) check each round to avoid falling.
from her hiding spot 30 feet away.
Area M5 – Strega Rakka’s Lair Awaina’s attitude toward the party depends on how
• Searing doorknob: DC 14 they handle the sloths. If the PCs avoid the sloths with-
• Treasure in chest out disturbing them, the party’s pragmatism impresses
Awaina. She follows the PCs cautiously, revealing herself
The perpendicular passage is 30 feet long and terminates once the party makes camp. If the PCs engage the sloths
at an unremarkable wooden door. Though it shows no (willingly or not), Awaina watches the fight play out, inter-
signs of being so, the door’s metal knob is superheated. vening only if the sloths threaten to overwhelm the party.
Creatures who touch the knob take 7 (2d6) fire damage, Assuming the PCs defeat the sloths, Awaina approaches to
or half as much damage on a successful DC 14 Dexterity congratulate the characters on their bravery.
saving throw. The door is unlocked, but in order to grasp If forced to rescue the PCs, Awaina’s attitude is more
the knob long enough to turn it, a creature must forgo its reserved. The PCs can attempt a Charisma (Persuasion)
Dexterity saving throw, taking full damage from the heat. check opposed by Awaina’s Wisdom to change her mind
Nonflammable items that touch the knob burst into flame, about them. Otherwise, Awaina determines the characters

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Richard Broadhurst (Order #23491769)
are either foolhardy or incompetent. Once the PCs are out mel-moat. While it stood, the keep rivaled the grandest
of immediate danger, she withdraws and avoids contact- Aruandan stronghold. Now its walls are buckled, its towers
ing the party again. melted into gooey heaps.
Treat Awaina as a knight with these changes:
The History of Sweet-Tooth Keep
• Her type is construct instead of humanoid. She’s im- A flurry of construction marked the end of the Witch Wars.
mune to poison damage and the exhaustion, paralyzed, Eager to prove they’d at long last tamed the forest, the
petrified, and poisoned conditions. Aruandans raised keeps and watchtowers throughout the
• Awaina doesn’t wear armor, but her tightly-woven Runewild. In response, a hag named Doddy Sweet-Tooth
limbs grant her AC 18. built a castle of her own. Though made from candy, Sweet-
• In addition to her greatsword, Awaina carries a long- Tooth Keep stood as strong as any mortal fortress. When
bow (+2 to hit, range 150/600 ft., 1d8 piercing damage). the Throne War forced the Aruandans to retreat from the
Runewild, the keep remained unconquered, despite the
Awaina’s Quest invaders’ many attempts to overtake it.
Awaina searches for two children who helped her es-
Little did Doddy Sweet-Tooth know that her downfall
cape Granny Sweet-Tooth: a girl named Esme and a boy
would come not from outside the walls of her keep, but
named Drake. Before Drake and Esme rescued her, Awaina
from within. As the civil war in Aruanda raged, a young girl
was confined to Sweet-Tooth Keep. Since then, she’s seen
named Esme—the rightful heir to the Aruandan throne—
enough of the forest to know the Runewild is a dangerous
took refuge in the Runewild. Doddy captured the girl, but
place. Awaina now considers herself honor-bond to pro-
with the help of a fey-touched boy named Drake (see 43)
tect the children who secured her freedom.
and one of Doddy’s own candy constructs (see 105), Esme
Like many creatures native to the Runewild, Awaina
escaped the hag and set fire to the keep. As Sweet-Tooth
has little understanding of the passage of time or its effect
Keep melted, Esme and her friends fled, trapping Doddy
on mortals. Unbeknownst to Awaina, Esme left the forest
inside a candy tomb.
years ago and has since grown up to become queen of
Aruanda (see page 8 of Running the Runewild). The boy The Moat
Drake remains in the forest but is currently far to the south A 20-foot-wide moat filled with burbling caramel sur-
in location 43. rounds the ruins. A neck of land extends most of the way
If the PCs impress her, Awaina asks for the party’s to the keep’s gatehouse; the peanut brittle drawbridge
help finding Esme and Drake (or Drake, at least). In re- spans the rest of the distance. The PCs can cross the draw-
turn, Awaina vows to fight alongside the PCs until they lo- bridge into the keep without incident. Approaching within
cate the children. If the PCs befriend Awaina, the Licorice 5 feet of the moat causes six humanoid shapes to coalesce
Knight shares her knowledge of Sweet-Tooth Keep, as well from the caramel. The caramel figures (as honey golems)
as any of the following: attempt to grapple the characters and drag them into the
• Given her history with Granny Sweet-Tooth, Awaina moat.
hesitates to ally herself with another witch. She admits, The moat is 30 feet deep. Creatures in the moat are
however, that a witch might be useful in locating the chil- forced to swim and must spend an additional 2 feet of
dren. She’s heard a green hag named Goodie Sharktooth movement for every foot they move. Creatures with a
(115) lives in the forest north of Caerfell (101). swimming speed treat the moat as difficult terrain instead.
• If asked about the rest of the forest, Awaina admits The caramel figures can navigate the moat as if it were nor-
she’s never traveled further east than Wersig’s Bridge (121). mal terrain.
• Awaina knows the location of the Giant’s Vault (120)
Discoveries in Sweet-Tooth Keep
but has never explored the vault herself.
In its day, Sweet-Tooth Keep was a sprawling fortress with
hundreds of chambers. Little of the keep remains intact,
106. Sweet-Tooth Keep (CR 5) but a few treasures survive among the ruins. Every hour
• Six honey golems (Runewild Bestiary, page 274) lurk the party searches the keep, each character can make a
in the moat DC 14 Intelligence (Investigation) or Wisdom (Percep-
• Kurmalak, a troll with a stomachache tion) check. The PCs can make checks separately or work
• There are treasures and dangers among the ruins together to give each other advantage on the check. For
every successful check, roll once on the following table, re-
The forest thins to reveal the wreckage of a once-great
moving entries from the list as they’re discovered. Once all
keep. Instead of stone, the ruins are made of sweets: gin-
the entries have been crossed off, nothing else of interest
gerbread ramparts mortared with frosting, peppermint
can be found.
towers, a peanut brittle drawbridge spanning a cara-

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Richard Broadhurst (Order #23491769)
Roll Discovery unmolested. If befriended, Kurmalak relates Sweet-Tooth
1 1d6 + 1 gumballs rattle in a spherical glass jar. While a Keep’s history and identifies any items the PCs find among
creature chews a gumball, they gain the benefits of the jump the ruins (see the Discoveries in Sweet-Tooth Keep table be-
spell. Each gumball lasts 1 hour. low).
2 Crushed beneath a gingerbread wall is a female figure made If the PCs ignore Kurmalak, the troll recovers on his
from black licorice. Though long dead, the woman looks own after 1d4 hours and attacks the party. Kurmalak is a
identical to Awaina, the Licorice Knight (105). fearsome foe, but he flees the keep if reduced to less than
3 The PC must make a successful DC 14 Wisdom (Perception) half his maximum hit points. If he’s forced to fight with a
check or stumble into a candy floss web spun by an otherwise
stomachache, treat Kurmalak as poisoned. The first time
normal giant spider.
Kurmalak takes acid or fire damage while poisoned, he
4 A purplish syrup fills a stoppered vial. The syrup acts as a po-
tion of growth. Creatures turn purple while under the potion’s
uses his reaction to vomit violently in a 15-foot cone. Crea-
effects. tures caught in the blast must make a DC 14 Constitution
5 What appears at first to be a solid gold bar is in fact a brick saving throw or become poisoned for 1 minute. Poisoned
of toffee. Creatures who bite the toffee must make a DC 14 creatures can repeat the saving throw at the end of each of
Strength saving throw or become cursed. While cursed, the their turns, ending the effect on a success. Once he vomits,
creature’s mouth is stuck shut. A remove curse spell ends the Kurmalak is no longer poisoned.
effect.
6 A horde of feral gingerbread men rush the PC. The men are
cookie-sized but attack as four swarms of rats.
107. Three Satyrs Gruff (CR 1)
7 In a lollipop gazebo, the PC discovers a heart-shaped box • Three satyrs named Gambolgruff, Grumblegruff, and
made of gold. The box is worth 250 gp. Inside are three choc- Grizzlegruff
olate truffles. Each truffle functions as a philter of love.
As the party follows the trail south of the Wersig’s Bridge
8 A suit of rock candy plate armor guards the remains of a
deserted hall. The armor attacks as animated armor but shat- (121), they hear voices coming from a nearby clearing. The
ters as soon as it takes damage. voices speak Sylvan but are rough and bestial. If the party
9 A coil of red licorice hangs from a hook in the castle’s stables. investigates, they discover three satyrs arguing with one
The licorice functions as a rope of entanglement. another. Unless the PCs reveal themselves, the satyrs re-
10 The PC’s search uncovers the ruins of the castle’s kitchen. A main too engrossed in their debate to notice the party’s
wide-mouthed iron stove, large enough to fit a person, is all presence.
that survives. The satyrs are three brothers named Gambolgruff,
11 A fountain flows in a garden filled with living sugar-glass Grumblegruff, and Grizzlegruff. Until recently, the satyrs
butterflies. Creatures who eat a butterfly take no damage the collected tolls from travelers crossing Wersig’s Bridge, but
next time they fall in the next 24 hours. Creatures who drink
from the fountain are affected by a reverse gravity spell. Af-
a few weeks ago one of the Broken King’s minions, a troll
fected creatures can attempt a DC 14 Dexterity saving throw named Hoofrot, drove the brothers away. The satyrs plot
to grab onto a fixed object. On a failure, they rise 100 feet to re-take their bridge, but Hoofrot is stronger than the
into the air and remain there for 1 minute or until a successful three of them combined, so none of their schemes seem
dispel magic (DC 17) spell ends the effect, at which point the
tenable.
creature falls and takes 10d6 bludgeoning damage. Both the
butterflies and the water lose their magic if taken from the Refer to the following as you roleplay the satyrs:

12
garden.
The PC discovers Doddy Sweet-Tooth, encased in a blob of
• Gambolgruff is the youngest of the brothers. He
thinks attacking Hoofrot directly is their only hope of re-
hard candy like a fly trapped in amber. Whether Doddy re-
mains alive inside her prison has been left for you to decide. claiming the bridge. “Brothers!” he exclaims, “Is it not bet-
ter to die atop our home than to live beneath it?”
Kurmalak • The middle brother, Grumblegruff, is convinced their
As the PCs enter the keep, they hear groaning from a near- situation is hopeless. “What’s the use?” he moans. “When
by tower. Inside the tower, a troll named Kurmalak writhes the Broken King marches his army, no place will be safe.”
on the ground clutching his enormous stomach. One of • Grizzlegruff is the eldest brother and the most
Doddy’s former servants, Kurmalak has spent the years thoughtful of the three. He knows they must use trickery
since his mistress’s death gorging himself on the ruins of instead of force to defeat Hoofrot. “Think now,” he insists,
the keep. “What good are we if we can’t outwit a troll?”
When the PCs first encounter Kurmalak, the troll is too If the party offers to help the satyrs, the brothers are skep-
sick to move. Attempts to communicate with Kurmalak are tical. To win the satyrs’ trust, the PCs must make a success-
met with agonized moans. PCs who tend to Kurmalak can ful Charisma (Deception or Persuasion) check opposed by
attempt a DC 14 Wisdom (Medicine) check. On a success, the satyrs’ Wisdom. On a failure, the satyrs retreat into the
the PC eases Kurmalak’s stomachache. Grateful for the forest to make their plans elsewhere. If they think they out-
kindness, Kurmalak allows the party to search the keep match the PCs, the satyrs may attack the party outright.
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Richard Broadhurst (Order #23491769)
Once befriended, the satyrs grow exited at the pros- party. Suspicious PCs can make a Wisdom (Insight) check
pect of defeating Hoofrot. The brothers are prone to opposed by Ma Totter’s Charisma to anticipate her plan.
squabbling amongst themselves, but otherwise they de- Once engaged in combat, Ma Totter fights to the death.
fer to the PCs in all matters. They’ll go along with whatever Though she no longer serves the Broken King directly, Ma
plan the PCs concoct, short of abandoning the bridge to Totter retains the Medusa’s Blessing trait (Runewild Besti-
Hoofrot altogether. ary, page 304).
The satyrs have no treasure with which to reward the Ma Totter is too unstable to be reasoned with, but
PCs, but they promise the party free passage across the magic might compel her to reveal the following informa-
bridge once they’ve reclaimed it. In addition, the satyrs tion about the Broken King and his forces:
can share the following information:
• The Broken King musters a great army in the ruins of
• Before their retreat to Highvale, the Aosidhe gave an Aosidhe keep to the east (109).
Lord Widderspire an enchanted cittern (Magic of the • Flesh and blood once, a curse transformed the Broken
Runewild, page 41). Gambolgruff believes the cittern is King into a creature of living stone.
still at Widderspire Keep (38). “How I would love to hear its • A fey lord allied to the Broken King lives behind a wa-
delightful strains again!” he exclaims. terfall under the Broken Keep (109).
• Grumblegruff’s joy over Hoofrot’s defeat is fleeting. “It
In addition to her baskets and walking stick, Ma Totter car-
won’t be long,” he sighs, “Before the mistress of the Sunken
ries a leather satchel stuffed with twigs, feathers, and bits
Tower (142) kills us anyway.”
• Grizzlegrump doesn’t believe the Broken King acts
of string. Among this trash are 9 gemstones worth 50 gp
each.
alone. “Goblins that turn to stone?” he says, “That sounds
like the work of Medusa.” (See 109.)
109. The Broken Keep (CR 8)
108. Cockatrice, Cockatwice, Cock- This majestic river stronghold was once the seat of elven
power in the Runewild, but after their victory over Grisel-
athrice (CR 4) da in the Witch Wars, the Aosidhe entrusted the keep to
• Ma Totter, a goblin broodma (Runewild Bestiary), Galthyr Lionfell, leader of the Aruandan forces. For a time,
sells “chickens” Lord Lionfell proved a worthy steward of the keep. As time
• The chickens are three cockatrices with one, two, and passed, however, a witch’s curse and his own failings con-
three heads each spired to bring about Lionfell’s downfall. Now known as
the Broken King, Lord Lionfell has united the Runewild’s
Ma Totter, an aged goblin broodma, grumbles to herself as
goblin tribes under a single banner. With the help of a fey
she hobbles through the underbrush. She carries a gnarled
lord named Medusa, Lionfell conspires to use his goblin
walking stick and three wicker baskets slung across her
horde to drive both elves and humans from the forest.
back. Clucking can be heard from inside the baskets.
Ma Totter was once a conscript in the army of the Bro- The Doom of Lord Lionfell
ken King, but her fellow goblins cast her out when she re- Galthyr Lionfell was the chief architect of the alliance be-
leased a flock of cockatrices into the Broken Keep (109). tween the Aosidhe and Aruandan forces during the Witch
She now haunts the forest around the Broken Keep, seek- Wars. A knight of unmatched prowess and impeccable
ing to worm her way back into the Broken King’s good honor, he led the mortal armies against Griselda and her
graces. Hopelessly mad, Ma Totter doesn’t notice the PCs minions, and personally cut down more than a dozen
unless they approach her. If they do, she offers to sell witches with his enchanted longsword, Truth Teller. When
the party her chickens for a price of 2 sp each. “Each one the Witch Wars ended and the Aosidhe retreated from the
plumper than the last!” she promises. forest, it seemed only natural that Lionfell serve as steward
Ma Totter’s three “chickens” are cockatrices she liberat- of the elves’ principal stronghold in the Runewild.
ed from the Broken Keep before her exile. One is a normal As the new lord of the Broken Keep, Lionfell’s role of
cockatrice, but the second cockatrice has two heads, and crusader became that of governor. With a wisdom that
the third has three. The two-headed cockatrice is a CR 1 surpassed even his skill on the battlefield, Lionfell acted
(200 XP) creature that can use its action to make two Bite as an envoy between the Aruandans, the Ruasidhe elves,
attacks each round. The three-headed cockatrice is a CR 2 and the Runewild’s fey inhabitants. Under Lionfell’s rule, all
(700 XP) creature with maximum hit points (42 hp) and the creatures of the forest prospered.
ability to make three Bite attacks each round. But the ogre hag Griselda (86) hadn’t forgotten Lord
Ma Totter refuses to show the PCs her chickens unless Lionfell. As punishment for killing so many of her kin,
they approach within 5 feet of her. If they do, she suddenly Griselda cast a terrible curse upon Lionfell. So long as he
overturns the baskets and spurs the creatures to attack the

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Richard Broadhurst (Order #23491769)
remained lord of the Broken Keep, Lionfell would be bar- Medusa named Brinwain’s monstrous child Gorgon,
ren. Lord Lionfell despaired, for he knew he couldn’t break claiming both it and the Broken Keep as her own. As her
his oath to the Aosidhe. And yet, not doing so would risk first act as the keep’s new ruler, Medusa ordered Gorgon
the happiness of his young wife, a Runish maiden named to trample Lord Lionfell’s petrified body. She then used
Brinwain. ancient fey magic to bind Lionfell’s spirit to his shattered
Ultimately, Lord Lionfell refused to abandon his duty. remains, so the knight would live on forever as a statue an-
He searched for a way to break Griselda’s curse and, when imated by his tortured soul. Powerless in the face of Medu-
those efforts failed, dispatched his knights to the Crone- sa’s magic and his own guilt, the Broken King now shares
marsh to slay the Hag Queen herself. The few knights who Medusa’s vision of driving all mortals from the Runewild,
survived these desperate expeditions came home emp- so cruelty like his is never visited upon the fey again.
ty-handed. As Lionfell’s failures eroded his once legendary
virtue, he became prone to fits of melancholy, paranoia, Infiltrating the Keep
and rage. With a horde of goblins, gargoyles, and trolls at his com-
With no end to Griselda’s curse in sight and her hus- mand, the Broken King’s forces almost certainly outmatch
band growing ever more distant, Brinwain fell into despair. the PCs. If the party wishes to confront the Broken King
As if sensing the young woman’s troubles, a mysterious and Medusa, they’ll have to use some combination of
figure visited Brinwain one night. The figure, its face hid- magic, stealth, and trickery to reach them before alerting
den beneath the shadows of its cloak, introduced herself the Broken King’s army to their presence.
as Medusa and promised an end to Brinwain’s troubles. In the days of the Aosidhe, the Broken Keep was a
The magic of the fey, Medusa claimed, could give Brinwain mighty stronghold perched above a waterfall in the mid-
the child she and her husband wanted. All Medusa asked dle of the Wendarin River. Since Lord Lionfell’s death, the
in return was that Brinwain never reveal the child’s true or- keep has fallen into ruin. What remains of the keep is di-
igin to Lord Lionfell. vided into three sections: the goblin camps along the riv-
Desperate to ease her sorrow, Brinwain agreed to Me- er’s banks (Area N1), the keep’s outer towers (Area N2 and
dusa’s bargain. Medusa gave Brinwain a tiny river-stone Area N3), and the ruins of the central keep (Areas N4–N7).
and ordered her to swallow it. Once this was done, Medusa Though she often visits the Broken King in his throne room
departed the keep, leaving Brinwain with a final reminder (Area N7), Medusa’s true lair is in a grotto hidden behind
that Lord Lionfell must never learn of their agreement. the waterfall beneath the keep (Area N8).
Weeks passed, and soon Brinwain found herself with The Broken King’s goblin minions are loyal but stupid.
child. The news banished Lord Lionfell’s dark moods, and Assume any plan the players concoct to infiltrate the keep
for a time happiness returned to the keep. But as the ba- has a reasonable chance of success. As a rule of thumb,
by’s birth approached, Brinwain’s resolution faltered. Cer- the PCs must make a successful DC 14 skill check (usually
tain Lord Lionfell would love their child regardless of how Deception or Stealth) to avoid raising an alarm whenever
it came to be, Brinwain told her husband of the baby’s true they move from one area of the keep to another, make an
origins. unusual amount of noise, or linger in one area for more
As Brinwain revealed her secret, the darkness that had than a few minutes.
plagued Lord Lionfell returned. He became furious, insist- If the party fails to avoid detection, the Broken King’s
ing Brinwain’s pact with Medusa was nothing short of a forces converge on the PCs. Roll initiative immediately and
betrayal. In a fit of madness, he drew Truth Teller and held run the remainder of the encounter as a combat. Until the
its edge to Brinwain’s stomach. When Brinwain refused to PCs flee or Medusa is defeated, refer to The Battle of Broken
repent for what she’d done, Lionfell carved the unborn Keep table each round to determine what enemies arrive
baby from her womb. to confront the party. The Broken King and Medusa leave
What the child might have been if it had been allowed their encounter areas only under exceptional circumstanc-
to come to term isn’t known. The thing Lionfell ripped es, preferring instead to let the PCs come to them.
from Brinwain’s body instead was a nightmarish beast: a
Medusa’s Influence
bull with skin like iron and nostrils that spewed clouds of
Medusa’s presence in the Broken Keep has a magical ef-
poison smoke. Lionfell dropped to his knees before the
fect on its inhabitants, much like the Regional Effects of
bull, but as the newborn monster lowered its horns to
a legendary monster. All goblins encountered in the keep
gore him, Medusa intervened. “As punishment for what
possess the Medusa’s Blessing trait described on page 304
you’ve done,” she told Lionfell, “you will rule this keep for-
of the Runewild Bestiary. If Medusa dies, all goblins in the
ever.” Medusa then revealed her face—that of a beautiful
keep are instantly petrified. Goblins restored to flesh via a
woman with snakes for hair—and turned Lord Lionfell to
greater restoration spell or similar magic no longer possess
stone.
the Medusa’s Blessing trait. Killing Medusa also destroys
the Broken King.

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The Battle of Broken Keep Roll Encounter
Once the Broken King’s forces become aware of the par- 3 A lazy goblin engineer named Varkus sleeps at the bottom a
ty, roll on the following table to determine what enemies half-finished defensive trench, about 3 feet deep and 20 feet
confront the PCs each round. As the battle progresses, do long.
your best to track the number and location of these ene- 4 Four goblins roast rat kebabs over a campfire. A nearby cage
mies. If you roll a dead creature or a creature that’s already contains 2d6 giant rats (alive for now).
engaged in the battle, disregard the result (no enemies 5 Five goblins have tossed a cockatrice (from Area N2) into a
arrive that round). You may also roll on this table outside pit and dare each other to fight it.
of combat to determine what creatures the PCs run across 6 A goblin named Reega guards a basket of rotten lizard eggs.
while they infiltrate the keep. In combat, Reega launches the eggs at the PCs using her
sling (+4 to hit, 1 poison damage on a hit).
Roll Creatures 7 The PCs spot a rowboat drawn up on the riverbank. PCs who
1–5 1d4 + 1 goblins arrive from the goblin camps (Area N1). make a successful DC 10 Wisdom (Perception) check notice
the goblin sleeping inside before waking him up.
6 2d6 goblins return to the keep from a scouting mission else-
where in the forest. This result occurs only once per battle. 8 The goblins trapped a prismatic centipede (Runewild
Bestiary, page 278) beneath an upside down crate but have
7 The goblin Jub (Area N2) drives 3d4 cockatrices ahead him. since forgotten the creature.
8 1d3 goblin basilisk riders from Area N5 charge from atop 9 A goblin bully named Murg leads six subordinates through
their basilisk mounts. combat drills. Murg threatens the goblins with his whip (1d4
9 1d6 gargoyles from Area N4 swoop down on the PCs. slashing damage) when they fall out of line.
10 1d4 of the goblin broodmas from Area N3 arrive to harry the 10 Inside their tent, five goblins conspire to overthrow Murg
PCs with spells. (see #9). They accept any help the PCs offer.
11 Flintfang, the troll from Area N6, rushes the most formida- 11 Where did the goblins get a barrel of gunpowder? If exposed
ble-looking PC. to heat, the barrel explodes like a fireball (8d6 fire damage in
a 20-foot-radius sphere, half damage on a successful DC 13
12 Roll a d12 twice and combine the results.
Dexterity saving throw).
12 Bittersprout, a sprite, is held captive inside a wicker bird
Keyed Areas cage. He’s ungrateful if freed, unless the PCs promise to res-
cue his friend Toadwink from Medusa’s Grotto (Area N8).
Area N1 – Goblin Camps
• 24 goblins occupy each camp (48 total) Area N2 – Cockatrice Coop
The encampments along the riverbanks are an unruly
• Jub, a goblin, tends fourteen cockatrices
maze of tents, campfires, and garbage heaps. Two dozen Like its twin on the river’s east bank, the keep’s western
goblins dwell in each of the camps (48 goblins total). If tower is 60 feet high and 30 feet in diameter. Narrow win-
combat breaks out in the camps, assume 2d6 goblins are dows ring the tower’s waist. Steps ascend to an open arch-
within range to engage the PCs on the first round. Each way on the tower’s west-facing side.
round thereafter, roll on The Battle of Broken Keep table The tower’s interior reeks of animals. Dirty straw and
until the remaining goblins are accounted for. All goblins bird feathers carpet the floor. From the tower’s second
encountered in the camps possess the Medusa’s Blessing floor, 25 feet above, the PCs hear the clucking of chickens.
trait found on page 304 of the Runewild Bestiary.
If you wish to provide more details about the camps as Cockatrice Coop
the PCs explore them, refer to the Goblin Camp Encounters A goblin named Jub maintains a clutch of cockatrices on
table. the tower’s second floor. There are 14 cockatrices in all,
secured in individual wooden cages stacked against the
Goblin Camp Encounters walls. The cockatrices panic if released from their cages,
As the party navigates the goblin camps (Area N1), roll on attacking nearby creatures indiscriminately.
the following table to determine what sights, sounds, and Jub is no more immune to petrification than any gob-
smells the PCs encounter. lin, but he’s an expert at avoiding the cockatrices’ bites (he
has a +4 bonus to AC against their attacks). If Jub spots
Roll Encounter the PCs approaching the tower, he drops cockatrices (cag-
1 A goblin named Pung smashes petrified goblin corpses and es and all) on them at a rate of one cage per round (+1
collects the rubble to feed to the basilisks in Area N5. Pung
to hit, 1d10 - 1 bludgeoning damage). Whether or not Jub
has a Strength of 14 (+2) and wields a warhammer (+4 to hit,
1d8 + 2 bludgeoning damage). hits his target, a dropped cage shatters on impact, releas-
2 Two goblins named Zig and Zag hang in stockades after re-
ing the cockatrice inside. (The cockatrices take no damage
fusing to join the Broken King’s army. If freed, the goblins flee from the fall.) If forced into melee, Jub frees as many of the
to the Goblin Market (Magic of the Runewild, page 45). cockatrices as he can and uses the ensuing chaos to cover

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Richard Broadhurst (Order #23491769)
his escape. Like all goblins at the keep, Jub possesses the glass vials filled with the liquefied remains of poisonous
Medusa’s Blessing trait (see Runewild Bestiary, page 304). toads (as basic poison).
Stairs from the cockatrice coop rise to a landing 15 Stairs on the tower’s second floor rise to a landing 15
feet above. From there, an archway opens onto the bridge feet above. From there, an archway opens onto the bridge
(Area N4) that connects this tower to the central keep (Area N4) that connects this tower to the central keep
(Area N6). (Area N6).

Area N3 –Tower of the Broodmas Goblin Broodmas


• Four goblin broodmas (Runewild Bestiary, page 271) Four goblin broodmas sleep in nests of straw on the tow-
• Poisonous toads (DC 14) protect treasure er’s second floor. In combat, the broodmas harry the PCs
from a distance with eldritch blasts, casting sleep once their
Each time the Broken King adds a new goblin tribe into
attacks have weakened the party. The broodmas tie up any
his army, he separates the broodma from her followers to
PCs they capture and bring them to the Broken King (Area
better ensure the loyalty of his new recruits. The broodmas
N7). Like all goblins at the keep, the broodmas possess the
are then housed in the keep’s eastern tower.
Medusa’s Blessing trait (see Runewild Bestiary, page 304).
The layout of the eastern tower mirrors that of the
tower on the river’s west bank (Area N2). Workbenches Treasure
covered with arcane paraphernalia (the equivalent of a A chest is pushed against the north wall of the broodmas'
component pouch) fill the tower’s ground floor. PCs who sleeping area. The chest is unlocked and contains 2,600 cp,
spend a round searching through the components find six
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Richard Broadhurst (Order #23491769)
900 sp, 90 gp, and 5 gems worth 10 gp each. Dozens of Courtyard Wall
poisonous toads hop among the treasure. Creatures who A 10-foot-high stone wall surrounds the courtyard. Open
try to retrieve the treasure without touching the toads archways once provided access to the courtyard’s interior,
must make a successful DC 14 Dexterity (Sleight of Hand) but the goblins have blocked these entrances with crude
check or take 2 (1d4) poison damage as the toads brush wooden gates. A creature can use 10 feet of movement to
against their skin. Creatures who take this damage must open a gate.
also make a successful DC 10 Constitution saving throw or A barricade of sharpened stakes and broken glass
be poisoned for 1 hour. Unless the chest is overturned, the crowns the wall. Creatures who climb onto the wall or
toads can’t escape the chest. PCs using weapons or magic move across it must make a DC 14 Dexterity saving throw.
can dispatch the toads safely with a round of work. The On a failure, the creature takes 3 (1d6) piercing damage.
toads are otherwise harmless. Characters within 5 feet of the wall hear the basilisks
and the goblin basilisk riders on the opposite side.
Area N4 – Bridges
• 6 gargoyles The Basilisk Riders
• Flintfang, the troll from Area N6, guards the bridges The strongest and bravest of the keep’s goblins are brought
Ribbon-like bridges connect the outer towers (Area N2 to this courtyard and—if they survive the training—are in-
and Area N3) to the central keep (Area N7). The bridges ducted into the Broken King’s elite force of basilisk riders.
are 10 feet wide and open to the sky. If the bridges ever Currently, three goblin basilisk riders tend three basilisks
had railings, they’ve long since crumbled away. inside the courtyard. The goblins keep the basilisks hood-
Though the bridges appear perilous, creatures on ed and chained to stakes in separate corners of the court-
them aren’t in danger of falling unless they’re pushed off yard. A tent in the courtyard’s southeast corner houses the
the structures. Creatures who fall from a bridge plummet riders themselves.
50 feet into the river, taking 17 (5d6) bludgeoning dam- The goblins’ mounts are reasonably tame. While the
age. Creatures who start their turn within 10 feet of the goblins ride them, the basilisks attack as directed. An unat-
waterfall must make a DC 19 Strength saving throw to tended basilisk attacks the creature nearest it (even anoth-
avoid being overpowered by the current. On a success, the er basilisk) each round. Creatures within 5 feet of a basilisk
creature can swim to safety. Creatures who fail are swept can use 10 feet of movement to remove the basilisk’s hood
over the falls and take an additional 35 (10d6) bludgeon- or release it from its chain.
ing damage as they crash onto the rocks 100 feet below. Area N6 – Flintfang’s Tower
Dozens of gargoyles serve the Broken King as messen-
gers or spies, but only six are present at the keep at a giv-
• Flintfang, a troll
en time. When the PCs arrive, three gargoyles perch atop A fearsome troll named Flintfang patrols the bridges (Area
each of the bridges. The gargoyles attack intruders on the N4) that connect the central keep to the outer towers
bridges but generally let the goblins deal with creatures (Area N2 and Area N3). Every hour or so, Flintfang walks
on the ground. the bridges, then retreats to his tower to doze. If he spots
A troll named Flintfang also patrols the bridges. He’s trouble elsewhere in the keep, Flintfang descends the
usually asleep in his guard post atop the central tower steps to alert the Broken King in Area N7, then returns to
(Area N6), but combat with the gargoyles rouses him from investigate the commotion.
slumber. Flintfang loves smashing petrified creatures so they
can’t be returned to flesh. He wields an enormous maul
Area N5 – Ruined Courtyard (4d6 + 4 bludgeoning damage). Each round, Flintfang can
• Three goblin basilisk riders tend three basilisks use his action to make two attacks with the maul in place
• Barred door (AC 15, 27 hit points) lead to Area N7 of his normal bite and claw attacks. He attacks petrified
• Spiked wall: DC 14 creatures (including goblins that have died and turned to
A broken courtyard and a single tower (Area N6 and N7) stone) in preference to all other targets.
are all that remain of the central keep. A door from Area Area N7 – Throne Room
N7 opens directly into this courtyard, but it’s barred from
the inside (AC 15, 27 hit points, immune to poison and
• The Broken King, a wraith, wields Truth Teller (Magic
of the Runewild, page 40)
psychic damage). Creatures can also reach the courtyard • Brinwain’s sarcophagus contains a potion of invisibility
by swimming across the river. No check is required to do
so, but creatures who swim within 10 feet of the waterfall
• Invisible creatures can enter a portal to Area N8
must make a successful DC 19 Strength saving throw or be Galthyr Lionfell, the former Aruandan knight now known
swept over the falls, taking 35 (10d6) bludgeoning dam- as the Broken King, rarely leaves this impressive audience
age as they crash onto the rocks 100 feet below.

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chamber. A lacquered throne on the south wall sits be- Brinwain’s Sarcophagus
neath a tall glass window through which the falls of the The PCs can easily shift the lid of the sarcophagus to re-
Wendarin River can been seen. In the center of the room, veal the remains of Brinwain Lionfell. Brinwain wears the
a sarcophagus rests atop a raised dais. A waist-high railing tattered remnants of a blue gown and a silver diadem of
surrounds the dais, separating the room into two concen- Aosidhe design (worth 250 gp). Attached to a gold chain
tric circles. Four mirrors framed in gold hang on the east around her neck is a slim glass vial.
wall. The mirrors are 6 feet tall and each is decorated with The vial holds a potion of invisibility. The potion is un-
the image of a different monster: a cockatrice, a basilisk, a usually potent and has the following unique properties:
gorgon, and a woman with snakes in place of hair.
An enchantment on the window behind the throne • Attacking or casting a spell doesn’t end the effect. A
dampens the waterfall’s sound, but the glass is otherwise dispel magic spell cast on a creature affected by the potion
normal. If combat with the Broken King occurs, a stray ar- suspends the effect for 10 minutes but doesn’t dispel it.
row or spell eventually causes the window to shatter. Crea- A greater restoration spell cast on a willing target perma-
tures shoved through the window take 35 (10d6) blud- nently ends the effect.
geoning damage as they plummet onto the rocks 100 feet • The vial contains 5 doses of the potion. A creature who
below. drinks a single dose becomes invisible for 5 minutes. A
creature who drinks two doses at once becomes invisible
The Broken King for 5 hours. A creature who drinks three doses becomes
The Broken King sits atop his throne as the PCs arrive. The invisible for 5 days. A creature who drinks four doses be-
King’s “body” is nothing but the shattered pieces of his pet- comes invisible for 5 years, and a creature who drinks all
rified corpse, assembled into a vaguely humanoid shape five doses at once becomes invisible for 500 years.
by wisps of ghostly energy. His longsword, Truth Teller, re- Studying the potion during a short rest or casting identify
mains gripped in one of his stony hands. The Broken King’s on the potion reveals its magical properties. Only a char-
face is frozen in a howl of despair. acter who unknowingly quaffs the entire potion risks be-
Galthyr Lionfell’s transformation into the Broken King coming invisible for the rest of their life. Medusa intended
stripped him of any virtue he once possessed. He wants to give the potion to Brinwain’s child as a birthday gift but
only two things now: to carry out Medusa’s plan to cleanse placed the vial here after Brinwain died. If the PCs agree to
the Runewild of mortal life and to end his own existence. slay Medusa, the Broken King allows the characters to use
He knows Medusa won’t let the Broken King rest until she’s the potion to enter Medusa’s lair (see The Mirror Portal).
finished with him, but her hold on him prevents him from If the PCs contact Brinwain’s spirit via a speak with dead
attacking her himself. PCs who vow to slay Medusa on spell, she shares the information outlined in The Doom of
the Broken King’s behalf can attempt a Charisma (Persua- Lord Lionfell on page 178. Brinwain knows nothing about
sion) check opposed by the Broken King’s Wisdom. On a the keep since her death. Medusa’s current schemes are
success, the King demands one party member repeat the also a mystery to her, but if asked about the potion of in-
oath while touching Truth Teller. Assuming the PC tells the visibility or the gold-framed mirrors, Brinwain provides a
truth, the King shows them the portal to Medusa’s grot- single, cryptic clue: “Only those who walk unseen beneath
to (see The Mirror Portal). Otherwise, he attacks the party, her gaze may pass.”
fighting until he is destroyed.
Treat the Broken King as a wraith with the following The Mirror Portal
changes: The monsters on the mirrors’ frames depict Medusa and
• His half-physical form grants him an AC of 17 and a
her “children.” The cockatrice, basilisk, and gorgon mirrors
are nonmagical but worth 250 gp each. The medusa mirror
Strength of 16 (+3). In return, he loses all resistances and
is also worth 250 gp and bears a powerful enchantment as
immunity to the grappled and restrained conditions.
• He gains the following actions:
well.
Inspecting the medusa mirror with a detect magic spell
Multiattack. The Broken King makes one Truth Teller at- or similar effect reveals an aura of conjuration magic. Invis-
tack and one Life Drain attack. ible creatures (such as those under the effects of Brinwain’s
Truth Teller. Melee Weapon Attack: +8 to hit, reach 5 ft., one potion) can step through the mirror and arrive on the op-
target, Hit: 9 (1d8 + 5) slashing damage. The target takes posite side of a similar mirror in Medusa’s grotto (Area
an extra 7 (2d6) fire damage if it has tried to deceive the N8). PCs who study the medusa mirror over the course of
Broken King within the past 24 hours. a short rest learn this property, as does a character who
casts identify on the mirror. The mirror loses its magical
properties if shattered or moved from its current location.

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Area N8 – Medusa’s Grotto Roll Statue
• Medusa (a medusa) and Gorgon (a gorgon) 6 Toadwink, a sprite. Toadwink’s friend Bittersprout is being
• Chests contain treasure held captive at the goblin camps in Area N1.
• Enchanted mirror leads to Area N7 7 Lucius Tally, Lord Lionfell’s Councilor Arcane (as a mage),
turned to stone fighting Medusa the night of his master’s
In the days when the Aosidhe still controlled the Broken downfall. Lucius still clutches a staff of charming, which the
Keep, the elves would often come to this hidden grotto PCs can retrieve if they break the statue’s hands. Lucius’ old
to commune with the fey spirits of the forest. Lord Lionfell colleague, Shrack the Scryer, is also petrified at location 119.
also knew of the grotto and visited it whenever he sought 8 A giant raven (as a giant vulture) served Lord Raven (148)
refuge from the burdens of rulership. Today, the grotto is until Medusa turned it to stone.
the lair of Medusa, the true power behind the Broken King. 9 Obonobo, a deep gnome. If restored to flesh, Obonobo leads
the party to a nearby entrance to Deepdoom Hall (129).
Reaching the Grotto 10 Dame Tellarma was an Aruandan knight who came to the
The PCs can reach Medusa’s lair in one of two ways. The Broken Keep to avenge Lord Lionfell’s death.
first is via the enchanted mirror in the Broken King’s throne 11 A ferocious-looking moon bear (as a brown bear) rears up on
room (Area N7). The second is through the waterfall that its hind legs.
conceals the grotto’s entrance. Creatures can swim to the 12 Though eerily life-like, this statue of an Aosidhe warrior is just
rocks at the base of falls with no trouble, but navigating that: a statue. The statue’s purpose has been left for you to
the slippery rocks requires a DC 14 Dexterity (Acrobatics) decide.
or Strength (Athletics) check. Failure indicates the creature
Medusa and Gorgon
slips on their way into the grotto, taking 7 (2d6) bludgeon-
When Galthyr Lionfell cut his wife’s unborn child from her
ing damage. Creatures who fail the check by 5 or more also
womb, the baby didn’t die. Instead, it transformed into a
fall into the river and must attempt the check again.
gorgon. Medusa adopted the monster, naming it Gorgon.
Medusa’s Lair As she does the basilisks and cockatrices of the forest, Me-
Flowstone formations give the grotto’s walls and ceiling dusa considers Gorgon her offspring, caring for it as a mor-
the look of melted wax. A natural canal runs down the tal mother would her child.
center of the cave. Phosphorescent minerals line the canal, Medusa and Gorgon lurk in the shadows at the far end
filling the grotto with an otherworldly glow. of the grotto when the PCs arrive. If Medusa senses the
Rows of petrified creatures flank the canal, creating a party’s approach, she sends Gorgon ahead to confront the
gallery of sorts. Many of these statues are intact, but doz- characters. She then advances stealthily, revealing herself
ens more lie in pieces at their feet. Lit by the glowing canal, once in range to catch as many PCs in her Petrifying Gaze
the statues cast menacing shadows against grotto’s walls. as possible.
If the PCs pause to inspect the statues, refer to the Statues Medusa’s type is fey instead of monstrosity. Medusa
in Medusa’s Grotto table. wields powerful magic, but other than her ability to create
monstrous offspring (see below), Medusa’s powers are be-
Statues in Medusa’s Grotto yond the scope of this encounter. She’s otherwise treated
Medusa’s child, Gorgon, crushes most of his mother’s vic- as a normal medusa.
tims beneath his iron hooves, but occasionally Medusa Medusa’s only desire (other than to cleanse the
rescues interesting subjects for display. The statues below Runewild) is to create more monstrous offspring. To do so,
remain sufficiently intact that a greater restoration spell or Medusa needs a mortal willing to carry her child. If the PCs
similar effect restores them to life. help Medusa create a new monster, she agrees to nearly
any demand, including releasing the Broken King and dis-
Roll Statue banding his goblin army.
1 Straedos, a centaur, once ranged the forest’s southern
reaches. If restored to flesh, Straedos recognizes the Ruasidhe Medusa’s Offspring
scout Marek (see #2). In the Runewild, any monster capable of petrifying anoth-
2 Marek, a Ruasidhe scout, arrived at the keep several weeks er creature (including basilisks, cockatrices, and gorgons)
ago while searching for the centaur Straedos (see #1).
is the product of Medusa’s magic. Medusa longs to create
3 A harpy named Yizra was captured when a flock of the Bro- more such offspring, a fact the PCs can use as leverage in
ken King’s gargoyles clashed with her and her sisters at Harpy
Bridge (71).
their dealings with her.
As an action, Medusa can enchant a pebble she touch-
4 Dornamae, a human girl (as a commoner), served as a page
at the keep before Lord Lionfell’s transformation into the es. Any humanoid (regardless of gender) who willingly
Broken King. swallows the pebble becomes pregnant and, after 1d12
5 Before he ran afoul of Medusa, Buck Trollhill was a scout for months, gives birth to a new breed of monster. You may
the infamous bandit, Ianto the Red (89). decide if the players meet the monster (or its progeny) lat-
er in this campaign—or in another campaign entirely!
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Richard Broadhurst (Order #23491769)
Other than their ability to petrify, each of Medusa’s the sky above the cliff or gather branches for the fire. The
children is unique. Roll a d20 three times on the following hags’ position atop the cliff affords them a clear view of
table to determine the offspring’s general form, a special the river 40 feet below, but characters on the same side
attack or defensive feature it possesses, and the method of the water can approach the hags unnoticed by making
by which it petrifies its victims. The rest of the monster’s Dexterity (Stealth) checks opposed by the ravens’ Wisdom
game statistics are left for you to decide. (Perception).
This encounter assumes the party discovers the loca-
Roll Form Special Feature Petrification tion during the day. If the PCs arrive at night, the hags have
1 Humanoid Made of stone (AC 17) Gaze already lit the beacon fire, attracting a group of five lepi-
2 Bird Multiple limbs (multiat- Bite dopterans (see The Beacon Fire below).
tack)
3 Lizard Regeneration Claws Dealing with the Moon Hags
4 Panther Immune to nonmagical Stinger The moon hags have learned a group of lepidopterans fre-
damage quent this stretch of the river. The hags plan to light the
5 Snake Truesight 120 feet Breath weapon beacon once darkness falls and slaughter the lepidopter-
6 Bear Magical camouflage Grappling ans as they investigate the beacon’s glow.
7 Toad Venom (+2d6 poison Spit
A hag named Waning Jane leads the coven. So long as
damage) the party doesn’t interfere with their plan to kill the lep-
8 Wolf Flying speed 60 feet Spell-like attack idopterans, Waning Jane and her sisters want no trouble
9 Horse Larger than normal Touching its blood
with the PCs. If asked about the beacon, the hags explain
their plans, casting the lepidopterans as evil creatures who
10 Rat Teleport short distances Swallow and regur-
gitate kidnap mortals and transform them into fey. If the party
has had previous interactions with lepidopterans (during
11 Insect Innate spellcasting Hearing its song
a random encounter, for example), Waning Jane’s descrip-
12 Roll twice Roll twice Roll twice
tion of the moth-folk may not match the characters’ ex-
The Mirror Portal periences. PCs who make a successful Wisdom (Insight)
A gold-framed mirror hangs on the grotto’s west wall. The check opposed by Waning Jane’s Charisma see through
mirror is 6 feet tall. The top of the frame is worked to re- her half-truths.
semble the face of Medusa. Waning Jane lets the PCs watch the lighting of the
Inspecting the mirror with a detect magic spell or sim- beacon fire, provided they promise not to intervene once
ilar effect reveals an aura of conjuration magic. Creatures the lepidopterans arrive. If the PCs refuse or otherwise
who step through the mirror are teleported to Area N7. A cause trouble, the hags drive the characters away before
creature does not need to be invisible to step through the they can ruin their plans. In combat, the hags attack with
mirror from this side (unlike the mirror’s twin in Area N7). their Silver Sickles or ray of frost spells, preferring to save
PCs who study the mirror over the course of a short rest their moonbeam spells for the lepidopterans. The giant ra-
learn its magical property, as do those who cast identify on vens grapple the PCs and throw those they catch into the
the mirror. The mirror becomes nonmagical if shattered or river.
moved from its current location, but it’s worth 250 gp even Each of the moon hags has a man-sized feather that
without its enchantment. grants any creature who rides it a flying speed of 50 feet
The feathers lose their enchantment 1d6 days after the
Treasure hag who created it dies. A dispel magic spell cast on a
When she took control of the Broken Keep, Medusa gath- feather also ends the enchantment, causing any creature
ered the contents of the ‘keep’s treasury and transported riding on the feather to fall. If the PCs kill one of the hags,
the treasure here. Three unlocked chests at the far end of the remaining two hop on their feathers and retreat (with
the grotto contain 1,000 cp, 13,000 sp, 4,400 gp, 170 pp, 9 any giant ravens still alive) to Lord Raven’s Roost (148).
gems worth 100 gp each, and assorted art objects worth In addition to their feathers and sickles, the hags carry
an additional 2,000 gp. 2d10 sp each.

The Beacon Fire


110. Lord of the Lepidopterans (CR 5) Assuming the PCs don’t stop them, the moon hags per-
• Three moon hags (Runewild Bestiary, page 299) and form a magic ritual to light the beacon shortly after sunset.
six giant ravens (as giant vultures) Once lit, the beacon burns with ephemeral silver flame.
• Five lepidopterans (Runewild Bestiary, page 275) This magic fire sheds light normally (the beacon illumi-
Atop a cliff overlooking the Wendarin River, three moon nates a radius of 100 feet) but deals radiant instead of fire
hags prepare a beacon fire. Six horse-sized ravens patrol damage to those who touch it. After lighting the beacon,

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Richard Broadhurst (Order #23491769)
Waning Jane and her sisters withdraw into the trees to
wait for the lepidopterans to arrive.
A few minutes later, five lepidopterans arrive to in-
vestigate the beacon. As soon as they enter the fire’s illu-
mination radius, each of the lepidopterans must make a
DC 10 Wisdom saving throw. Those who fail the save are
incapacitated and must spend their turn moving toward
the beacon fire. The moon hags then reveal themselves,
targeting entranced lepidopterans with moonbeam spells
as the giant ravens attack any lepidopterans who resisted
the beacon’s glow.
Though they outnumber the hags, the lepidopterans
are no match for Waning Jane and her sisters. Unless the
PCs intervene, the moon hags slaughter the lepidopterans
after a few rounds. Any lepidopterans the PCs save fly off
and escape the encounter at the first opportunity.
Regardless of the battle’s outcome, the beacon fire
burns out after 10 minutes.

Linneus
If the PCs drove the hags away before they could light the
beacon, a passing butterfly observes this and informs Lin-
neus, the so-called Lord of the Lepidopterans, of the par-
ty’s actions. If the PCs defeated the moon hags after they
lit the beacon, the surviving lepidopterans tell Linneus
about the party. If all the lepidopterans die, Linneus tracks
his missing allies to this location. In any case, Linneus ar-
rives at the cliff shortly after the encounter with the moon
hags resolves. 1d4 + 1 lepidopterans accompany him.
Linneus has known about the moon hags for some
time and appreciates any actions the PCs took to oppose
them. As thanks, he and his companions offer to heal in-
The Metamorphosis
jured party members (using their Healing Antennae abil-
Linneus knows a magic ritual to transform a humanoid
ity). Assuming the PCs befriend them, the lepidopterans
into a lepidopteran. The ritual takes two shifts (12 hours) to
can share the following information with the party:
complete, during which time Linneus and his allies wrap
• The moon hags serve Lord Raven, a fey lord who takes the humanoid inside a silk cocoon. The humanoid can
the form of an enormous raven. Lord Raven nests atop Ra- choose to escape the cocoon at any time, but if they leave
ven’s Roost (148). the cocoon before the ritual is complete, the magic fails
• If the party needs shelter for the night, there’s a ruined with no effect.
Aruandan keep to the east (111). At the end of the 12 hours, the humanoid emerges
• If the PCs seem suspicious of the lepidopterans, Linne- from the cocoon as a fey creature known as a lepidopter-
us says they’re right to be wary of the fey. He warns them an. Any diseases the humanoid suffered before the ritual
about the gossamers at 122 and the specters who host began are cured. In addition, the ritual breaks any curses
the Movable Feast (123). that affected the humanoid, regardless of the length of
time the creature was cursed (see the optional rules for
Despite his strange appearance, Linneus was human once
curses on page 38 in Magic of the Runewild). At the GM’s
and maintains a fondness for mortals. If any of the PCs are
discretion, the ritual may also restore missing limbs or cure
cursed or diseased, he offers to transform them into lepi-
other maladies affecting the creature.
dopterans (see The Metamorphosis below). Linneus trans-
A creature transformed into a lepidopteran loses its for-
forms only those willing to abandon their mortal bodies
mer racial traits, including ability score increases, although
and hesitates to perform the ritual for characters who
their size doesn’t change and they may retain purely men-
don’t suffer a serious ailment. For more information about
tal traits such as skill proficiencies and languages known
Linneus, see the entry for lepidopterans in the Runewild
(GM’s discretion). The creature also gains the following:
Bestiary (page 275).

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Richard Broadhurst (Order #23491769)
• Their type becomes fey. They no longer age. ture, it frees one creature at random to accommodate the
• They gain a flying speed of 40 feet and darkvision to a new prisoner. If the tapestry is destroyed (AC 11, 10 hit
range of 60 feet. points, vulnerable to fire damage), creatures trapped with-
• They become vulnerable to radiant damage and suffer in it die.
the Drawn to the Flame weakness (see the entry for lepi- While within 5 feet of the tapestry, a character can use
dopterans on page 275 of the Runewild Bestiary). an action to speak the tapestry’s command phrase and
• They gain the Curse Sense, Immune to Curses, and safely touch the image of one creature trapped inside the
Speak with Butterflies and Moths traits. tapestry. The creature touched appears in the unoccupied
• They gain the Cursed Touch and Healing Antennae ac- space nearest to the tapestry. The Prisoners of the Tapestry
tions. The creature’s attack bonus with Cursed Touch is its table below lists the tapestry’s current occupants.
Charisma modifier + proficiency bonus. The saving throw The tapestry is 7-foot tall and 12-foot long. It weighs
DC for Cursed Touch is 8 + the creature’s Charisma modifi- 40 pounds. PCs who discover a way to remove the tapestry
er + proficiency bonus. from its hangings without touching it can do so without
activating the tapestry’s magic.
Linneus considers PCs who become lepidopterans close
allies. He offers a place for them in his retinue, should Prisoners of the Tapestry
they choose to join him. However, moon hags (including Twelve prisoners are currently trapped inside the tapes-
those the party may encounter at Raven’s Roost) despise try. Eleven of the prisoners are monstrous creatures, all of
lepidopterans. The hag may decide to hunt down the PCs which attack the PCs the moment they’re released. The fi-
should they learn of their transformations. nal prisoner is an Aosidhe archer named Thoren Frost (see
below). If the tapestry traps a creature when it already has
111. The Blackfell Tapestry (CR 3) twelve prisoners, roll a d12 on the table below to deter-
• A magic tapestry traps those who touch it (as a mirror mine which of its current prisoners the tapestry releases.
of life trapping)
• Monsters and Thoren Frost, an Aosidhe archer (as a Roll
1
Prisoner
Basilisk
spy), occupy the tapestry
• Thoren carries an enchanted longbow, Frostbite (Mag- 2 Cockatrice
ic of the Runewild, page 39) 3 Ettercap
4 Fiddlehead (Runewild Bestiary, page 269)
Only the cavernous great hall of this ruined Aruandan
5 Forest sloth (Runewild Bestiary, page 270)
keep still stands. If the PCs explore the hall, they discover
a tapestry hanging on the wall. The tapestry’s craftsman- 6 Giant spider
ship is breathtaking, and though it appears old, it remains 7 Giant toad
untouched by time. The tapestry depicts a lone Aosidhe 8 Gnarl (Runewild Bestiary, page 270)
archer standing before a stretch of snow-dusted trees. The 9 Grimlock
elf levels his bow at a host of monsters that rush him from 10 Grindylow (As a hunter shark with a walking speed of 30 feet
the forest’s edge. and the ability to breathe both air and water. The grindylow’s
type is fey.)
Investigating the Tapestry 11 Owlbear
The tapestry functions like a mirror of life trapping, except 12 Thoren Frost
that its magic activates when a creature touches it (rather
than looks at it). A chill emanates from the tapestry, alert- Thoren Frost
ing the characters to its magical nature. Casting an identify Thoren Frost was the last Aosidhe child born in the
spell on the tapestry reveals its properties and command Runewild before the elves ceded the forest to the Aru-
phrase (“Step forth” in Sylvan), as does studying the tapes- andans at the end of the Witch Wars. As the youngest of
try over the course of a short rest. their number, Thoren was tasked to serve as an envoy to
Living creatures who touch the tapestry must make the Aruandans. It was on one of these diplomatic missions
a successful DC 15 Charisma saving throw or become that Thoren visited this keep and met with its lord, Ger-
trapped inside the tapestry. Trapped creatures appear wo- rand Blackfell. When their discussions soured, Lord Black-
ven into the tapestry’s design. Creatures trapped inside fell ordered his Councilor Arcane to trap Thoren inside the
the tapestry don’t age, and they don’t need to eat, drink, or tapestry.
sleep. A creature can escape the tapestry by using magic At heart, Thoren is more of an adventurer than a dip-
that permits planar travel. lomat. Once released, he takes to the PCs immediately.
The tapestry can hold up to twelve creatures at a time. Thoren considers himself in the party’s debt and may join
If the tapestry has reached its limit and traps another crea- the PCs on their current quest or return to help them later

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Richard Broadhurst (Order #23491769)
breeze. Though her dress is weather-worn, her corpse
seems only a few hours old.

Gabbie Bleech
Gabbie Bleech, a green hag with a weakness for gossip,
once sold secrets to anyone willing to pay. To silence her,
Gabbie’s coven sisters rendered her mute with a curse and
strung her body here. Gabbie’s curse prevents her from es-
caping the noose, but through force of will she’s recovered
the ability to answer 12 distinct questions (see the She Sells
Secrets table for more information). While Gabbie remains
cursed, attempts to communicate with her telepathically
fail.

Dealing with Gabbie


Gabbie uses her Illusory Appearance ability to appear as
the corpse of a beautiful human woman. Physically in-
specting Gabbie’s body uncovers the deception, as does a
successful DC 20 Intelligence (Investigation) check or any
magical effect capable of piercing illusions. A detect magic
spell cast on Gabbie reveals auras of illusion (her Illusory
Appearance) and powerful necromancy (her curse).
The PCs can attempt a DC 12 Intelligence (History)
check to recognize Gabbie. On a success, the PC recalls
Gabby’s backstory, as well as the following children’s
rhyme:
Gabbie Bleech
Swings from the beech
She sells twelve secrets
A silver each
in the campaign. Treat Thoren as a spy. Instead of a hand
crossbow, he wields an enchanted longbow called Frost- PCs who check Gabbie’s pockets find them stuffed with sil-
bite (Magic of the Runewild, page 39). ver coins (37 sp total). If a PC steals the coins, Gabbie’s eyes
Thoren has been trapped inside the tapestry for de- snap open and she targets the thief with vicious mockery.
cades, but he can share the following information with the Except for when she answers questions, this is the only
party: time Gabbie speaks.

• Thoren visited the Broken Keep (109) when the Ao- Gabbie’s Curse
sidhe still ruled it. He’s heard rumors of a hidden grotto Freeing Gabbie from her curse is as simple as loosening
beneath the keep. the noose around her neck. Gabbie thanks PCs who free
• Camadaithe, the Aosidhe necromancer who operates her but offers no reward for their kindness. Shortly after
the Tavern on the Marsh (87) is one of Thoren’s contempo- being released, Gabbie turns invisible (using her Invisible
raries. The two have never spoken, but Thoren recognizes Passage ability) and retreats into the forest. At your dis-
Camadaithe’s name. cretion, the PCs may encounter Gabbie Bleech later in the
• Once he learns of the Aosidhe’s departure from the campaign.
Runewild, Thoren makes it his mission to reunite with his Characters who free Gabbie become targets of the
people at Highvale (150). curse that silenced her. Each PC must make a DC 12 Wis-
dom saving throw. On a failure, the character can speak
112. She Sells Secrets (CR 3) no more than twelve words chosen by their player. (Have
• Gabbie Bleech, a green hag, sells secrets the players of cursed characters create a list of the words
• Gabbie’s curse: DC 12 they’re allowed to say.) While cursed in this way, spellcast-
ers can’t cast spells with verbal components. The curse is
The corpse of a young woman hangs in a noose strung permanent until ended by a remove curse spell or similar
from a beech tree beside the trail. The branch support- effect.
ing the woman’s weight groans as her body sways in the

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Richard Broadhurst (Order #23491769)
She Speaks Secrets est seem to fear it. In fact, there isn’t just one Shroud That
Gabbie Bleech’s curse prevents her from speaking normal- Walks, but many. The tomb hag Old Mother Toombs (114)
ly. However, if a character places a silver piece in Gabbie’s has sewn dozens of Shrouds, so matter how many times
pocket and asks one of the following questions, Gabbie the PCs destroy the Shroud, a new one always takes its
answers. Gabbie accepts no other payments, not even place. Only killing Mother Toombs stops the Shrouds from
coins of greater value. Questions don’t need to be precise- appearing.
ly worded, but Gabbie can’t speak about topics other than
those listed below. You have the final say as to whether 114. Old Mother Toombs (CR 5)
Gabbie answers a question and what information she pro-
The forest here has nearly reclaimed the markers of an an-
vides.
cient Runish graveyard. A burial mound rises from the cen-
Roll Question Gabbie’s Answer ter of the graveyard, its entrance built from slabs of stone
1 “What is the Shroud that “A creature sewn by Mother
stacked like children’s blocks. A bare dirt ramp descends
Walks?” Toombs.” (114) into the barrow’s interior.
2 “Where is Fennysnake?” “Trapped in a wizard’s mirror.” The graveyard is home to a wicked tomb hag named
(139) Old Mother Toombs. For more information on Mother
3 “How do we appease the “Give them children and Toombs, see her entry in the Runewild Bestiary on page
Whitebone Sisters?” bones.” (18) 296.
4 “When is Missus Switch “On the night her heart broke.”
weakest?” (63) Keyed Areas
5 “What does the Washer “Her regrets.” (94) Area P1 – Graveyard
Widow carry?” • Old Mother Toombs, a tomb hag
6 “What does Goodie Shark-
tooth fear?”
“The Old Maid.” (115) • Twenty-four skeletons and a mummy in shallow
graves
7 “How do we find the Gunk- “Whisper their names into the
puddle Girls?” well.” (30) The graveyard encompasses an area several hundred feet
8 “How do we defeat Grisel- “She hides her head atop in diameter, with grave markers becoming more and more
da?” Raven’s Roost.” (148) prevalent as one approaches the central barrow. Unless
9 “Who else has passed this Describes the creature most she’s away on other business (such as tending to the Ill-
way?” recently on the trail (your spire Guard at 100), the PCs spot Old Mother Toombs float-
choice). ing among the graves as they approach. Mother Toombs
10 “What’s your name?” Sings the nursery rhyme de- greets the PCs by claiming they’ve arrived at the graveyard
scribed in Dealing with Gabbie. too early (they’re not dead yet). Though her manner is un-
11 “Why were you killed?” “I said too much.” settling, Mother Toombs attacks only if the PCs threaten
12 “Should we cut you down?” “Yes.” her or disturb the graves. If hard-pressed, she flees into the
mound (to Area P5).
113. The Shroud That Walks (CR 8)
Shallow Graves
• An animated burial shroud (as a cloaker) The grave markers bear no names or dates, but a character
The Shroud That Walks, an animated burial shroud, haunts who inspects them can make a DC 10 Intelligence (Histo-
this stretch of trail. Whenever the PCs would trigger a ry) check. On a success, the character knows the graves are
nighttime random encounter in this hex, they encounter Runish and were most likely dug for farmers, servants, and
the Shroud instead. The Shroud appears as a burial shroud other common folk. The markers are ancient, lopsided and
made of wispy white linen. It floats upright as it moves, as weather-worn.
if given form by an unseen creature wrapped inside it. Pin- There are 60 graves in all. Mundane human remains fill
pricks of red light burn near the top of the shroud, where most of them, but 24 contain skeletons animated and con-
the creature’s “eyes” might be. trolled by Mother Toombs. PCs with the ability to detect
The Shroud uses stats for a cloaker, except its type is undead creatures (such as a paladin using Divine Sense)
construct rather than aberration. Targeting the shroud sense the animated skeletons beneath their feet. As a bo-
with a dispel evil and good spell causes it to collapse and nus action, Mother Toombs can command any animated
become a normal shroud again. The shroud isn’t sentient; skeletons within 60 feet of her to claw their way free from
it exists only to snuff life from the living. It attacks living their graves.
creatures on sight, pursuing them if they flee. Would-be grave robbers may be disappointed by the
The citizens of Ill Hollow (76) sometimes speak of graves’ contents. For every corpse unearthed, there’s a 1 in
the Shroud in hushed tones, and even the fey of the for- 6 chance a minor trinket (such as a locket or wedding ring)
accompanies the body. These grave goods are worth 1d4
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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
x 10 gp each. The other graves are empty except for their it to avoid triggering the trap. A character using thieves’
corpses. tools can jam the pressure plate (making it safe to walk
across) with a successful DC 14 Dexterity check. Failing this
The Grave of Nevin Toombs check by 5 or more triggers the trap.
Nevin Toombs, the deceased husband of Mother Toombs, When the trap is triggered, the stone sphere rolls down
is among those buried in the shallow graves. Like the other the ramp until it reaches the end of the slope, where it be-
graves, Nevin’s marker has no name or date, but Mother comes jammed in the entrance to Area P4. PCs inside the
Toombs clears weeds from his grave and recently placed a entry ramp can outrun the sphere by using their full move-
bundle of fresh flowers atop it. PCs who search the grave- ment to head to Area P4. The PCs can also squeeze against
yard notice these irregularities with a successful DC 10 In- the wall as the sphere rolls past by making a successful DC
telligence (Investigation) or Wisdom (Perception) check. 19 Dexterity (Acrobatics) check. A character that fails this
An ancient fey curse forces Old Mother Toombs to check or that can’t otherwise escape the sphere takes 27
tend her husband’s grave for all eternity. So long as she (5d10) bludgeoning damage and is knocked prone.
does so, Nevin sleeps peacefully, but he rises as a mummy While the sphere blocks the entrance to Area P4, only
if his grave is disturbed. Once awakened in this way, Nevin creatures in gaseous form can move past it. A combined
hunts down and attacks Mother Toombs until either he or Strength of 24 is required to move the sphere. Smashing
his wife are destroyed. Naturally, Mother Toombs goes to the sphere also clears the way (AC 17, 25 hit points, im-
great lengths to make sure this never occurs. mune to poison and psychic damage).
Clever PCs might use the trap to seal Old Mother
Area P2 – Barrow Entrance
• Barrow is unhallowed, causing fear (DC 15 to dispel)
Toombs inside the barrow. (She won’t die, but it takes her
several days to dig herself free.) Once the trap is triggered,
A feeling of dread assaults creatures who approach within Mother Toombs has no way to reset it.
5 feet of the barrow’s entrance. The barrow is under the
effects of a hallow spell (or unhallow, in this case). The Area P4 – Main Chamber
spell prevents undead from entering the barrow. Beasts • A hell hound
and humanoids within the tomb are frightened (no saving • Life drain trap: DC 14
throw), unless they are immune to the frightened condi- • Treasure in burial niches
tion. Affected creatures can’t willingly enter the tomb. PCs Niches filled with shroud-wrapped corpses line the walls to
who make a successful DC 15 Intelligence (Arcana or Reli- a height of 6 feet A sarcophagus rests on a stone bier in the
gion) check recognize the effects of the hallow spell and center of the room. The lid of the sarcophagus is carved to
know a successful dispel magic spell (DC 15) is required to resemble a skeleton in a hooded robe. An archway directly
end the effect. across from the entry ramp leads to a small side chamber.
When the PCs first arrive, Old Mother Toombs’s pet hell
Area P3 – Entry Ramp
• Rolling stone trap: DC 14
hound gnaws on a bone at the foot of the sarcophagus. Un-
less Mother Toombs accompanies the PCs, the hell hound
The barrow’s entry ramp slopes down 60 feet before open- attacks the party on sight, fighting to the death. Mother
ing into a circular chamber (Area P4). The ramp is 15 feet Toombs’s magical control over the hell hound makes it im-
wide at the entrance but tapers to a mere 5 feet across at mune to the charmed and frightened conditions.
its far end. The walls and ceiling of the ramp are made up
of enormous stone blocks. Human skulls fill the gaps be- False Sarcophagus
tween the blocks like mortar. An inscription on the sarcophagus reads “Nevin Toombs,”
but the sarcophagus is a decoy. Mother Toombs placed
Rolling Stone Trap the sarcophagus here to fool those seeking to disturb her
A ceiling block at the top of the ramp conceals a secret husband’s rest. A detect magic spell or similar effect cast on
compartment. Within the compartment, a 5-foot-diame- the sarcophagus reveals an aura of necromancy, but PCs
ter stone sphere hangs suspended by ropes connected to with the ability to detect undead sense no such creatures
a pressure plate on the floor (marked X on the map). Plac- inside the sarcophagus.
ing ten pounds or more of weight on the pressure plate Two or more characters working together can open
triggers it, causing the sphere to crash through the ceiling the sarcophagus. The moment the lid of the sarcophagus
and begin rolling down the ramp. is raised, a wave of necrotic energy washes over the area.
PCs who search the area can find the compartment or Living creatures within 15 feet of the sarcophagus take
pressure plate by making a successful DC 14 Intelligence 18 (4d8) necrotic damage and must make a DC 14 Consti-
(Investigation) or Wisdom (Perception) check. Once they tution saving throw. On a failure, the creature’s hit point
discover the pressure plate, the PCs can easily step around maximum is reduced by an amount equal to the damage

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Richard Broadhurst (Order #23491769)
taken. This reduction lasts until the creature finishes a long skeletons attack the nearest living creature, including
rest. A creature dies if this effect reduces its hit point max- Mother Toombs.
imum to 0. The cupboard contains three other items of note. The
Pushing the sarcophagus off the bier, or otherwise de- first is a black unicorn horn. While not magical itself, the
stroying the sarcophagus, counteracts the trap. horn is worth 750 gp, assuming the PCs find a buyer for
such a gruesome trophy. Mother Toombs keeps the horn
Treasure in case she ever needs to bargain with the Black Unicorn
Every 10 minutes a PC searches the burial niches, they (126).
find 1d4 x 10 gp worth of minor grave goods among the The second item is Nevin Toombs’s spellbook. Before
corpses, to a maximum value of 800 gp. Multiple charac- he died, Nevin was an accomplished necromancer. His
ters working together reduce the time needed to find this spellbook contains the following spells: animate dead,
treasure accordingly. blight, darkness, darkvision, false life, phantom steed, protec-
tion from evil and good, ray of enfeeblement, ray of sickness,
Area P5 – Old Mother Toombs’ Sanctum
• Old Mother Toombs may flee here sleep, and vampiric touch.
• A half-finished burial shroud animates (as a rug of Beside the spellbook is a piece of ivory carved to re-
semble a miniature coffin. The trinket is a gift from the
smothering)
• Treasure in locked cupboard: DC 15 ogre hag Griselda (86) and functions as a folding boat.

This narrow chamber serves as Old Mother Toombs’s bed- 115. Goodie Sharktooth (CR 4)
room and work space. If forced to flee combat elsewhere,
The roof of this shack sags like wet laundry slung over a
she retreats here to make her final stand.
clothesline. Glass fills the shack’s windows, but not a sin-
A bed and several work tables are arranged along the
gle pane remains unbroken. A moss-draped porch wraps
north wall. The tables are covered with a variety of odds
around the shack’s front and sides. Out back, a crooked
and ends (sewing needles, colored chalks and ribbons,
footpath leads deeper into the woods.
dried flowers) that function as the equivalent of a compo-
The shack is the lair of a green hag named Goodie
nent pouch (worth 25 gp). A cupboard stands at the far
Sharktooth. Goodie possesses a deck of magical playing
end of the room. Eerie candlelight flickers in the space be-
cards she uses to predict the future, alter a person’s for-
tween the cupboard’s doors. Beside the cupboard, some
tunes, or speak with the dead. For more information on
sewing has been left on the seat of a rocking chair.
Goodie Sharktooth, see her entry in Runewild Bestiary
Animated Shroud on page 285.
Mother Toombs is in the process of sewing a burial shroud
High Card
like the ones described in The Shroud That Walks (113).
The PCs might visit Goodie Sharktooth for a variety of rea-
The sewing on the rocking chair is her current work.
sons, but Goodie demands a game of cards before getting
Though it is unfinished, Mother Toombs can use an action
down to business. Goodie’s favorite game is called High
to animate the shroud. Once animated, the shroud fol-
Card. The rules are simple:
lows Mother Toombs’s commands until either it or Mother
Toombs is destroyed. • Five or more players draw one card each from Good-
Due to its unfinished state, treat the animated shroud ie’s deck. After looking at the card, each player may shuffle
as a rug of smothering (instead of a cloaker). If the PCs their card back into the deck and draw a new one, if they
don’t destroy the shroud and leave Old Mother Toombs choose.
alive, she completes the shroud in 1d4 days. • Cards are revealed. The player with the lowest card is
ejected from the game.
The Cupboard • Revealed cards are removed from the game.
The cupboard is locked. Mother Toombs keeps the key be- • Remaining players repeat the process three more
neath her pillow. A character using thieves’ tools can pick times until a winner is determined.
the lock with a successful DC 15 Dexterity check. The cup-
board is fragile and can be broken open easily (AC 13, 2 hit Goodie insists High Card can’t be played with less than
points, immune to poison and psychic damage). five players (more than five players is fine). She goads hes-
A single candle lights the cupboard’s interior. Moth- itant PCs until they join the game and fill any remaining
er Toombs uses the candle to maintain control over the spots with her satyr servant Snoutknave or the spirits she’s
skeletons she animates with her animate dead spell. The bound to her cards (see the Goodie’s Ghosts table). Good-
candle never burns down but can be extinguished like a ie refuses to play cards unless gambling is involved, but
normal candle. If it is extinguished, Mother Toombs loses she’ll accept any stakes (even worthless items like buttons
control over any skeletons she’s animated. Uncontrolled or bird seed).

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Richard Broadhurst (Order #23491769)
You can play High Card using an actual deck of play- ries of their former lives. Otherwise, treat the deck-bound
ing cards. In the case of a tie, spades are considered high, souls as specters.
followed by hearts, diamonds, and clubs. If cards aren’t
available, simulate cards draws using a d20 (high roll wins, Roll Result
reroll to break ties). 1 Dame Lambhorn was a vainglorious knight who died fight-
ing ogres in the Witch Wars. She finds Goodie distasteful and
Players may try all sorts of tricks and tactics to improve warns the PCs against doing business with her.
their chances of winning the game. Every round, each play-
2 Cledd Jorkins, an elderly farmer, is confused and terrified
er can take one of the following actions. Goodie’s cards are when first summoned. If the PCs try to comfort him, he
immune to magical tampering (such as mage hand or mi- begins to weep.
nor illusion), but spells which enhance a player’s skill (such 3 Father Bellan, a former priest of St. Adso, is fond of cards but
as guidance) are allowed. PCs proficient with a gaming set demands blood if he catches the PCs cheating.
can add their proficiency bonus to ability checks made 4 Evran Hughes was a passable bard before he crossed paths
during the game. Allow players who work together to gain with Goodie. He’s hopelessly in love with Aerona Pye.
advantage on their checks. 5 Aerona Pye, a lovely Runish maiden, fears Goodie but tells

• Card Up Your Sleeve: Before drawing a card, you can


6
the PCs about the Old Maid in Area Q5 if she gets the chance.
Alabaster appears to be a talking cat, but he was human
make a Dexterity (Sleight of Hand) check opposed by the before a witch’s curse transformed him into his current state.
Wisdom (Perception) checks of the other players. On a suc- He’d rather nap than play cards.
cess, draw two cards this round and choose which one to 7 Huragar was a Runish spear man who lost his life fighting the
keep. On a failure, someone notices you cheating, and you Aruandans a century ago. He hates the PCs almost as much as
become the loser for this round. he does Goodie.
• Read the Table: Before deciding whether to draw a new 8 Pearl-Eye Pete was once a sailor from a far-off land. Pete’s
card, you can try to read the table by making a Wisdom eyes have been scooped out and their empty sockets stuffed
(Insight) check opposed by the other players’ Charisma with pearls. He places bets with the pearls (they’re worth 100
gp each). For reasons unknown, Goodie is unusually fond of
(Deception). Look at the card of any player you beat.
• Count the Deck: Before deciding whether to draw a
9
Pete.
Torken Clood was a greedy merchant who lost his fortune
new card, you can try to count the cards by making a DC playing cards with Goodie. He dabs his brow with his hand-
15 Intelligence check. During the final round, the DC for kerchief when bluffing.
this check lowers to 10. On a success, draw a card before 10 Brenzibar the Black was a knight who took a Ruasidhe arrow
shuffling your current card back into the deck, then choose in the eye. The arrow still pokes from beneath his bucket
which one to keep. helm. Mechanically, he’s no different from the other ghosts,
• Dumb Luck: During the final round only, you can get but Goodie always summons Brenzibar first to protect her.
lucky by making a DC 15 Charisma check. On a success, 11 Gwilli Wrensong, a halfling con artist. Gwilli swindled a small
fortune while she lived, but the money’s no good to her now.
draw three cards this round and choose which one to She tells the PCs where she buried her stash if they make
keep. On a failure, draw three cards and keep the lowest. good on the one con she regrets. The details surrounding
Gwilli’s backstory are left for you to decide.
During the first three rounds, Goodie always reads the
table. On the last round, she counts the deck, unless she’s 12 The face of the Hooded Man hides beneath the shadows of
his cowl. The Hooded Man refuses to speak but seems defer-
been unable to get read on her opponent, in which case ential to Goodie. If Goodie knows the Hooded Man’s identity,
she resorts to dumb luck. Goodie has advantage on any she’s keeping it a secret.
roll she makes while playing cards. Until the PCs catch him
cheating, Snoutknave always uses the card up your sleeve Keyed Areas
action. Unless otherwise noted, Goodie’s spirits roll to op-
pose the PCs’ checks but don’t use actions on their own. Area Q1 – Porch
Goodie bears no ill will against PCs who beat her at • Sweetie, Goodie’s pet monitor lizard (as a wolf)
High Card. She may even develop a fondness for charac-
Sweetie, Goodie’s pet monitor lizard, lazes about the porch
ters with a knack for the game.
day and night. Sweetie hisses at the PCs as they approach
Goodie’s Ghosts and attacks characters who ignore its warning. If offered a
Goodie has magically bound the ghosts of a number of piece of candy, Sweetie lets the party enter the shack un-
mortals to her deck of cards. As an action, Goodie can molested. Combat with Sweetie alerts Snoutknave in Area
summon one of the following ghosts from the deck. Once Q2.
summoned, the ghost remains under Goodie’s control for Sweetie has an Intelligence of 4 and understands
1 hour or until it is reduced to 0 hit points, at which point Common (though it can’t speak aloud). Otherwise, use
it returns to the deck and can’t be summoned again for 24 wolf statistics for Sweetie.
hours. The ghosts speak Common and retain the memo-
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Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
Area Q2 – Sitting Room Area Q4 – Goodie’s Bedroom
• Snoutknave, a satyr, greets visitors • Trapped cards: DC 14
• Goodie Sharktooth, a green hag, observes the PCs • Key unlocks the shed in Area Q5
while invisible
• Treasure in Goodie’s magic hat Goodie’s bedroom contains a bed against one wall and an
empty wardrobe across from it. In the corner sits a comfy
An obsequious satyr named Snoutknave questions visitors chair, before which a collapsible card table has been set.
at the front door before granting them entrance. Goodie Arranged in a row atop the table are three playing cards.
observes these interactions under the effects of her Invis- The cards are worn and slightly tented, three-card monte
ible Passage ability, revealing herself once she’s satisfied style.
the party means her no harm. If the PCs haven’t already encountered her, they find
The sitting room contains mouldering couches ar- Goodie here playing with the cards on the table.
ranged before a cold fireplace. A round table, such as one
at which a game of cards might be played, fills the center Find the Lady
of the room. Beside the front door is a wooden bowl filled If inspected with a detect magic spell or similar magic, the
with colorful hard candies (treats for Goodie’s pet lizard in cards on the table radiate auras of conjuration and trans-
Area Q1). mutation magic. As the PCs approach, the cards flip face-
Assuming she senses no ill intentions from them, up. The center card depicts Goodie dressed as a queen and
Goodie invites the PCs to take seats at the card table. As holding a blood-red key. The other cards show faceless
Goodie and the party chat, Snoutknave makes himself knights (one red, one black).
busy in the kitchen (Area Q3). If combat breaks out, Good- After a moment, the cards turn face-down again and
ie calls for Snoutknave to protect her and then flees to begin shuffling at blinding speed. PCs who observe the
Area Q4. Goodie values her life too highly to risk it need- cards can make a DC 14 Intelligence (Investigation) or Wis-
lessly. She fights only if the PCs try to release the Old Maid dom (Perception) check. On a failure, the PC loses track of
in Area Q5. the cards’ positions.
Apart from her deck of cards, Goodie’s top hat is her The cards stop moving a few moments later. A PC may
most valuable possession. The hat functions as a bag of now select one of the cards, causing it to flip over again
holding and currently contains 2,200 cp, 1,100 sp, 90 gp, and produce one of the magical effects described below.
assorted trinkets worth 75 gp, a potion of animal friendship, If the PC’s check to track the cards succeeded, they can
and a potion of greater healing. choose which card to reveal. Otherwise, they must select a
card at random (roll 1d3):
Area Q3 – Kitchen
• A ghostly presence washes dishes
• Goodie the Queen: A copper key appears beneath the
• PCs who don’t help are attacked
card. The key opens the Old Maid’s shed in Area Q5.
• The Red Knight: The PC takes 22 (4d10) psychic dam-
Beneath the window on the east wall sits a washbasin piled age, or half damage with a successful DC 14 Wisdom sav-
high with dirty dishes. One by one, the dishes rise from the ing throw.
basin and are scrubbed by a pair of invisible hands. As the • The Black Knight: The PC takes 22 (4d10) necrotic dam-
party enters, a wet dish and a hand towel floats across the age (no save). If this damage reduces the PC to 0 hit points,
room to hover in front of a random PC. they die and their soul becomes trapped within the card.
Goodie has magically bound a ghost here to wash her Souls remain trapped until Goodie releases them. If Good-
dishes. The ghost is invisible and can’t interact with the ie dies, trapped souls can’t be returned to life by any means
Material Plane, other than to wash the dishes. A cleric who short of a wish spell.
tries to turn the ghost (using their Channel Divinity class
The cards “re-set” each time the PCs return to the room. If
feature) causes the ghost to disappear. Otherwise, the PCs
the cards are damaged or stolen, they burst into flame and
can’t fight the ghost unless they enter the Ethereal Plane
are reduced to ash in moments. Goodie can recreate the
(in which case, treat it as a normal ghost).
cards after 24 hours.
If the PC chosen to help dry the dishes tries to leave
the kitchen, the ghost grows angry and hurls dishes at Area Q5 – The Old Maid’s Shed
the character (+4 to hit, 2d4 piercing damage) for as long • Goodie’s familiar, a raven named Jack, guards a ghost
as they remain in the area. The sound of breaking dishes
alerts Goodie and Snoutknave. It takes 1d4 hours to wash,
• Trapped padlock: DC 15

dry, and return the dishes to their cabinets. A weed-lined footpath leads 300 feet from Goodie’s shack
to an abandoned shed. The shed’s door is painted with ar-
cane sigils and padlocked shut. Goodie’s familiar, a raven
named Jack, perches atop the shed’s rooftop.

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Richard Broadhurst (Order #23491769)
Jack the Raven The PC spot the unmistakable gleam of gold coming from
Jack has an Intelligence of 4 and speaks a broken form of the hollow of a nearby tree. As the party approaches, a
Common. He warns anyone who approaches the shed to pseudodragon perched in the tree’s lower branches hisses
“Go away! Go away!” The shed is far enough from Goodie’s and beats its tiny wings in an attempt to appear menacing.
shack that Jack can’t communicate telepathically with his
master from here. If the PCs refuse to heed Jack’s warnings, The Pseudodragon
the bird flies off to alert Goodie. Once Jack leaves, the PCs The pseudodragon understands Common and Draconic,
have 1d4 minutes before Goodie arrives to investigate. but the only way it can communicate is with its Limited
Telepathy trait. Right now, the dragon seeks only to pro-
The Shed tect its hoard. The PCs can calm the pseudodragon by
PCs who study the sigils and make a successful DC 13 In- making a successful Charisma (Persuasion) check opposed
telligence (Arcana) check recognize them as a variant of by the dragon’s Wisdom. On a failure, the pseudodragon
the magic circle spell. While the sigils are active, undead misreads the party’s intentions and lashes at the nearest
creatures can’t leave the shed by any means. A dispel mag- character with its poisonous sting. The dragon also attacks
ic spell cast on the sigils ends the effect, allowing the Old if the PCs threaten it or try to steal its treasure.
Maid to escape (see below). The pseudodragon’s hoard consists of 2,500 cp, 900 sp,
The padlock radiates an aura of transmutation if in- 80 gp, 4 gems worth 50 each, and assorted trinkets worth
spected with a detect magic spell or similar effect. The key a total of 75 gp. Among the trinkets is a brass figurine in
to the padlock is in Area Q4. A PC using thieves’ tools can the shape of a songbird (see The Clockwork Songbird be-
pick the lock by making a DC 15 Dexterity check. On a fail- low). Another Charisma (Persuasion) check opposed by
ure, the PC is teleported inside the shed (no save). the dragon’s Wisdom convinces it to trade its treasure for
The shed has no windows. The door can be forced items of equal (or greater) value. Failing this check causes
off its hinges with a successful DC 17 Strength (Athletics) the pseudodragon to attack.
check or battered down (AC 15, 10 hit points, immune to Without means to speak, the pseudodragon isn’t very
poison and psychic damage). Opening the door allows the helpful to parties looking for information. Patient PCs may
PCs to enter the shed, but the Old Maid can’t escape unless be able to gather the following information:
the door is utterly destroyed.
• The pseudodragon can show the party a secret en-
The Old Maid trance to Deepdoom Hall (129).
The shed holds the ghost of the witch Goodie killed to ob- • If presented with a map, the pseudodragon can point
tain her deck of magic playing cards. The witch haunted out the location of Goodie Sharktooth’s shack (115).
Goodie after her death, so Goodie trapped the ghost in- • At your discretion, a generous wizard or other spell-
side the shed. The witch’s name is lost to time; even Goodie caster might convince the pseudodragon to serve as a fa-
doesn’t remember it, referring to her only as the Old Maid. miliar.
The Old Maid takes the form a hunched but kindly
The Clockwork Songbird
looking grandmother. Only if a PC approaches within 5
PCs who inspect the songbird figurine discover delicate
feet of her does she transform into a ghostly hag. The Old
gearwork beneath its brass feathers. A tiny key protrudes
Maid can’t be reasoned with, but she focuses her wrath on
from the songbird’s back. Currently, the key is jammed, but
Goodie before attacking the PCs. If released from the shed,
the figurine is worth 750 gp even in its broken condition.
the Old Maid uses her Possession ability to take control of
The wizard Montagne built the clockwork songbird
a PC’s body. She then flees into the woods to begin plot-
decades ago. One day, as the bird returned to Canker-
ting her revenge against Goodie.
worm Keep (139), the pseudodragon intercepted the con-
If reduced to 0 hit points, the Old Maid reforms after
struct and carried it back to its hoard. The bird broke in the
24 hours. Her spirit rests only if the PCs return her deck
process, and Montagne has since forgotten about it. The
of cards. If this occurs, the Old Maid rewards the party by
songbird, however, still recalls the way back to its creator.
reading their fortunes. (See Goodie Sharktooth’s entry on
With 10 minutes work, a PC using tinker’s tools can
page 285 of the Runewild Bestiary for information on
repair the bird by a making a successful DC 17 Dexterity
how to read a fortune using the cards.) Once the reading
check. Rock gnomes make this check with advantage. The
is finished, the Old Maid retreats to her eternal rest, taking
PCs can attempt the check multiple times, but only if they
her cards with her.
spend one shift (6 hours) disassembling and rebuilding
the construct between each check. Failing a check by 5 or
116. The Pseudodragon’s Hoard (CR 1) more breaks the bird beyond repair.
• A pseudodragon guards treasure If successfully repaired, the bird flaps its wings and lifts
• If repaired, a clockwork bird flies to Cankerworm Keep into the air. The PCs can snatch the bird before it flies off by
(139)
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Richard Broadhurst (Order #23491769)
making a successful DC 12 Dexterity saving throw. Other- The Fey Lion’s Corpse
wise, it flies out of the party’s reach and, within moments, The cubs’ mother lies dead on a patch of blood-stained
disappears into the clouds. Characters with the means to ground near the fort’s northern arc. A quick investigation
keep up with the songbird (such as druid using Wild Shape reveals the lion died recently from several sword wounds.
to transform into a flying creature) can follow it to Canker- A successful DC 10 Intelligence (Investigation) or Wisdom
worm Keep. (Perception) check reveals a set of bootprints near the li-
Once repaired, the bird can be “programmed” to fly to on’s body. PCs who pass the check by 5 or more deduce
any location familiar to its owner. As a construct, the clock- that whoever made the prints was injured during the fight
work songbird has immunity to poison damage and the with the lion.
exhaustion, paralyzed, petrified, and poisoned conditions. When the PCs first arrive at Maythorn Dun, it’s been
Otherwise, treat it as a hawk. roughly a day since Goren slew the fey lion and retreated
At your discretion, a rock gnome who studies the to Cassandra Thrasher’s farm (103). Following Goren’s trail
songbird for at least 8 hours can add it to the list of devices requires a successful DC 14 Wisdom (Perception or Sur-
they can create with their Tinker gnome trait. vival) check. If the PCs leave immediately, they can reach
at the farm before the fey lion’s ghost arrives. Otherwise,
117. Maythorn Dun (CR 1) assume the spectral lion kills Goren the following night.
• A pair of orphaned fey lion cubs (Runewild Bestiary, If the PCs revisit Maythorn Dun after Goren’s death, they
encounter the fey lion again in a new body, caring for its
page 268)
• Hidden silver: DC 12 cubs as if it had never died. (Unless the PCs moved it, the
• Rubble conceals stairs to location 118 lion’s previous body remains where Goren killed it.)

A ring of rubble is all that remains of Maythorn Dun, a Run- Hidden Silver
ish fort that once topped this lonely hill. Locals shun May- PCs who make a thorough search of the ruins can attempt
thorn Dun, fearing the fey now claim the place, but the a DC 12 Intelligence (Investigation) or Wisdom (Percep-
hill’s haunted reputation recently attracted the attention tion) check. On a success, the party uncovers the sack of
of the bandit Ianto the Red (89). Ianto ordered one of his silver Goren hid beneath a pile of rubble near the fort’s
lieutenants, a human named Goren Ballard, to stash a sack southern gatehouse. There are 1,800 sp in all.
of stolen silver among the ruins. Goren completed Ianto’s
task but carelessly slew a fey lion that made its den atop Buried Stairs
the hill. Now, the lion’s cubs are orphaned, and the where- On moonlit nights, a single rose grows from the rubble
abouts of the stolen silver remain a mystery to everyone near where the fey lion died. The rose glows with super-
except Goren and Ianto himself. natural light and dies by morning. The Red Rose Prince,
This encounter assumes the PCs haven’t previously a fey lord trapped in the crypts beneath Maythorn Dun,
met Goren Ballard in location 103. If they have, adjust your conjures the rose to trick mortals into coming to his aid.
descriptions of the encounter as needed. Clearing the rubble where the rose appeared reveals steps
that descend to location 118.
Orphaned Cubs
As the PCs approach Maythorn Dun, they hear the mewl- 118. The Crypts of Maythorn Dun (CR 5)
ing of the lion’s cubs from their den on the hill’s western In ancient times, when Runish families found themselves
slope. The newborn cubs can walk but are weeks away with a daughter unable—or unwilling—to marry, they
from being able to hunt for themselves. The two cubs die would call upon the Red Rose Prince. If given a proper
within days if left untended. dowry, the handsome fey lord married any woman, re-
If the PCs speak to them via a speak with animals spell, gardless of her circumstances, whisking his happy bride
the cubs don’t know their mother is dead (they think she’s away with him into the Runewild. Darker (and more accu-
out hunting). The PCs can tame the cubs by spending one rate) versions of the story describe how the Prince’s bride
shift (six hours) with them and making a successful DC 17 often turned up dead soon after the marriage, strangled
Wisdom (Animal Handling) check. Characters who speak by the Prince’s own hand.
Elvish or Sylvan have advantage on the check. The Maythorn clan saw this tragic tale play out not
At your discretion, one of the cubs may grow to serve once, but three times. When each of his daughters proved
a ranger PC as a beast companion. If stats for the cubs unsuitable for marriage, Tergodan Maythorn begged the
are needed, for now treat them as cats immune to the Red Rose Prince to wed his eldest daughter, Gwendolyn.
charmed condition. Once the cubs are grown, refer to the When Gwendolyn died within a month of the union, Lord
fey lion entry found on page 268 of the Runewild Besti- Maythorn demanded the Prince take Merrowyn, his mid-
ary. dle daughter, in her sister’s place. The Red Rose Prince
killed Merrowyn as well, but once again Tergodan turned
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Richard Broadhurst (Order #23491769)
a blind eye to the Prince’s treachery. He gathered yet an- The staircase pauses at a dusty hall before turning and de-
other dowry, this time for his youngest and most favored scending deeper into the crypts. Three archways on the
daughter, Brynmai. north wall lead to chambers lined with burial alcoves. A
Only after Brynmai was also killed did Lord Maythorn similar arch at the hall’s eastern end opens into Area R2.
realize his folly. To punish the Red Rose Prince, Tergodan Skeletal remains fill alcoves in each of the northern
imprisoned the fey lord in the Maythorns’ ancestral crypts, chambers. The alcoves are unmarked but hold members
sealing him inside a casket of cold iron. The guilt-ridden of the Maythorn clan going back generations. Many of the
Tergodan then committed suicide. His body was laid to corpses are interred with shortswords and other weapons.
rest alongside those of his evil son-in-law and the three A search of the alcoves also reveals 1d6 x 25 gp worth of
daughters Tergodan had unwittingly doomed. grave goods (mostly copper jewelry) per chamber.
When the PCs first arrive, the skeletons are simply
The Ghosts of Maythorn Dun bones. However, if the PCs free the Red Rose Prince (Area
The ghosts of Lord Maythorn and his three daughters con- R7) and Lord Maythorn’s ghost hasn’t already been de-
tinue to haunt the crypts. As the PCs encounter them, treat stroyed, the skeletons animate as undead to prevent the
these ghosts as full-fledged NPCs with their own person- Prince from escaping. Every round the PCs remain in the
alities and motivations. None of the ghosts can leave their crypts, 1d4 skeletons emerge from each of the chambers
individuals crypts. If the PCs destroy the Red Rose Prince and attack. Animated skeletons return to their resting plac-
(Area R7), the ghosts of Tergodan and his daughters fade es (and become normal bones) if either Lord Maythorn or
from the Material Plane. the Red Rose Prince is destroyed.
• Tergodan Maythorn (Area R2): Lord Maythorn’s
ghost remains impaled hilt-deep upon the sword he used Area R2 – Lord Maythorn
to kill himself. Tergodan implores the PCs not to open the • Tergodan Maythorn (a ghost) and two wights
Prince’s crypt (Area R7), lest they release the Prince. Only • Sarcophagus contains a +1 longsword
the Prince’s death puts Tergodan’s soul to rest. • A ring (worth 25 gp) bears a message
• Gwendolyn (Area R4): While she lived, Gwendolyn
Steps lead to a raised alcove along the eastern wall. Inside
Maythorn was a devout follower of St. Adso. Though her
the alcove is a stone sarcophagus, the final resting place of
faith didn’t preclude her from marrying, no husband want-
Lord Tergodan Maythorn. Two gray-skinned wights—war-
ed a wife more loyal to a foreign god than to themselves.
riors who served Lord Maythorn in life and continue to do
As a ghost, Gwendolyn has forgiven her father and wants
so after death—stand guard before another staircase to
only to pass on to the afterlife.
• Merrowyn (Area R5): Lord Maythorn’s middle daugh-
the south. A skeleton lies at the wights’ feet.
ter Merrowyn was born with a deformity that made her Tergodan Maythorn
hideous, and the abuse she received as a result of her As soon as the PCs enter the chamber, Lord Maythorn’s
appearance made her cruel. Merrowyn still loves the Red ghost materializes in front of his sarcophagus. He appears
Rose Prince. She begs the PCs to release the Prince so the as a scowling man in his late 40s. When Maythorn real-
two of them can be together at last. ized he’d sent all three of his daughters to their deaths, he
• Brynmai (Area R6): The loveliest of the Maythorn (literally) fell upon his own sword in remorse. Even in his
daughters, Brynmai would have had no trouble finding ghostly form, Maythorn’s body remains impaled upon his
a young lord to wed, but she gave her heart to a stable longsword.
boy named Merric instead. Brynmai can’t rest until she and Lord Maythorn demands the PCs leave the crypts at
Merric reunite. once. Mad with grief, he vacillates between warning the
PCs against releasing the Red Rose Prince and cursing
Entering the Crypts himself for not seeing the Prince’s treachery sooner. May-
Locals have shunned Maythorn Dun ever since Lord May-
thorn and his wights attack if the PCs try to push their way
thorn’s untimely death. Only the ruins of the keep’s walls
south or if they plunder Maythorn’s sarcophagus.
remain today. On moonlit nights, the Red Rose Prince
PCs who offer to destroy the Red Rose Prince can at-
causes a rose to bloom from the rubble that blocks the en-
tempt a Charisma (Persuasion) check opposed by May-
trance to the crypts (see 117). Clearing the rubble reveals
thorn’s Charisma. On a success, Maythorn lets the PCs pass
stairs that descend to Area R1.
but warns them they won’t escape the crypts should they
fail in their task. Lord Maythorn can’t leave this area, but
Keyed Areas his wights pursue the party throughout the crypts if he
commands them to do so.
Area R1 – Family Crypts
• Alcoves contain burial goods
Maythorn’s sarcophagus contains his skeletal remains
• The dead may rise as skeletons (3d4 per round)
and a +1 longsword laid across his chest.

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Richard Broadhurst (Order #23491769)
Merric his true name (“Rabblecrim”) severs the Prince’s connec-
If asked about the skeleton at the wights’ feet, Lord May- tion to the Fey Realm, weakening him greatly. Merric be-
thorn identifies the bones as those of Merric, a former sta- lieves killing the Prince will put Brynmai’s soul to rest.
ble boy and the true love of Maythorn’s youngest daugh- A close inspection of Merric’s ring reveals that it is in-
ter, Brynmai (Area R6). After Brynmai’s death, Merric came scribed with the phrase: “For Brynmai, my love.” Placing the
to the crypts to destroy the Red Rose Prince, but Lord May- ring in Brynmai’s sarcophagus puts her soul to rest, regard-
thorn’s wights killed Merric before he reached the Prince’s less of the Red Rose Prince’s fate. The ring is worth 25 gp.
casket (Area R7). Maythorn regrets forcing Brynmai to
marry the Prince instead of Merric. A copper ring—the Area R3 – Hall of Roses
wedding band Merric was never able to give Brynmai— • Four false creepers (Runewild Bestiary, page 268)
dangles from a chain around the boy’s neck. • Burning the creepers creates poisonous smoke: DC 14
If the PCs interrogate Merric via a speak with dead spell, Vines cover the walls and ceiling of this passage. Impossi-
the boy tells them that before his death he discovered a bly (given the lack of sunlight) the vines flower with count-
way to destroy the Red Rose Prince. Calling the Prince by less red roses. Archways lead to three separate crypts
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Richard Broadhurst (Order #23491769)
along the hall. The vines originate from a fourth crypt at Area R5 – Merrowyn Maythorn
the hall’s eastern end. • Merrowyn (a ghost) must be placated: DC 14
The vines are a manifestation of the Prince’s presence • Sarcophagus contains a periapt of health
in the crypts (see Area R7). Growing among the vines are
A sarcophagus rests atop a raised bier in the center of the
four false creepers. The creepers (marked by Xs on the
room. The ghostly form of a woman weeps in the far cor-
map) remain motionless until a creature comes within 5
ner, her back to the PCs.
feet of one of them, at which point all four creepers ani-
Merrowyn Maythorn was born with a deformity that
mate and attack.
hideously misshaped her face. Sadly, the cruel treatment
The PCs can avoid fighting the slow-moving creepers
Merrowyn received as a result of her deformity made her
by burning the vines. Doing so kills the creepers but fills
soul ugly as well. When Gwendolyn died, Merrowyn se-
the hall with poisonous smoke. Creatures who start their
cretly rejoiced, because it meant she could take her older
turn in the smoke take 27 (5d10) poison damage, or half
sister’s place as the Red Rose Prince’s bride.
as much damage on a successful DC 14 Constitution sav-
Merrowyn weeps for the Red Rose Prince, whom her
ing throw. Creatures who cover their mouths with a cloth
father has trapped in Area R7. If the PCs approach Mer-
or take similar precautions have advantage on the save.
rowyn, she begs them to release the Prince so she and her
The smoke clears after one shift (6 hours). While the Red
husband can reunite. Merrowyn hides her face from the
Rose Prince lives, the creepers regrow after 24 hours. If the
party as she speaks. If asked why, she says only the Prince
Prince is killed, both the vines and false creepers wither
could love someone as ugly as herself.
and die within minutes.
The PCs must appease Merrowyn before she lets them
Area R4 – Gwendolyn Maythorn leave her crypt. Vowing to free the Red Rose Prince (re-
• Praying with Gwendolyn (a ghost) grants a blessing: gardless of whether the PCs intend to do so) satisfies her.
DC 14 Alternately, the PCs can assure Merrowyn she isn’t as hid-
• Sarcophagus contains a gilded holy symbol eous as she believes by making a successful DC 14 Charis-
ma (Deception) check. Convincing Merrowyn that physical
A sarcophagus of lacquered wood occupies the center of beauty doesn’t matter is significantly more difficult, requir-
the chamber. The ghostly form of a woman kneels beside ing a successful DC 19 Charisma (Persuasion) check.
it. The woman holds a book which she reads intently, as if If the PCs fail to placate her, Merrowyn attacks the
deep in prayer. party. She starts combat by revealing her deformed face,
Lord Maythorn’s eldest daughter Gwendolyn became frightening PCs who can see her with her Horrifying Vis-
a follower of St. Adso well before the Aruandan Conquest, age. She then tries to possess the PC with the highest Cha-
at a time when the foreign religion was almost unknown risma. If successful, she holds the character hostage until
in the Runewild. Gwendolyn’s faith endures even after her the other PCs release the Red Rose Prince.
death. The book she studies is a ghostly copy of St. Adso’s Freeing the Prince puts Merrowyn’s soul to rest, re-
Almanac. Gwendolyn pours over the text, seeking St. Ad- gardless of whether the PCs destroy him. Merrowyn’s sar-
so’s help to guide her to the afterlife. cophagus contains her skeleton, which wears a periapt of
Gwendolyn ignores the PCs no matter how they try health.
to rouse her. However, characters who join Gwendolyn’s
prayers can make a DC 14 Religion check based on either Area R6 – Brynmai Maythorn
Intelligence or Wisdom (player’s choice). On a success, the • Brynmai (a ghost)
character’s prayers help Gwendolyn find peace. Before her
The ghost of Byrnmai Maythorn paces forlornly about this
spirit fades from the Material Plane, Gwendolyn asks the
dusty chamber. Her sarcophagus rests in the eastern half
party to destroy the Red Rose Prince so her family can join
of the room.
her in the afterlife. If the PCs agree to Gwendolyn’s request,
Brynmai couldn’t defy her father when he insisted she
she grants each of them a blessing. For the next 24 hours,
wed the Red Rose Prince instead of her true love, Merric.
whenever the PCs make a saving throw, they can roll a d4
Brynmai’s ghost believes Merric discovered a way to end
and add the number to the result.
her marriage to the Prince, but he was unable to confront
If none of the PCs pass the prayer check, Gwendolyn’s
the fey lord before she died. Centuries later, Brynmai’s
spirit remains bound here until the party destroys the Red
heart still belongs to Merric. Though they couldn’t be to-
Rose Prince, at which point she disappears along with her
gether in this life, Brynmai sighs, perhaps they can find
father and sisters. Gwendolyn’s sarcophagus contains her
each other in the next.
skeleton, which clutches a gilded copy of St. Adso’s Alma-
If the party shows her Merric’s ring (from Area R2),
nac. Though centuries out-of-date, the almanac is worth
Brynmai recognizes it and asks the PCs to place it inside
25 gp.
her sarcophagus. If they do, Brynmai’s soul finds peace and

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Richard Broadhurst (Order #23491769)
she fades from the Material Plane. Before she leaves, Bryn- the casket prevents anything touching it from traveling to
mai suggests the PCs speak to Merric, assuming they have another plane of existence. While in physical contact with
the magic to do so. Perhaps the secret Merric learned is the casket, the Red Rose Prince can’t use his Etherealness
the key to destroying the Red Rose Prince once and for all. ability to escape to the Ethereal Plane.
The PCs may have learned the Prince’s true name (“Rab-
Area R7 – The Red Rose Prince blecrim”) from Merric’s skeleton in Area R2. If the Prince
• The Red Rose Prince (as an incubus) hears his true name, he instantly reverts to his true form: an
• Two false creepers (Runewild Bestiary, page 268) aged gnome-like creature with a bald head and comically
animate if the Prince is released large nose. The Prince can use an action to Shapechange
• Three chests contain treasure out of his true form, but until he does, he loses his Dam-
Red rose vines cover every surface of this high domed age Resistances and can’t use his charm or draining kiss
chamber. An iron casket stamped with arcane runes rests abilities. There’s no limit to the number of times the PCs
in the southern half of the room. Sitting on the floor before can say the Prince’s name, so unless the Prince escapes be-
the casket are three treasure chests, each one brimming yond earshot of the characters, they can keep him in his
with gold and jewels. true form for the remainder of the encounter.
When Tergodan Maythorn finally understood the
depths of the Red Rose Prince’s evil, he captured the fey
Treasure
The chests on the floor contain the dowries Lord Maythorn
lord and bound him inside a casket made of solid iron.
paid the Red Rose Prince to marry his three daughters. The
While trapped inside the casket, the Prince can’t use his
first chest contains 150 cp, 3,500 sp, 700 gp, 15 pp, and
Etherealness ability to escape the Material Plane. The
four gems worth 50 gp each. The second contains 200 cp,
Prince has laid inside the casket for centuries, waiting for
3,000 sp, 750 gp, 20 pp, and three gems worth 50 gp each.
an unwitting mortal to release him from his prison.
The third contains 900 cp, 1,700 sp, 400 gp, 90 pp, and five
Opening the iron casket frees the Prince, who appears
gems worth 50 gp each.
as a dashing male elf with flowing burgundy hair. Assum-
ing the PCs don’t attack the moment he’s released, the
Prince quickly focuses his attention on one of the PCs (your
choice) and proclaims his undying love for them. Coming
to his rescue, the Prince claims, is all the dowry he needs:
he begs the character to marry him on the spot, using his
Charm ability to convince them. If for whatever reason the
party allows the marriage to happen, the Prince uses his
Draining Kiss on the character as soon as they agree.
Treat the Red Rose Prince as an incubus with the fey
instead of fiend type. In combat, the Prince targets the PCs
with his Charm ability. Once he has a character charmed,
he drains their life using Draining Kiss. The Prince escapes
to the Ethereal Plane if reduced to less than half his maxi-
mum hit points (but see The Prince’s Weaknesses below).

False Creepers
Two false creepers grow among the vines near the en-
trance. If combat with the Prince occurs, or if the PCs try to
steal the Prince’s dowries (see Treasure below), the creep-
ers animate and attack. Like the vines in the passage to
the north, the creepers wither and die if the Prince is de-
stroyed.

The Prince’s Weaknesses


The Red Rose Prince has two significant weaknesses the
PCs may use to their advantage: the iron casket and the
Prince’s true name.
The Prince’s casket radiates abjuration magic if in-
spected with a detect magic spell or similar magic. PCs
who study the runes on the casket can make a DC 14 In-
telligence (Arcana) check. On a success, the PC determines
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Richard Broadhurst (Order #23491769)
119. The Stone Scryer (CR 6) • Shrack’s colleague, Lucius Tally, served as Lord Lion-
fell’s Councilor Arcane in the years following the Witch
• Shrack, a petrified wizard (as a mage), holds a crystal Wars. By the time Shrack fled Aruanda for the Runewild,
ball neither Lionfell nor Tally had been heard from in years.
A statue stands waist-deep in the ferns that grow in the • Through his crystal ball, Shrack saw Tally as a petrified
shadow of a rocky overhang. The statue depicts an elven statue. Though he doesn’t know her name, Shrack recalls
man wearing wizard’s robes. A pendant bearing the sym- seeing Medusa (“a woman with snakes instead of hair”)
bol of the Council Arcane (an eye-shaped shield) hangs before turning to stone himself.
around his neck. The man smiles as he gazes into a plum- • From what he remembers of Tally’s surroundings,
sized sphere balanced on his fingertips. The statue’s fea- Shrack doesn’t believe his friend is inside the Broken Keep.
tures are too lifelike to have been carved by mortal hands. “Somewhere underground,” he muses, “Perhaps a cave be-
neath the keep itself?”
Shrack the Scryer
When Queen Esme dissolved the Council Arcane upon her 120. The Giant’s Vault (CR 9)
ascension to the Aruandan throne, the wizard Shrack fled
to the Runewild rather than surrender his hard-earned A towering iron door is set into the side of a jagged cliff. A
power. Once he arrived in the forest, Shrack planned to door knocker worked to resemble a scowling giant’s face
contact his old colleague, Lucius Tally, whom he’d not gazes across the door’s threshold, as if daring the PCs to
heard from since the disgrace of Tally’s master, Galthyr Li- approach.
onfell. However, when Shrack tried to scry on Tally using History of the Vault
his crystal ball, he met the gaze of the fey lord Medusa in- The history of the Giant’s Vault isn’t so much that of the
stead. (For more information about Galthyr Lionfell and vault, but of the treasure it contains. Stored within the Gi-
Medusa, see 109.) ant’s Vault are three of the seven Highvale Blades (Magic
Dealing with Shrack of the Runewild, page 40), magic longswords the Aosid-
Shrack’s petrified body has gone undiscovered for half a he elves crafted for their Aruandan allies during the Witch
century. If the PCs search the area, they discover evidence Wars. The swords—named Charm Breaker, Glimmer Bane,
of Shrack’s decades-old campsite, including the molder- and Iron’s Oath—are the reason for the vault’s construc-
ing remains of his spellbook (now worthless). The sphere tion. The vault’s wards repel the weak and the foolish,
Shrack holds (his petrified crystal ball) can’t be removed ensuring that only those worthy to wield the blades can
without destroying it. Shrack’s body, however, remains retrieve them.
well-enough preserved that a greater restoration spell or The swords’ original owners were three Aruandan
similar magic restores the wizard to his original form. knights named Dame Breighwen, Dame Hastrid, and Sir
If returned to flesh, Shrack recovers from his transfor- Lornas. During the Witch Wars, the knights fought valiant-
mation in short order. Quick wit and good humor fortify ly against Griselda and her kin. But when they realized that
Shrack’s remarkable intelligence, and it isn’t long before many of the Aruandans were as wicked as the hags they’d
the wizard solicits the party’s help to locate the Broken fought against, the knights renounced their oaths and
Keep (109), where he believes his colleague Lucius might made plans to seal away their weapons.
still be found. Always ready for a challenge, Shrack heads Breighwen, Hastrid, and Lornas were virtuous, but also
to the Broken Keep alone if the party refuses to accompa- clever. They understood no lock could keep the Highvale
ny him. Blades safe forever, so they enlisted the help of the Ao-
Though good-hearted, Shrack’s long life and magi- sidhe. Seeing wisdom in the knights’ plan, the elves en-
cal skill have made him arrogant. He believes that power, chanted the Highvale Blades so that they doubled and re-
magical or otherwise, should be reserved for those with doubled in size, making the weapons impossible to wield
the will and ability to use it. He’s certain Queen Esme’s de- even if they fell into the wrong hands. For good measure,
cision to dissolve the Council Arcane will mean her down- the elves bound the ghosts of three witches—a coven of
fall. If reminded that Esme continues to rule Aruanda fif- granny-hags named Green-Guts, Blue-Tongue, and Yel-
ty years after her ascension to the throne, Shrack merely low-Eye—to guard the giant blades. With these protec-
scowls. “Imagine what she might have accomplished,” he tions in place, Breighwen, Hastrid, and Lornas parted ways
quips, “with a wizard at her side.” and left the Runewild forever.
Currently, Shrack’s interest in the Runewild is limited Running the Vault
to his search for Tally. You may decide Shrack returns to de- To claim the Highvale Blades, the party must defeat the
liver vital intelligence to the PCs later in the campaign. For vault’s magical wards and dangerous guardians. The true
now, Shrack is happy to share what little he knows about challenge of the Giant’s Vault, however, becomes apparent
the Broken Keep: only after the PCs overcome these obstacles.
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Richard Broadhurst (Order #23491769)
The size and weight of the Highvale Blades makes no handle or adornment, other than the giant-face door
transporting the weapons a daunting task. When the PCs knocker. The knocker is positioned at roughly the door’s
first recover them, each of the blades is under the effects mid-point, 15 feet above the ground. A detect magic spell
of two permanent enlarge spells. These spells ignore the or similar effect reveals an aura of transmutation magic
normal prohibition against combining the effects of mul- emanating from the door and the knocker. The knocker
tiple castings of the same spell. While enlarged, the swords also radiates evocation magic.
are over 16-foot long and weigh 200 pounds each. Only
Huge size creatures can wield an enlarged sword effective- Trapped Door Knocker
ly. Two characters with a combined Strength of 14 or more Touching the door knocker triggers a chain lightning spell.
can work together to carry a single sword. A character When the spell is triggered, up to four creatures within 30
working alone can drag one of the swords, but unless their feet of the door each take 45 (10d8) lightning damage, or
Strength is 14 or higher, their speed drops to 5 feet while half damage on a successful DC 21 Dexterity saving throw.
doing so. Characters carrying or dragging a sword must Once triggered, the chain lightning recharges after 1 min-
make a successful DC 10 Constitution saving throw every ute. A successful dispel magic (DC 16) cast on the knocker
shift (6 hours) or suffer one level of exhaustion. dispels the trap.
A dispel magic spell cast on a sword dispels one of the
Opening the Door
enlarge spells affecting it. A sword affected by a single en-
Like the Highvale Blades, the iron door is under the effects
large spell is reduced to a mere 24 pounds—still too large
of an enlarge spell. The door is unlocked, but it’s too heavy
to wield but light enough to carry. A second dispel magic
to open by normal means. If a rope is affixed to the door
spell returns the blade to the size of a normal longsword.
knocker, creatures with a combined Strength of 30 or more
Assuming the vault drains the party’s resources, it’s
can haul the door open. A knock spell cast on the door also
doubtful the PCs will be able to transport the blades with-
opens it. If the door is targeted by a dispel magic spell, it
out finishing a long rest first. To complicate matters, a drow
returns to normal size but then falls off its hinges. Crea-
corruptor named Zabreen (see 131) also seeks the High-
tures within 5 feet of the door when it falls must make a
vale Blades. Whenever the PCs trigger a random encoun-
successful DC 16 Dexterity saving throw or take 11 (2d10)
ter in this hex, Zabreen and her minions arrive to harrow
bludgeoning damage and fall prone as the door topples
the party instead. Even if the PCs drive off Zabreen, she
onto them.
returns to Giant’s Vault after 24 hours with reinforcements.
If the PCs leave the swords unguarded in the meantime, Area S2 – Entry Hall
they may find the vault empty when they return. • Locked door to Area S4: DC 30 (20 if arcane lock is dis-
For this encounter, you are strongly encouraged to use pelled)
the optional resting rules found on page 12 of Running • Failure to pick the lock reveals a Huge-size animated
the Runewild. Doing so forces the players to come up armor
with a clever plan to ensure Zabreen doesn’t clean out the • Hidden passage to Area S3: DC 16
vault in the party’s absence. Be sure to check for random
encounters as the PCs make these plans. Every time an en- The hall beyond the giant door has a flagstone floor and
counter is triggered, Zabreen and her drow allies return to vaulted ceiling. Painted murals decorate the east and west
the vault instead. walls. A side passage leads to the east. The hall ends in a
The Giant’s Vault presents the players with an uncon- large (but human-sized) iron door.
ventional problem, so be sure to reward unconventional
Murals
solutions. At the same time, resist the urge to “hand-wave”
The murals on the east and west walls provide clues to the
the logistics of transporting the Highvale Blades. Don’t
hags’ riddle in Area S4. The western murals depict the his-
be afraid to play the drow as cunning foes willing to fight
tory of the Giant’s Vault, starting with the vault’s construc-
dirty. PCs who walk away with all three of the Highvale
tion and ending with a scene of Dame Breighwen, Dame
Blades should feel as if they’ve won a significant victory!
Hastrid, and Sir Lornas carrying their enlarged swords into
Keyed Areas the vault. PCs who study the murals can make a DC 16
Intelligence (History) check to recognize the knights and
Area S1 – The Iron Door their swords. Dame Breighwen wielded Iron’s Oath, Dame
• Touching the door triggers a chain lightning trap: DC Hastrid Charm Breaker, and Sir Lornas Glimmer Bane.
A triptych of paintings on the east wall shows three
21
• Opening the door requires Strength 30 or more witches performing various evil acts. The southern paint-
ing depicts a green-skinned hag (Green-Guts) as she
The door to the Giant’s Vault is 25-foot high, 12-foot wide, calls forth an army of animated trees to assault a castle.
and forged from iron nearly a foot thick. The door has In the second painting, a hag with a lolling blue tongue

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Richard Broadhurst (Order #23491769)
S

(Blue-Tongue) whispers into the ear of sleeping king. In character using thieves’ tools can pick the lock with a suc-
the northern painting, a one-eyed hag (Yellow-Eye) trans- cessful Dexterity check. The DC for this check is 30, or DC
forms a village of farmers into frogs. Recognizing the hags 20 if the arcane lock is dispelled.
requires a successful DC 21 Intelligence (History) check. The first time a creature fails to pick the lock, or as soon
A legend lore spell or similar divination also reveals their as the door takes damage, the hidden passage to Area S3
names. opens, revealing a suit of Huge animated armor. The armor
attacks any creature it can see. It pursues fleeing creatures
Iron Door throughout the vault but won’t leave the vault itself. Once
The door at the end of the hall is locked and secured by all intruders leave the vault, the armor returns to its resting
an arcane lock spell. The key to the door is in Area S3. A spot, and the hidden passage closes.

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Richard Broadhurst (Order #23491769)
Hidden Passage The armor is a suit of animated armor with the follow-
The murals on both walls end at the side passage leading ing changes, which increase its CR to 5 (1,800 XP):
east. PCs who inspect the wall directly opposite the pas-
sage can make a DC 16 Intelligence (Investigation) or Wis-
• Its size is Huge. Its movement speed is 40 feet. Its slam
attack has a reach of 10 feet., a +8 bonus to hit, and deals
dom (Perception) check. On a success, the character de-
15 (3d6 + 5) bludgeoning damage on a hit.
duces that the wall retracts into the ceiling (revealing Area
S3). Failure to pick the lock on the iron door (see above)
• It has Strength and Constitution scores of 20 (+5). It
has 115 (10d12 + 50) hit points.
magically causes the wall to retract. The wall can’t be lifted
by any other means.
• If targeted by a successful dispel magic spell, the ar-
mor doesn’t fall unconscious. Instead, it is permanently
Characters near the hidden passage when it opens
reduced to Medium size and becomes a normal suit of an-
spot a key resting in a niche on the south wall of the pas-
imated armor. Another successful dispel magic causes the
sage. If the key is placed in the iron door’s lock, the door
armor to fall unconscious for 1 minute, as normal.
swings open to reveal Area S4.
Area S4 – Inner Vault
Area S3 – Side Passage
• Buzzsaw traps: DC 21
• Three pyre wraiths (Runewild Bestiary, page 279)
• Huge-size animated armor guards the key to Area S4
guard Charm Breaker, Glimmer Bane, and Iron’s Oath
• Solving the riddle destroys the wraiths
This circuitous hallway resembles the entry hall (Area S2)
Three magic longswords named Charm Breaker, Glim-
but bears no murals or other decoration. Horizontal gaps
mer Bane, and Iron’s Oath rest in the corners of this cross-
in the floor’s flagstones appear at regular intervals. An iron
shaped room. Three pyre wraiths hover in the center of the
key rests in a niche in the passage’s southwestern corner. A
chamber. The wraiths burn with ghostly flames: one green,
Huge-size suit of animated armor guards the key.
one blue, and one yellow.
Buzzsaw Traps The wraiths cackle as the PCs enter the room. Speak-
These traps remain inactive until the Huge armor animates ing in turns, they pose the following riddle: “We are Green-
(see below). Once activated, whirling metal buzzsaws trav- Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds
el the gaps in the floor whenever a creature crosses them. us here, and long has been our torment. Speak the name
The first time each turn a creature enters a trapped space, of the blade that slew her, and you end that sister’s misery.
it must make a DC 21 Dexterity saving throw. On a success, You have three guesses. Use them wisely and surely one
the creature leaps over the buzzsaw safely. On a failure, the of us will be destroyed. The lucky may escape our wrath
creature takes 22 (4d10) slashing damage and falls prone completely. Fools must face us all.”
in an unoccupied space of its choice within 5 feet of the
The Wraiths’ Riddle
trap.
The pyre wraiths are the spirits of three hags Dame Breigh-
While the buzzsaws are inactive, a creature within 5
wen, Dame Hastrid, and Sir Lornas killed with the Highvale
feet of a trapped space can use an action to jam a crowbar,
Blades before sealing their swords inside the vault. The Ao-
weapon, or similar object into the gap, disabling that trap.
sidhe bound the hags here to protect the weapons that
Once the traps activate, a successful DC 21 Dexterity check
slew them.
is required to jam a trap in this way. On a failed check, the
As the wraiths explain, if the PCs match the name of
creature attempting to jam the trap takes 22 (4d10) slash-
the witch with the Highvale Blade used to kill her, that
ing damage, and the trap remains active.
wraith is destroyed. The PCs must make their guesses one
The animated armor is large enough to step over the
at a time, and they must include the name of both the
buzzsaws (no saving throw required). If the PCs force the
witch and the blade that slew her (so, “Green-Guts was
armor to end its turn in a trapped space, the armor au-
slain by Iron’s Oath.”) The PCs have three minutes to confer.
tomatically takes 22 (4d10) slashing damage. A trap that
At the end of this time, or once the PCs use up their guess-
deals damage to the animated armor is destroyed.
es, any wraiths not destroyed attack the party. The wraiths
Animated Armor also attack if the PCs touch or otherwise tamper with the
A Huge-size suit of plate mail fills the space at the end of swords.
the hall. The armor remains motionless until it spots an- The correct answers for the wraiths’ riddle are:
other creature, at which point it animates and pursues in- • Green-Guts was slain by Iron’s Oath.
truders until destroyed. The armor also animates if the key • Blue-Tongue was slain by Charm Breaker.
to Area S4 is removed from the niche. The buzzsaw traps • Yellow-Eye was slain by Glimmer Bane.
(see above) activate as soon as the armor animates.

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Richard Broadhurst (Order #23491769)
PCs who studied the murals in Area S2 may have already Even in times of heavy flooding, the dwarf’s arms rise
learned the names of the Highvale Blades. If not, their 100 feet above the river. The walkways have waist-high
names are written (in Elvish) on the blades themselves. walls and lie relatively flat, so travelers have no chance
While the wraiths bear little resemblance to the witches of falling off the bridge unless another creature forcibly
while they lived, the color of their flames makes them easy pushes them. Creatures who do fall take 35 (10d6) blud-
to identify. The wraiths remain silent once they’ve posed geoning damage, or half damage with a successful DC 14
their riddle, other than to cackle each time the party Dexterity saving throw, as they land in the river near the
guesses incorrectly, or howl in fury whenever one of them base of the statue
is destroyed.
Without the use of a legend lore spell or other divina- Hoofrot
tion magic, the PCs have no way of knowing for certain For many years, three satyr brothers (107) collected tolls
which Highvale Blade slew which wraith, but the murals from travelers crossing Wersig’s Bridge. Recently, the Bro-
in Area S2 provide clues. For example, clever players may ken King’s army drove the satyrs off and replaced them
intuit that Iron’s Oath was used to kill Green-Guts, since with a troll named Hoofrot. A cruel and dim-witted crea-
iron is opposed to nature. Similarly, Charm Breaker slew ture, Hoofrot spends his time either pacing the bridge or
Granny Blue-Tongue, who ensorcelled the minds of her dozing in his lair inside the statue’s head.
victims while they slept. Resist the urge to give the players Hoofrot’s orders are to prevent anyone not allied with
any more clues. Keep in mind that even blind guesses are the Broken King from crossing the bridge. The troll enjoys
correct one-third of the time. As a last resort, the PCs can this job but is susceptible both to bribes and quick-talking
try all three guesses against a single witch, ensuring that PCs. Characters who make a successful Charisma (Decep-
at least one of the wraiths is destroyed. tion or Persuasion) check opposed by Hoofrot’s Wisdom
Once the PCs destroy the wraiths (by answering their convince the troll to let them pass. Otherwise, Hoofrot at-
riddle or otherwise), the vault’s protections deactivate, tacks the PCs if they try to cross the bridge.
and the party can remove the Highvale Blades safely. The In one hand, Hoofrot wields a greataxe (1d12 + 4 slash-
blades don’t return to their normal size, however, until ing damage) he uses in place of his claw attack. In his oth-
the magic that enlarges them is dispelled (see Running the er hand, he carries a shield of missile attraction. The shield
Vault above). raises Hoofrot’s AC to 17 and grants him resistance to dam-
age from ranged weapon attacks. Due to the shield’s curse,
121. Wersig’s Bridge (CR 5) whenever a ranged weapon attack is made against a tar-
get within 10 feet of Hoofrot, he becomes the target of the
• Hoofrot, a troll, uses a shield of missile attraction attack instead. Hoofot is unaware of the shield’s curse; all
The Wendarin River plunges hundreds of feet into a steep- he knows is that the shield does a passable job stopping
walled forest gorge. A statue of breathtaking scale rises arrows. The shield bristles with the dozens of arrows and
from the water at the base of the falls. The enormous stat- crossbow bolts still embedded in its wood.
ue depicts a female dwarf clad in plate armor. Her upraised Hoofrot retreats into the statue’s head if targeted by
arms form a bridge that spans the sides of the gorge. magical ranged attacks (against which his shield offers no
In the last days of the Witch Wars, the Aruandans raised protection). He never leaves the bridge and doesn’t pur-
this statue to bridge the eastern and western halves of the sue creatures who flee from battle. Hoofrot knows the lo-
Runewild. Its primary architect, Wersig Earthdragon, still cation of the Broken Keep (109) but little else about the
serves as Lord Caerfell’s personal smith in Caerfell (101). Broken King or his army.
Wersig hasn’t visited the bridge in nearly a century, but In addition to his shield, Hoofrot keeps a sack of trea-
she remembers its construction fondly. For her, the bridge sure in his lair. The sack contains 500 cp, 4,000 sp, 1,800 gp,
is the crowning achievement of the Aruandan Conquest. 180 pp, and 8 gems worth 50 gp each.

Bridge Layout 122. Gossamers (CR 6)


Carved walkways atop the statue’s arms allow travelers to
cross the gorge. The dwarf’s arms are each 10 feet wide
• Three gossamers (as succubi) offer cloaks of protection
and 50 feet long. At the center of the bridge, one must The pillared ruins of an Aosidhe temple fill a glade a few
pass directly through the dwarf’s head via archways that miles north of the Wendarin River. Colorful mosaics de-
form its ears. Inside the head is a domed chamber rough- pict elven youths cavorting with winged fey. Most of the
ly 25 feet in diameter. The statue’s feet rest atop a house- scenes featured in the mosaics are idyllic, but a handful
sized plinth in the middle of the river. Mists from the falls show the elves as skeletons and the fey as sinuous, bat-like
often obscure this plinth, giving the impression the statue creatures.
floats in midair.

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Richard Broadhurst (Order #23491769)
The Gossamer’s Kiss Gossamer Cloaks
If the PCs linger in the ruins, they are visited by three gos- A PC who survives a gossamer’s kiss is granted that gossa-
samers, seductive fey spirits that drain the life force from mer’s cloak. The PCs can also take the cloaks if they kill the
mortals they kiss. Treat the gossamers as succubi with the gossamers. Each cloak magically adjusts its size to fit its
fey type. They speak Common, Elvish, and Sylvan, and their wearer. The cloak functions as a cloak of protection, except
alignment is Chaotic Neutral. that it dissipates if iron touches it or if its wearer is hit by an
The gossamers materialize from the Ethereal Plane. attack made with a metal weapon.
They prefer to appear as attractive female elves but adopt
any shape they think appeals to the PCs. Whatever form 123. The Movable Feast (CR 5)
the gossamers take, they wear diaphanous cloaks of twin-
Note: If the PCs haven’t encountered the Movable Feast be-
kling starlight.
fore, it’s here. Otherwise, there’s a 1 in 6 chance the Feast ap-
The party’s arrival delights the gossamers. Via telep-
pears here every shift (6 hours).
athy, the gossamers explain that centuries ago a wicked
human king captured their master, the Red Rose Prince, This glade is one of three possible locations (along with 52
and locked him in the crypts beneath his keep. The gossa- and 68) of the Movable Feast. See encounter location 52
mers can’t leave the forest and so need the party’s help to for a full description of the Feast.
rescue the Red Rose Prince. In return, the gossamers offer
the PCs protection in the form of the starlight cloaks they 124. Goblin Watchtower (CR 4)
wear.
• Eight goblins and two gargoyles
The gossamers speak the truth about the Red Rose
Prince (he’s trapped at location 118), but neither the gos-
• Tower collapse: DC 16
samers nor the Red Rose Prince are as virtuous as the An old Aruandan watchtower perches atop a cliff over-
gossamers claim. Suspicious PCs can attempt a looking the east-west trail. At first glance, the tow-
Wisdom (Insight) check opposed by the gos- er appears abandoned, but close observers spot
samers’ Charisma (Deception). On a success, small humanoid figures lurking on the tower’s
the PC senses the gossamers’ beauty con- crenellated rooftop. Two gargoyles leer
ceals an evil intent. from a ledge above the tower’s
The gossamers attack entrance.
PCs who refuse their quest.
In combat, the gossamers first Goblins and Gargoyles
attempt to Charm the PCs, then The figures atop the watchtower
target charmed characters with are goblin servants of the Broken
their Draining Kiss. The gossamers King (109). The Broken King has
retreat to the Ethereal Plane if one or ordered the goblins to alert the Bro-
more of them die or if all the PCs resist ken Keep of threats approaching from
their Charm. the east. Currently, eight goblins man the
If the PCs agree to rescue the Red tower, plus two gargoyles who serve as
Rose Prince, each gossamer demands a messengers between the tower and the
kiss before handing over their cloak. A keep.
PC who kisses one of the gossamers The goblins allow travelers on
is subjected to their Draining Kiss the trail to pass by unmolested but
but receives that gossamer’s star- send one of the gargoyles to alert
light cloak in return. The gossamers the Broken Keep. If provoked, the
refuse to give their cloaks to a PC who goblins fire from the tower’s rooftop
doesn’t kiss them. As there only three gos- while the remaining gargoyle strafes en-
samers, not every PC may receive a cloak, even if all emies with its claws. The goblins don’t emerge
are willing to submit to a kiss. from the tower except to loot the corpses of their foes. Like
Once the gossamers have visited the ruins, they all goblins who serve the Broken King, the goblins possess
won’t return for another 1d4 + 1 days. If the PCs encounter the Medusa’s Blessing trait described on page 304 of the
the gossamers again, their cloaks are replaced with new Runewild Bestiary.
ones. The gossamers have no memory of previous meet- The goblins’ safe position makes them overconfident.
ings with the party. If the PCs free the Red Rose Prince (and PCs who make a successful Charisma (Deception or Per-
let him live), the gossamers eventually join their master suasion) check opposed by the goblins’ Wisdom may be
and don’t return to this location. able to trick the loose-lipped goblins into revealing the
following information:
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Richard Broadhurst (Order #23491769)
• If the PCs want to cross the Wendarin River, they’ll have magical effect that deals thunder damage (such as shat-
to face Hoofrot, a troll who guards Wersig’s Bridge (121). ter or thunderwave) is cast inside the tower, there’s a 1 in 6
• Gruumga, one of the Broken King’s basilisk riders, chance the spell’s force shakes the timbers loose.
wandered off a few weeks ago and hasn’t been heard from Once the tower begins to collapse, creatures inside
since. (She’s currently at location 97.) or atop the tower, as well as any creature climbing the
• If asked if they’ve spotted anyone else on the trail, the cliff, have a single round to flee to safety. Creatures still
goblins nervously mention a group of drow passed by a in the area when the tower collapses fall prone and take
several nights ago. Unbeknownst to the goblins, the drow 44 (8d10) bludgeoning damage, or half damage on a suc-
were heading to the Sunken Tower (142). cessful DC 14 Constitution saving throw. Creatures caught
in the collapse are delivered, along with several hundred
In addition to their weapons and armor, the goblins carry
tons of rubble, onto the trail below.
a total of 53 cp, 32 sp, and 58 gp. Inside the tower, the gob-
lins keep several days worth of food and water, as well as
a supply of construction equipment (wooden planks, coils 125. Black Butterflies (CR 7)
of rope, carpenter’s tools worth 8 gp), which they use to • Butterflies coalesce as two wraiths
reinforce the watchtower’s foundation (see Collapsing the • Treasure includes a necklace of adaptation
Tower below).
A horse-drawn carriage lies on its side in a ditch beside
The Watchtower the trail. The carriage’s two occupants, as well as the hors-
The goblin’s watchtower is 40 feet tall, but the cliff on es that drew the carriage, seem to have died in the crash.
which it stands adds another 20 feet to its height above Hundreds of tiny, black butterflies flutter about the wreck-
the trail. Climbing the cliff without magic or climbing gear age, obscuring the scene like a miasma.
requires a successful DC 12 Strength (Athletics) check each The carriage once belonged to an Aruandan lord.
round to avoid falling. PCs who want to avoid the climb While the lord and his wife were on a nighttime ride, the
can approach the tower from another direction by making Black Unicorn (126) chased down the carriage and ran it
a successful DC 12 Wisdom (Survival) check. On a failure, off the road. Both the lord and his wife died in the crash.
the PC finds their way onto the cliff, but not before wasting PCs capable of detecting undead (such as a paladin
1d4 x 10 minutes wandering the surrounding forest. using Divine Sense) feel the presence of the couple’s un-
The goblins’ vantage point gives them advantage on quiet souls. Specifically, their spirits have manifested as
Wisdom (Perception) checks to notice creatures approach- the black butterflies that gather around the carriage. If the
ing the tower. The tower’s crenellations provide half cover PCs disturb the remains of either of the nobles, the but-
(+2 AC and Dexterity saving throws) against outside at- terflies coalesce into wraith-like forms and attack. Other
tacks. than their unusual appearance, the butterflies are normal
The goblins bar the tower’s door from the inside. The wraiths. The wraiths pursue PCs who flee the area. If de-
door can be smashed (AC 15, 18 hp, immune to poison and stroyed, the butterflies dissipate into nothingness.
psychic damage) or forced open with a successful DC 17 Time has reduced the couple’s finery to rags, but their
Strength (Athletics) check. The tower’s interior floors col- wedding rings remain. Each is worth 750 gp. In addition,
lapsed long ago; the goblins access the rooftop by climb- the lord’s wife wears a necklace of adaptation. The carriage,
ing a ladder of wooden planks spiked to the tower’s wall. though once quite splendid, falls to pieces if the PCs try to
haul it from its resting place.
Collapsing the Tower
PCs who climb the cliff or specifically inspect the tower’s 126. The Black Unicorn (CR 11)
construction can make a DC 12 Intelligence (Investigation)
or Wisdom (Perception) check. Dwarves gain a bonus to
• The Black Unicorn (a unicorn) commands six or more
wild folk (Runewild Bestiary, page 282)
the check equal to twice their proficiency bonus. On a
success, the character realizes the tower is on the verge
• Casting a hallow spell grants a blessing
of collapse. The goblins have wedged timbers against the For as long as anyone remembers, the tract of forest north
tower’s base to reinforce the structure, but if these timbers of the Illspire (100) has been known as Maiden’s Wood. In
were to fail, the tower—and much of the cliff face that sup- the heart of this wood, a circle of monument stones stands
ports it—would crumble. atop a lonely hillock. The skeletons of dead unicorns blan-
Creatures must climb the cliff to reach the timbers. ket the ground around the stones. Among these bones
Creatures within 5 feet of the timbers can attempt a DC paces the last living unicorn in the Runewild, the Black
17 Strength (Athletics) check to knock them loose. The Unicorn. A half dozen wild folk lurk in the shadows of the
timbers can also be destroyed (AC 15, 10 hp, immune to standing stones, silently awaiting the Black Unicorn’s or-
poison and psychic damage). Finally, whenever a spell or ders.

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Richard Broadhurst (Order #23491769)
The Last Uni- If the Black Unicorn dies, these effects fade over
corn the course of a few weeks, unless he’s slain by
Aruanda’s victory the magic longsword Sin Reaver (Magic of the
in the Witch Wars did Runewild, page 40), in which case they end
little to tame King Waithr- immediately. For more information, see
ik’s desire to conquer the Redeeming the Black Unicorn below.
Runewild. Aruandan knights
clashed with the fey creatures Encounter Setup
of the forest for years afterward. How you present this encounter
As the Aruandans’ victories over should depend on the actions
the fey mounted, however, their the players have taken previ-
crusade slowly turned to slaugh- ously in the campaign. If the
ter, then sport. The unicorns of party hasn’t encountered
the Runewild—never a threat the Black Unicorn or
to mortals—became a popular his minions before, the
target of the Aruandans’ hunts. unicorn orders the wild
Eventually, the unicorns’ num- folk to hide beneath
bers diminished until only one the earth (using their
remained. Earth Glide trait) while
The Black Unicorn felt the he engages with PCs. Once
death of each of his siblings like a he’s drawn the party near, the
blade through his heart. Over time, this Black Unicorn orders the wild folk to
grief consumed him. Instead of protecting wayward trav- rise and take the PCs by surprise.
elers as he’d once done, the Black Unicorn began to hunt Alternately, the PCs may have already encountered
them. Each time he trampled a mortal’s bones beneath the Black Unicorn’s minions, either at the village of the Ill
his hooves, the Black Unicorn’s hair and horn grew darker. Hollow (76) or Saggers Farm (88). If Edith Teafly or Sam
Soon, his physical appearance mirrored the shadow that Saggers escaped those encounters, they’ve warned the
had claimed his soul. Black Unicorn about the party and await the PCs’ arrival. In
Using an ancient fey ritual known as the Black Rite, the this case, the Black Unicorn makes no pretense; he orders
Black Unicorn began transforming mortals into wild folk the wild folk to rush the PCs as soon as he spots them.
and gathered the undead creatures into a cult to serve him. If Edith Teafly kidnapped another NPC (either one of
This “Church of the Black Horn” has now grown so large the Saggers children or a villager from Ill Hollow), she and
that it has spread beyond the forest into the village of Ill the other wild folk prepare to perform the Black Rite. Un-
Hollow (76). Few of the Black Unicorn’s human followers less the PCs interrupt the ritual, Edith transforms the hos-
know the Cult’s true purpose yet, but unless the Unicorn tage into a wild folk within the hour. If one of the PCs is the
is stopped, his wild folk will soon emerge from Maiden’s hostage, they begin the encounter prone and bound with
Wood to slaughter every mortal in their path. rope in the center of the standing stones.
However the encounter starts, the Black Unicorn lets
Alternate Regional Effects no mortal leave this area alive. Rage and hatred consume
Most unicorns serve as guardians of their domains, but the the Black Unicorn, making him immune to intimidation
Black Unicorn’s evil presence has tainted this part of the or diplomacy (although, see Redeeming the Black Unicorn
Runewild. The following magical effects apply to all parts below). In combat, the Black Unicorn directs the wild folk
of Maiden’s Wood (this hex and each adjacent hex) and be- from his position at the top of the hillock. He fights charac-
come increasingly noticeable as one nears the Black Uni- ters who engage him in melee and runs down those who
corn’s standing stones. try to flee.
Six wild folk attend the Black Unicorn at all times. In
• The illumination radius of any light source (including addition, other NPCs such as Edith and Sam might also be
magical sources) is reduced by 5 feet. present. The wild folk wield black unicorn horns (worth
• Colors drain from the leaves, as if the season were per- 750 gp each to witches, necromancers, and others inter-
petually late autumn. The effect intensifies within 1,000 ested in such gruesome artifacts). They wear the tatters of
feet of the Black Unicorn’s standing stones, until all vege- the clothes they wore in life or nothing at all.
tation is blackened and shriveled. Treat the Black Unicorn as a normal unicorn whose
• Undead creatures are drawn to the area. When de- type is fey and whose alignment is chaotic evil. He only
termining the results of random encounters, refer to the uses features that restore hit points (such as Healing
Maiden’s Wood encounter table found on page 12. Touch) on himself.
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Richard Broadhurst (Order #23491769)
Redeeming the Black Unicorn compartment requires a successful DC 17 Intelligence (In-
The Black Unicorn is too evil to be reasoned with, but he vestigation) or Wisdom (Perception) check. A detect mag-
hasn’t forgotten his former self entirely. If one of the PCs ic spell or similar effect reveals the presence of the stone,
carries Sin Reaver (Magic of the Runewild, page 40), the which radiates an aura of powerful transmutation magic. A
Unicorn recognizes the blade. The Black Unicorn explains character using thieves’ or tinker’s tools can open the com-
that Dame Angeska, an Aruandan knight who died pro- partment with a successful DC 17 Dexterity check. A knock
tecting the unicorns of the forest, once wielded the blade. spell also opens the compartment.
(See location 128 for more information regarding Dame PCs who make a successful DC 12 Wisdom (Survival)
Angeska.) check can pick out the dwarves’ trail through the forest
The Black Unicorn doesn’t believe the PCs are worthy and follow it back to a secret entrance to Deepdoom Hall
to wield Sin Reaver, but a lawful good character holding (129). Shadowing the dwarves to Cankerworm Keep re-
the blade can make a Charisma (Intimidation or Persua- quires no check.
sion) check opposed by the Black Unicorn’s Wisdom. On a Montagne doesn’t care about the dwarves themselves,
success, the Black Unicorn allows the party to leave Maid- but if the PCs abscond with the dreaming stone, the wizard
en’s Wood unharmed, with a warning not to interfere with stops at nothing to track the party down. Once he locates
his plans in the future. the PCs, he orders his doppelganger minion Yazzak to
Using Sin Reaver to slay the Black Unicorn restores his pose as an Aruandan gem merchant seeking to purchase
alignment to lawful good, although not in time to save the stone. If this ploy fails, Montagne’s attempts to recover
his life. As the Unicorn dies, the darkness drains from him, the stone become increasingly bold (and deadly).
revealing a mane and horn of purest white. At the same
time, the horns the wild folk wield return to their normal 128. The Sprite Knight (CR 1)
color, as well. Any wild folk not already destroyed are then
restored to life, as if they’d never undergone the Black Rite.
• Sir Fulbright, a sprite, safeguards Sin Reaver (Magic of
the Runewild, page 40)
The Black Unicorn’s dying request is for the PCs to bury
his body atop the hill and cast a hallow spell upon the site. The party spots a tiny door nestled in the roots of a nearby
If this is done, the caster and up to five allies each receive tree. Only a foot tall, the door is barely large enough admit
the following magical blessing at the completion of the rit- a house-cat. PCs who peek through spy a miniature sitting
ual: room on the opposite side.
The tree is the home of Sir Fulbright, a sprite who’s
Blessing of the Silver Horn: As an action, you can touch lived here since the days of the Aruandan Conquest. If
the forehead of another creature. The target magically re- Fulbright notices the PCs lingering around his home, he
gains 11 (2d8 + 2) hit points, and you remove all diseases emerges from the tree with shortbow readied and de-
and poisons affecting the target. Once you use this bless- mands to know the party’s business.
ing, you can’t use it again until the next dawn.
Sir Fulbright, Sprite Knight
127. Clockwork Dwarves (CR 4) Except for his diminutive size and dragonfly wings, Sir
• Five clockwork dwarves (Runewild Bestiary, page Fulbright looks like as a middle-aged human man. He
sports a formidable white mustache and wears a surcoat
265)
• A dreaming stone (Magic of the Runewild, page 39) in emblazoned with the image of a unicorn. A sprite-sized
longsword hangs at his side. For reasons unknown, Sir
a hidden compartment: DC 17
Fulbright is fond of peppering his speech with words that
The first time the party triggers a random encounter in this rhyme with his name (see the Rhymes with Fulbright table
area, they encounter a group of five clockwork dwarves for ideas).
instead. The dwarves recently received a dreaming stone Fulbright’s arrows, like those of all sprites in the
from the gnomes of East-Doom (138) and now deliver the Runewild, are invisible and curse targets until removed.
stone to their master, the wizard Montage, at Cankerworm Replace Fulbright’s normal shortbow attack with the fol-
Keep (139). lowing:
The dwarves ignore anything that distracts them from
their mission. They attack only if the PCs interrupt their trek Invisible Arrow. Ranged Weapon Attack: +6 to hit, range
back to Cankerworm Keep. The dwarves are armed with 40/160 ft., one target. Hit: 1 piercing damage, and the tar-
pikes (1d10 + 2 piercing damage). The PCs can attempt to get is cursed. While cursed, the target can’t knowingly lie
wrest control of the dwarves, as described in their entry in (as if they are affected by a zone of truth spell). The curse
the Runewild Bestiary. lasts until a creature uses an action to make a successful
The dreaming stone is hidden inside a secret compart- DC 10 Intelligence (Investigation) or Wisdom (Perception)
ment built into one of the dwarves’ torsos. Discovering the check to find and remove the invisible arrow. A remove
curse spell cast on the target also ends the curse.
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Richard Broadhurst (Order #23491769)
Fulbright’s alignment is lawful good. When he first encoun- PCs who spend a shift (6 hours) searching this hex can
ters the PCs, Fulbright assumes they’re treasure-hunters make a DC 17 Wisdom (Perception) check. On a success,
looking for a dungeon to plunder. PCs who insist their mo- the party discovers Sin Reaver concealed in the hollow of
tives are pure can attempt a Charisma (Persuasion) check a tree a few miles north of Fulbright’s home. On a failure,
opposed by Fulbright’s Wisdom. On a failure, the sprite dis- the PCs fail to locate the blade but can attempt the check
misses the party with a warning not to cause trouble in his again if they spend another shift searching. Spells such as
forest. On a success, Fulbright lowers his weapon and, with detect magic or locate object might also help the search.
an apologetic bow, asks how he might be of service. Sir Fulbright has spent the years since Dame Angeska’s
death searching for someone worthy to wield Sin Reaver.
Dealing with Sir Fulbright Fulbright’s standards are high. To meet muster with the
Sir Fulbright is well-acquainted with the Aruandans and sprite, at least one character in the party must be lawful
their history. In fact, Sir Fulbright was born when a beam good, a fact Fulbright uses his Heart Sight ability to con-
of sunlight flashed off the blade of an Aruandan knight firm. The PCs must then agree to accompany Fulbright
named Dame Angeska (see page 305 of the Runewild to Deepdoom Hall, where he plans to confront the deep
Bestiary for more information about how sprites are gnomes’ matriarch, Queen Firba. If the PCs prove them-
born). Angeska’s valor so impressed Sir Fulbright that he selves during this quest (see location 83 for details), the
pledged himself to her service. Together, Angeska and Ful- sprite bequeaths Sin Reaver to whichever PC impressed
bright became a fearsome, if improbable, duo. (“We gave him most (your choice). Fulbright then pledges to serve
those witches quite a fright!” Fulbright recalls proudly.) the PC “for as long as there is evil to smite!”
If asked about Dame Angeska’s fate, Fulbright’s face When it comes to Sin Reaver, Fulbright is quick to spot
darkens. In the days following the Witch Wars, Angeska deception. He has advantage on Wisdom checks regard-
fought to stop the Aruandans’ slaughter of unicorns in the ing the blade. If the PCs lie or do anything else that makes
Runewild. She even went so far as to kill another knight Fulbright question their motives, the sprite refuses to part
when he refused to cease his hunts. For her crime, Ang- with Sin Reaver, protecting the blade with his life if neces-
eska was sentenced to death, a punishment she willingly sary.
accepted. (“To the very end,” Fulbright says tearfully, “True The PCs must recover Sin Reaver in order to redeem
and upright.”) the Black Unicorn. For more information, see location 126.
Today, Fulbright devotes his time to safeguarding the
forest from goblins and other evils. If the PCs befriend Ful- Rhymes with Fulbright
bright, the sprite shares the following information with Sir Fulbright sprinkles his speech with words that rhyme
the party: with Fulbright. While role-playing Sir Fulbright, you can re-
• Fulbright’s most pressing concern are the gnomes of
fer to the following table for inspiration.
Deepdoom Hall (129). Fulbright believes the gnomes are Roll Rhyme
in league with Montagne, an evil wizard who lives in Can- 1 “To my foes, I am a blight!” (When boasting of his skill in
kerworm Keep (139). (Fulbright’s suspicions are only par- battle.)
tially correct.) 2 “Tis a virtue, sir, to be polite.” (When chastising a rude PC.)
• If the party is heading south, Fulbright urges them to 3 “I am contrite. I meant no slight.” (When apologizing.)
keep an eye out for Goodie Sharktooth (115), a hag who 4 “The moon tonight shines bright and white above our site.”
lives in the forest north of Caerfell (101). (When taking watch.)
• PCs who make a successful DC 12 Intelligence (Histo- 5 “On this matter, I’ve no insight.” (When he doesn’t know an
ry) check recall the name of the Dame Angeska’s sword: Sin answer.)
Reaver. If asked about the blade, Fulbright’s eyes narrow as 6 “A foe, sir, on your right!” (When a new enemy joins the
he takes measure of the party. battle.)
7 “Are you a fighter or a cartwright?” (When a PC fails to show
Sin Reaver bravery.)
One of the legendary Highvale Blades, Sin Reaver was fa- 8 “I shall lend my might!” (When helping to carry something
mous for its ability to smite the enemies of law and order. heavy.)
Before she died, Dame Angeska entrusted Sin Reaver to Sir 9 “Make haste. Our time is finite.” (When losing patience.)
Fulbright. Though too small to wield it, Fulbright vowed
10 “What say you, acolyte?” (When addressing the party’s cleric.)
Sin Reaver would never fall into the hands of those who
11 “You fools! Take flight!” (When covering the party’s retreat.)
would use the blade for evil. To this end, he hid Sin Reaver
deep within the forest. 12 “Quite right.” (Whenever he agrees.)

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Richard Broadhurst (Order #23491769)
129. Deepdoom Hall (CR 16) hatches. Anyone else must either destroy the hatch (AC 19,
10 hit points, immune to poison and psychic damage) or
• Hidden hatches: DC 18 force it open using a knock spell.
• Queen Firba (a deep gnome queen, page 265) rides Once the party discovers a hatch, note its location on
an animated throne (page 263) the Runewild map. The PCs can revisit hatches as they find
• Six deep gnome guards accompany the queen them, but the gnomes regularly seal up hatches they sus-
• Firba wields a rod of lordly might pect have been discovered. Each time the party returns to
For as long as even the Aosidhe remember, the gnomes of a hatch, there’s a 1 in 6 chance the hatch no longer exists,
Deepdoom Hall have dug. They’ve dug so far and so deep, with all evidence of the hatch magically wiped clean.
in fact, that Deepdoom Hall now stretches beneath the
entirety of the Runewild. The gnomes’ matriarch, the wise Navigating Deepdoom Hall
and mighty Queen Firba, has led this unseen empire for a Deepdoom Hall is an underground labyrinth that spans lit-
thousand years and plans to do so for a thousand more. erally hundreds of miles. The strange magic of the Runewild
Queen Firba’s reign hasn’t been untroubled, howev- morphs Deepdoom Hall’s geography, making the tunnels
er. Centuries ago, Firba unwittingly gazed into a mirror of impossible to map. Characters who travel Deepdoom Hall
opposition (Magic of the Runewild, page 42), a birthday quickly become lost. When they emerge from Deepdoom
gift from a mischievous fey lord. The reflection the mirror Hall, the PCs may find themselves at a location nowhere
created proved to be as wicked as Queen Firba was just. near their intended destination. Only deep gnomes can
A great war between the “sisters” ensued, during which navigate Deepdoom Hall reliably.
Queen Firba’s reflection, now known as Queen Abrif, fled Every shift (6 hours) the party spends in Deepdoom
with the mirror to the far side of the Runewild (see 138). Hall, roll on the Deepdoom Hall Encounters table instead of
More recently, the human wizard Montagne (139) checking for a random encounter. Depending on the re-
struck a bargain with Firba’s wicked sister. In return for any sult of the roll, the party may run into hazardous terrain,
dreaming stones (Magic of the Runewild, page 39) her encounter other creatures, or stumble upon an exit from
gnomes uncovered, Montagne would provide Queen Ab- Deepdoom Hall.
rif with clockwork dwarves (Runewild Bestiary, page 265)
Deepdoom Hall Encounters
to bolster the ranks of her army. With the dwarves’ help,
Every shift (6 hours) the party spends in Deepdoom Hall,
Queen Abrif’s forces now push deeper and deeper into
roll on the following table instead of checking for a ran-
Firba’s territory. It’s only a matter of time before the war
dom encounter.
between the sisters reignites.
Roll Encounter
Hidden Hatches
1 The party discovers an exit from Deepdoom Hall. The exit
Unbeknownst to most of the Runewild’s inhabitants, en- leads to a destination of your choice or to a randomly deter-
trances to Deepdoom Hall lie scattered throughout the mined location (roll on the Encounter Locations table found
forest. These secret hatches aren’t marked on the Runewild on page 23).
map. Instead, assume 1d4 - 1 hatches exist in every hex. 2 A cliff, chimney, or chasm blocks the way. The party must use
Don’t assign exact locations to the hatches until the play- climbing gear or magic to navigate the hazard. Otherwise,
ers discover them during play. each PC must make a successful DC 13 Strength (Athletics)
check. On a failure, the PC falls or is struck by rubble, taking
The gnomes carefully camouflage the entrances to 17 (5d6) bludgeoning damage.
their home so that a person might literally walk over one
3 The passage glitters with uncut gems (worth 10 gp each).
without noticing it. Unless the PCs already know a hatch’s Characters who spend a shift (6 hours) harvesting the gems
location, discovering a hatch requires one shift (6 hours) can gather 2d6 x 10 of them, or twice that amount if they use
spent searching and a successful DC 18 Wisdom (Percep- proper tools (like a miner’s pick).
tion) check. The gnomes regularly enchant their hatches 4 As #3, except 2d6 grimlocks ambush PCs who stop to mine
with nondetection spells, shielding them from magical div- the gems.
ination. 5 The endless wandering takes its toll. Each PC must make a DC
Whenever the PCs discover a hatch, there’s a 1 in 6 10 Constitution saving throw or suffer one level of exhaus-
tion. Increase the DC by 2 each time you roll this result.
chance that 2d6 deep gnomes hide nearby. PCs who
make a successful Wisdom (Perception) check opposed 6 The passage intersects with a cavern filled with glowing
mushrooms. 2d6 of the mushrooms are violet fungus. The
by the gnomes’ Dexterity (Stealth) spot the gnomes. The rest are edible but otherwise unexceptional.
gnomes scatter if detected, hoping to lure the party away
7 A hungry xorn rushes the party. The party can avoid combat
from the hatch. Otherwise, the gnomes ambush the PCs by offering the xorn at least 50 gp worth of gemstones. Oth-
before they enter Deepdoom Hall. erwise, it grows frustrated and attacks. Queen Firba disap-
The gnomes lock the hatches from the inside. All deep proves if the party harms the xorn.
gnomes know a secret knock that magically opens the
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Roll Encounter Sir Fulbright and the Gnomes
8 The party encounters a crew of 2d6 deep gnomes loyal to If Sir Fulbright (128) accompanies the party to Deep-
Queen Firba. The PCs can befriend the gnomes by making doom Hall, he’s deeply suspicious of the gnomes. He be-
a successful Charisma (Persuasion) check opposed by the lieves Queen Firba is in league with Montagne and isn’t
gnomes’ Wisdom. Failure causes the gnomes to flee and shy about his opinions. If the PCs don’t keep Fulbright in
report the incident to Queen Firba.
check, the sprite jeopardizes the party’s negotiations with
9 2d6 deep gnomes scouting the area for Queen Abrif ambush
the easily-offended Firba. If the PCs discover the truth of
the party. The PCs can make Wisdom (Perception) checks
opposed by the gnomes’ Dexterity (Stealth) to avoid being Queen Abrif’s alliance with Montagne without resorting to
surprised by the ambush. violence, the party’s prudence impresses Sir Fulbright. He
10 As #9, except 1d3 clockwork dwarves (Runewild Bestiary, offers Sin Reaver to the PC who led the negotiations with
page 265) accompany the gnomes. Queen Firba.
11 The party meets Queen Firba and her retinue (see Dealing
with Queen Firba below). 130. The Siren Queen (CR 9)
12 The passage opens into an enormous cavern. Clinging to the
• A siren’s song lures PCs: DC 13
wall on the cavern’s far side is East-Doom, the underground
fortress of Queen Abrif (138). • The Siren Queen (as a wraith) and four merfolk ghosts
• Treasure includes a swan boat
Dealing with Queen Firba Along this tributary of the Wendarin River, fronds conceal
Queen Firba makes regular tours of Deepdoom Hall seated
a quiet lagoon. Submerged near the lagoon’s north shore
atop her walking throne. For a deep gnome, Queen Firba is
is the titanic statue of a woman. Only her face breaches the
huge (nearly the size of a dwarf ). She wears a gold crown
waterline. Twin waterfalls cascade over the woman’s brow,
atop her mane of silver hair and wields a gem-encrusted
creating the illusion of wind-tossed, silver hair. Her open
scepter. A retinue of deep gnome guards accompanies the
mouth forms a cave, inside which a swan-shaped rowboat
queen.
is tethered.
Queen Firba doesn’t speak Common. The PCs must ei-
ther speak in a language she understands (Gnomish, Ter- The Siren Queen
ran, or Undercommon) or use magic if they wish to com- When the last queen of the Runewild’s merfolk died, her
municate. If the PCs bridge the communication gap, they subjects built this enormous statue to serve as her tomb.
discover Firba to be a wise (if haughty) ruler. She cares little For a time, the Aosidhe brought offerings of treasure to the
about what happens outside Deepdoom Hall, but PCs who tomb, but these offerings ended when the elves retreated
make a successful Charisma (Persuasion) check opposed from the Runewild. Forsaken, the Siren Queen went mad.
by Firba’s Wisdom (Insight) convince her the party’s goals The Queen’s ghost now prevents anyone who enters her
align with her own. If befriended, Firba shares the follow- tomb from leaving it alive.
ing information: The Siren Queen’s statue extends 150 feet beneath the
• Queen Firba’s sister, the wicked Queen Abrif, lives in water. PCs who explore the lagoon discover the woman
has a fish tail instead of legs. No other indication of who
an underground fortress to the east (138). Recently, Abrif
made an alliance with a human wizard named Montagne the statue represents can be found.
(139). If the PCs approach within 300 feet of the lagoon, a
• Clans of stone giants once ruled the Ironwall Peaks, sorrowful melody issues from the statue’s mouth. The
words of the song are in Sylvan and describe a queen
but the gnomes haven’t heard from the giants in decades.
Firba offers to lead the party to a hatch that opens into the whose lover once brought her wonderful gifts, but who
giant king’s throne room (140). is now abandoned. Creatures who hear the statue’s song
• A few weeks ago, a band of drow from the Sunken must succeed on a DC 13 Wisdom saving throw or be
charmed. A charmed creature must spend its turn moving
Tower (142) discovered an entrance to Deepdoom Hall.
The gnomes drove back the drow and sealed the entrance, toward the statue in the most direct route possible, most
but Queen Firba fears another incursion. likely by entering the lagoon and swimming toward the
statue. Charmed creatures can repeat the saving throw if
Queen Firba’s gold crown is worth 250 gp. Her scepter func- they take damage, ending the effect on a success. A crea-
tions as a rod of lordly might. Twelve valuable gemstones, ture that successfully saves is immune to the Siren Queen’s
each worth 1,000 gp, decorate her animated throne. Fir- song for the next 24 hours. The effect also ends once the
ba’s guards carry a total of 190 gemstones worth 10 gp charmed creature enters the statue’s mouth (see The Cave
each, in addition to their armor and weapons. below).

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The Cave cave. Except for its smaller size and the fact it doesn’t dis-
The Siren Queen’s mouth forms a cave roughly 20 feet appear after 24 hours, the boat functions like a feather to-
in diameter. A swan-shaped rowboat floats in the water, ken (swan boat). The PCs can remove the swan boat from
tethered to the east wall by a length of mithril chain. The the water, but it loses its magical properties if it spends
first time a character enters the statue’s mouth, a whirlpool more than 24 hours off the Wendarin River. Even as a mun-
forms in the center of the cave. At the same time, the Siren dane vessel, the swan boat is worth 250 gp due to its ex-
Queen’s mouth begins to close. The PCs have one round to pert craftsmanship.
escape before they become trapped in the Siren Queen’s
tomb. The Siren’s Tomb
Roll initiative as soon as the whirlpool is triggered. On Beneath the statue’s throat (inside the Queen’s “torso”) is
their turn, characters swimming inside the cave or within the Siren Queen’s tomb, a cylindrical chamber 50 feet high
20 feet of the statue’s mouth can use their action to make and 40 feet in diameter. Cold, lightless water fills the tomb.
a DC 16 Strength (Athletics) check. On a success, the PC A stone sarcophagus rests at the bottom of the chamber,
fights the current and can escape the cave. Alternately, its lid carved to resemble a sleeping mermaid. Arranged
characters who pass their Athletics check can grab onto around the sarcophagus are six funerary urns and the skel-
the swan rowboat to avoid being drawn into the whirlpool. etal remains of dozens of humanoid figures.
Characters who fail or choose not to make the check are As soon as a living creature enters the tomb, the glow-
sucked beneath the water. They take 7 (2d6) bludgeoning ing forms of the Siren Queen and three merfolk attendants
damage and are deposited one round later in the Siren’s materialize near the sarcophagus. The attendants swiftly
Queen’s tomb (see below). approach the party and ask (in Sylvan) if the PCs bring gifts
At the end of the round, the whirlpool dissipates and to honor their queen. If the PCs confirm that they have, the
the statue’s mouth closes, plunging the cave into dark- attendants allow them to approach the Siren Queen and
ness. Once closed, the statue’s mouth magically seals shut. present their tribute.
Attempts to force the mouth open automatically fail, al- The Siren Queen expects a gift of at least 500 gp worth
though spells such as knock or stone shape may allow the of gold or silver coins, although any treasure of equal val-
PCs to escape. The mouth also opens for characters inside ue will do. PCs who speak Sylvan can attempt a DC 15
the swan boat (see below). The mouth opens on its own (Persuasion) check to convince the Queen to accept a less
once no creatures are left alive inside the statue. valuable tribute. Once she is appeased, the Siren Queen
Characters who swim 15 feet to the bottom of the returns to the Ethereal Plane, taking her attendants with
cave discover an entrance to the statue’s “throat.” This sub- her. The merfolk won’t reappear unless the PCs steal the
merged shaft descends 20 feet before opening into the Siren Queen’s treasure (see below) or visit this location
Siren Queen’s tomb. again.
If the PCs fail to present a proper tribute, the Siren
The Swan Boat Queen and her attendants attack. Treat the Siren Queen as
The prow of this rowboat is elegantly carved to resemble a wraith and her attendants as ghosts. All have swimming
the head of a swan. The boat seats up to eight Medium-size speeds equal to their flying speeds.
creatures and has neither oars nor sails. The boat radiates During combat, the attendants try to possess PCs who
transmutation magic if inspected with a detect magic spell can’t breathe underwater. If successful, their first action is
or similar effect. to cause the possessed character to expel its breath and
The PCs can climb into the swan boat, but a padlocked take in a lungful of water. Characters who do immediately
mithril chain tethers the vessel to the cave wall. A charac- drop to 0 hp (ending the possession) and begin to drown.
ter using thieves’ tools can pick the padlock by making a Meanwhile, the Siren Queen attacks the rest of the party,
successful DC 18 Dexterity check. Alternately, a character focusing her attacks on whichever PC displeases her most
can yank the chain from the wall by making a successful (your choice). The ghostly merfolk give no quarter, but
DC 23 Strength (Athletics) check. The chain can also be they don’t pursue characters who flee the tomb.
broken (AC 21, 10 hp, immune to poison and psychic dam-
age). Treasure
Characters who try to release the boat and fail become The funerary urns contain offerings to the Siren Queen.
cursed (no saving throw). Cursed characters refuse to tam- The urns contain a total of 7,000 sp and 2,800 gp. The urns
per with the boat again until a remove curse spell or simi- themselves are worth 25 gp each. Lifting the lid of the
lar magic ends the curse. Recovering the key to the boat’s Siren Queen’s sarcophagus reveals the Queen’s fleshless
padlock also ends the curse. The key to the padlock can be skeleton. She wears a silver tiara and necklace (each worth
found in the Siren’s Tomb. 250 gp), as well as a pair of silver armbands (worth 25 gp
Once the PCs free the boat, they can direct it toward each). Unless the PCs have already defeated her, stealing
the statue’s mouth, which opens to allow exit from the any of this treasure causes the Siren Queen to attack.

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PCs who inspect the skeletons around the sarcopha- • Zabreen was among the drow that invaded Deep-
gus discover a mix of Aosidhe and merfolk bones. Centu- doom Hall (129) several months ago. She might trade one
ries underwater have destroyed any mundane items the of the Highvale Blades for information regarding Queen
skeletons carried, but a glowing mithral key can be found Firba and her subjects.
among the remains. The key opens the swan boat’s pad- • A mysterious figure named the Broken King amasses a
lock, which allows the party to untether the vessel and es- goblin army in the ruins of the Broken Keep (109). Zabreen
cape the tomb. sneers at any suggestion the goblins pose a threat to the
drow.
131. Drow Scouting Party (CR 8)
• Zabreen, a drow corruptor (Runewild Bestiary, page 132. Danse Morel (CR 3)
267), leads four drow scouts (Runewild Bestiary, page • Three shadows dance with eight violet fungi
168) • Amadan, a doppelganger, wields a staff of nether-
mancy (Magic of the Runewild, page 44)
The first time the PCs trigger an encounter in this hex, they
meet a scouting party from the Sunken Tower (142) in-
• The real Amadan (a mage) is trapped within the staff
stead. The PCs can make Wisdom (Perception) checks op- The trees in this part of the forest give way to a field of tow-
posed by the scouts’ Dexterity (Stealth) to notice the drow ering mushrooms. The caps of the mushrooms overlap to
observing the party from a distance. form a roof only the thinnest shafts of light can penetrate.
Zabreen, a drow warlock, leads a search for the Giant’s The mushrooms’ stems resemble massive marble columns,
Vault (120). Through her research, Zabreen has learned giving the area the appearance of a haunted ballroom.
the vault contains three of the legendary Highvale Blades In the center of the space, a group of figures perform a
(Magic of the Runewild, page 40). She now hopes to re- slow but graceful dance. Three of the figures are beautiful
trieve the swords and curry favor with her superior, the human women. They wear flowing, white shifts and dance
drow matron Sibra. barefoot in the dirt. The other figures are human-sized
So far, the drow have failed to pinpoint the vault’s loca- mushrooms. The mushrooms are vaguely feminine in ap-
tion. Zabreen assumes the PCs also seek the vault and or- pearance, with slender arms extending from their stems
ders her scouts to shadow the party, believing the PCs will and dark honeycomb caps that mimic hair done up in
lead them to their prize. If the party discovers the Giant’s braids.
Vault, the drow ambush them once the vault’s protections A final figure observes the dance from the shadows
weaken them. nearby. A thin human man wearing tattered robes and a
In addition to their armor and weapons, the drow tarnished brass skullcap, he clutches a metal-shod staff
scouts carry a total of 12 sp, 88 gp, and 12 pp. Zabreen car- topped with a crystal sphere.
ries 75 gp and wears a silver ring worth 250 gp.
Amadan’s Garden
Dealing with Zabreen Amadan was a wizard of the Council Arcane who studied
Zabreen organized the scouting party without Matron Si- shadow magic at the Sunken Tower (142) before its fall. A
bra’s permission. Doing so puts her at great risk. Only by master of illusion magic, Amadan was obsessed with the
returning to the Sunken Tower with at least one of the idea of beauty and sought to use his spells to create the
Highvale Blades can Zabreen hope to avoid punishment image of a perfect human woman. He kidnapped several
for her insubordination. She’d rather die than return to Ma- young women as models for his creation. Once through
tron Sibra empty-handed. with the women, Amadan disposed of their bodies in this
Zabreen is quick to capitalize on any opportunity the glade. Unbeknownst to Amadan, the women’s restless
party gives her. If the PCs discover the vault but don’t enter spirits fed the mushrooms that grew here, transforming
it—or if they leave any of the Highvale Blades behind— them into violet fungi. When the fungi turned on Amadan
the drow clean out the vault by the time the party returns. and his doppelganger servant, the wizard panicked. In a
Zabreen wants all the Highvale Blades, but she may desperate bid to escape the vengeful mushrooms, Ama-
negotiate for two (or even one) of the blades if she feels dan transferred his soul into his staff of nethermancy (Mag-
the party outmatches her. Only magic convinces Zabreen ic of the Runewild, page 44).
to share information about the Sunken Tower, but she of- With his master helpless, Amadan’s doppelganger fled
fers the following information as she negotiates with the the glade with the staff. Rather than return to the Sunken
party: Tower, the doppelganger adopted Amadan’s identity and
• Devritti, a drow warlock who fell out of favor with Ma-
today only vaguely remembers his former self. Working as
Amadan, the doppelganger continues to pursue his mas-
tron Sibra, lives nearby (141). Sibra transformed Devritti
ter’s goal of creating a specimen of perfect beauty.
into a drider as punishment for her treachery.

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Richard Broadhurst (Order #23491769)
Dealing with Amadan If Amadan wins the PCs’ trust, he asks that they accom-
Unless the PCs approach the glade stealthily, the doppel- pany him to the Sunken Tower. If informed that the Coun-
ganger Amadan spots the characters as they arrive. He cil Arcane no longer controls the tower, he instead asks the
urges the party not to interrupt the dance but is happy to party to help him locate any members of the Council Ar-
speak with them in whispers at the edge of the glade. As cane who might remain in the Runewild (such as Bormgas-
Amadan, the doppelganger answers the PCs’ questions, tor at 32 or Councilor Rikus at 102). Though he promises to
glossing over the darker aspects of his history and moti- reward the party for their help, secretly Amadan only wish-
vations. The female dancers, he explains, are illusions (i.e. es to return to his work. He betrays the characters once
shadows) of his creation, while the mushrooms are natives they outlive their usefulness.
of the forest drawn in by his handiwork. While allied with the PCs, Amadan proves a useful
PCs who find Amadan suspicious can make a Wisdom source of information. He can share the following with the
(Insight) check opposed the doppelganger’s Charisma party:
(Deception) check. Amadan has advantage on the check
if he has a chance to study the PCs’ minds with his Read
• Amadan knows the secret of how to enter the Sunken
Tower. His spellbook, if it still exists, should be among the
Thoughts ability beforehand. PCs who fail the Insight
volumes of the tower’s impressive library (it is—see Area
check believe Amadan is mad but sincere. Those who suc-
W5 of location 142).
ceed sense Amadan hides something sinister about his
history and isn’t all he appears to be.
• In addition to Rikus and Bormgastor, Amadan gives
the PCs the names of several of his former colleagues, in-
Amadan has no intention of letting the PCs leave the
cluding the wizard Montagne (139).
glade alive. If the party contains any female characters,
Amadan comments on their beauty and asks them to join
• If the PCs help him, Amadan promises to lead them to
a storehouse of ancient magical knowledge built by stone
the dance so he can study them further. Ultimately, none
giants in the Ironwall Peaks (147).
of the PCs meet Amadan’s standards. Once he’s tired of the
characters, or as soon as the party tries to leave the glade,
Amadan orders the dancers to intercept the characters. If
the PCs can’t give him beauty, Amadan explains, their bod-
ies can at least serve as food for his garden.
To avoid engaging in melee with the characters, Ama-
dan casts darkness using his staff of nethermancy and
withdraws to the glade’s edge. From there, he continues
casting darkness around the PCs until his staff has only
one charge remaining. Amadan has already used 15 of the
staff’s charges to create the shadows, leaving 5 charges
available as the battle with the PCs begins. Amadan flees
once his staff is reduced to one charge or as soon as he
takes damage. The shadows and the violet fungi fight to
the death, but only the shadows pursue the PCs beyond
the glade.
Like all doppelgangers in the Runewild, Amadan’s type
is fey instead of monstrosity. If forced into melee, he fights
with the staff of nethermancy (+4 to hit, 1d8 + 2 bludgeon-
ing damage) in place of his slam attack. In his true form,
Amadan appears as a tall fey creature with dark skin, me-
tallic black hair, and pale blue eyes.

The Real Amadan


PCs who inspect the staff of nethermancy see the dop-
pelganger’s master, the real wizard Amadan, trapped in-
side the crystal sphere that tops the staff. If freed from his
strange prison, Amadan falls to his knees before the party
in gratitude. After a few moments, the wizard recovers his
composure. Amadan’s first concern is learning how long
he’s been trapped inside the staff and what has transpired
in his absence. He conceals his crimes by blaming them on
the doppelganger, his “treacherous apprentice.”
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Richard Broadhurst (Order #23491769)
Treat Amadan as a mage with a Charisma of 14 (+2) and a Havrik’s Wolves
+ 5 bonus to Deception. His alignment is neutral evil. Re- Havrik’s Pooka Trick compels any wolf that sees him to pro-
place his Spellcasting trait with the following: tect him as if he were their own cub. Currently, three dire
wolves accompany Havrik. PCs who make a successful Wis-
Spellcasting. Amadan is a 9th-level spellcaster. His spell-
dom (Perception) check opposed by the wolves’ Dexterity
casting ability is Intelligence (spell save DC 14, +6 to hit
(Stealth) spot the creatures lurking nearby.
with spell attacks). Amadan has the following wizard spells
If the party threatens Havrik, the dire wolves leap to
prepared:
the pooka’s defense. The wolves give the PCs one chance
Cantrips (at will): light, mage hand, minor illusion, prestidig- to stand down; if they persist, the wolves fight to the death.
itation PCs who harm Havrik or his wolves earn the enmity of the
1st level (4 slots): color spray, detect magic, disguise self, pooka king, Seven-Tail (Runewild Bestiary, page 280).
mage armor Havrik is too rambunctious to speak on any topic for
2nd level (3 slots): mirror image, phantasmal force long. PCs looking for information have better luck if they
3rd level (3 slots): fear, hypnotic pattern consult with Havrik’s wolves. PCs who speak with the dire
4th level (3 slots): greater invisibility, phantasmal killer wolves via a speak with animals spell learn the following:
5th level (1 slot): mislead
When first released from the staff of nethermancy, Amadan
• Havrik is one of the “children” of Seven-Tail, the pooka
king. Those looking for Seven-Tail sometimes find him in
has only two 1st-level spell slots remaining. Mindful of his
the forest to the north (143).
weakened state, Amadan acquiesces to the party’s wishes
until he has a chance to rest. Once he’s recovered his pow-
• The witches Woollybat and Frogtoe (134) want Havrik
for their cooking pot, so the wolves avoid them.
ers, he becomes increasingly demanding and attacks the
party if they oppose him or uncover his true motivations.
• If the PCs indulged Havrik, the wolves accompany the
party to Wersig’s Bridge (121). The wolves refuse to cross
Alternately, you may decide Amadan abandons the party
the bridge, as they fear the Broken King (109).
and reappears later in the campaign, perhaps as an ally to
the wizard Montagne.
134. Woollybat and Frogtoe (CR 4)
133. Big Bad Wolf (CR 3) • Woollybat (a green hag) and Frogtoe (a sea hag) pre-
pare to cook a sporeling (as an awakened shrub)
• Three dire wolves guard Havrik, a pooka (Runewild
• PCs who stomach the hags’ stew (DC 12) receive a
Bestiary, page 278)
boon
The first time the PCs trigger a random encounter in this • Treasure includes a cloak of protection
hex, they encounter a pooka named Havrik instead. The
Steps of natural stone and exposed trees roots descend
encounter begins as the party hears howling from the
into a sunken ditch, where a vagrant’s camp has been
forest ahead. Seconds later, a boy hardly ten years old ex-
erected. A tent of animal hides crouches at the far end of
plodes from the underbrush. The boy lands on all fours in
the ditch. In front of the tent, an iron cauldron hangs above
front of the party, gnashing his teeth in a threatening snarl.
a smoldering campfire. A small creature made entirely of
Dealing with Havrik moss struggles to free itself from a wicker cage nearby.
The boy is the wolf-pooka Havrik. Havrik has a wolf’s ears The camp is home to a green hag named Woollybat
and tail and wears nothing except a few rabbit pelts tied and her sister, a sea hag named Frogtoe. A third witch, the
into a loincloth. Untamed and full of bluster, Havrik loves night hag Fennysnake, once lived here as well, but the co-
terrifying travelers he encounters in the forest. ven was broken when the wizard Montagne imprisoned
Despite Havrik’s threatening behavior, the party has Fennysnake at Cankerworm Keep (139).
no reason to fear him. Even in his animal form (a cute wolf For more information on Fennysnake, Woollybat, and
cub), Havrik is harmless. The PCs can feign terror by mak- Frogtoe, see the Misplaced Coven’s entry in the Runewild
ing a successful Charisma (Deception) check opposed by Bestiary (page 293).
Havrik’s Wisdom. On a success, the party fools Havrik, who
The Misplaced Coven
stands up proudly. “Have no fear, mortals,” he smirks. “I’ll
When the PCs arrive, they find Woollybat and Frogtoe ar-
spare you my claws . . .for now!”
guing inside their tent. A few days ago, the witches cap-
If Havrik’s antics fail to “frighten” the PCs, the poo-
tured a sporeling (the moss creature inside the wicker
ka grows increasingly agitated. After several attempts to
cage). They now plan to cook the creature but have mis-
break the party’s courage, he bounds off, swearing ven-
placed the other ingredients they need. As soon as they
geance as he goes. You may decide whether the PCs en-
notice the PCs, the witches ask for the party’s help finding
counter Havrik again at this location or somewhere else
the missing ingredients.
later in the campaign.
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Richard Broadhurst (Order #23491769)
To discourage Woollybat and Frogtoe from coming to from nonmagical weapons, vulnerability to fire damage,
their sister’s rescue, Montagne cast a modify memory spell and advantage on Dexterity (Stealth) checks made to hide
on the witches, erasing their memories of Fennysnake. As a in forest environments.
side effect, the two witches have grown increasingly scat-
terbrained, often forgetting where they’ve left something Treasure
the moment it’s out of sight. Currently, the hags search for The cooking supplies and other trinkets that clutter the
ogre toenails. PCs who help the hags search for the toe- witches’ tent function as the equivalent of a component
nails find them hanging in plain sight near the tent’s en- pouch (worth 25 gp), an herbalism kit (worth 5 gp), a poi-
trance. soner’s kit (worth 50 gp), and cook’s utensils (worth 1 gp).
As witches go, Woollybat and Frogtoe are easily ma- In addition, a leather sack holds 300 cp, 600 sp, 130 gp, and
nipulated. Their addled memories cause them to suffer nine gems worth 50 gp each.
disadvantage on Wisdom checks made to spot decep- Stored in a wooden box at the back of the tent is a
tions. Clever PCs may be able to free the sporeling or steal cloak made of gauzy silk. The cloak functions as a cloak of
the witches’ treasure (see below) without the witches no- protection, except that it disintegrates the first time iron
ticing anything is missing. touches it. Before her capture, Fennysnake received the
If Woollybat and Frogtoe catch the PCs trying to fool cloak as a gift from the gossamers at location 122. Woolly-
them, they chase them from the camp, using violence if bat and Frogtoe have forgotten the cloak exists and won’t
necessary. If the PCs help Woollybat and Frogtoe locate notice if it goes missing.
their missing ingredients, the hags offer to share a meal
with the party (see Sporeling Stew below). The witches may 135. The War of Birds and Beasts (CR 4)
provide the following information as well: • A giant badger, a wolf, and other animals
• The sporeling is the “child” of a creature called Hart- • A moon hag (Runewild Bestiary, page 299) leads
wort (145). If asked what kind of creature Hartwort is, the three giant ravens (as giant vultures)
witches can’t remember. Through the trees ahead the party hears a cacophony of
• If the PCs want another meal, the witches hint that the growling, snorting, and terrified bird calls. If they investi-
pooka Havrik (133) would make a nice addition to their gate, the PCs discover a veritable army of woodland crea-
cooking pot. tures gathered at the base of an ancient oak tree. From the
• Woollybat and Frogtoe are certain another witch tree’s highest branches, two panicked jays squawk at the
shares their camp with them. Try as they might, however, beasts below.
they can’t recall the witch’s name or where she’s gone. A giant badger leads the animals. The badger’s sec-
ond-in-command, a vicious-looking wolf, snaps at the
Sporeling Stew other beasts as if to spur their frenzy. Three beavers gnaw
If the PCs let Woollybat and Frogtoe cook the sporeling, the tree’s trunk; at their current rate, the tree will topple in
the witches begin throwing all manner of unsettling items mere moments.
into their cauldron, naming ingredients as they go (“Snake’s
fang! Toad’s wart! Nose of gnome!”). When they’re finished, The Animal Army
Woollybat removes the wriggling sporeling from its cage If the PCs address the animals (via a speak with animals
and tosses it into the pot. Frogtoe then fills bowls for the spell, for example), the badger introduces himself as Colo-
PCs and motions for them to eat. nel Barley. Barley explains that he and his compatriots are
The characters must eat the stew to avoid offending soldiers in the war against Lord Raven (148). Barley has it
the witches. PCs who swallow even a spoonful of the foul on good authority the jays are spies for Lord Raven, who is
concoction must make a DC 12 Constitution saving throw. himself an ally of the ogre hag Griselda (86). “Killing these
Dwarves and other creatures resistant to ingested poisons jays,” Barley proclaims, “strikes a blow against Griselda her-
make the saving throw with advantage. On a failure, the PC self!”
can’t stomach the stew and vomits up what little they’ve If asked what proof he has of the jays’ treachery, Barley
managed to swallow. admits he can’t produce anything concrete, but appeals to
Woollybat and Frogtoe have enchanted the stew us- logic don’t faze him. “All birds serve Lord Raven,” he says
ing their Hag Magic. A creature who eats the stew takes matter-of-factly. If the PCs speak with the jays, the birds
on an aspect of its primary ingredient—in this case, the confess they’ve sworn loyalty to Lord Raven, but only
sporeling. PCs who successfully swallow the stew grow out of fear. They would have flown off as soon as Barley’s
a layer of moss over their entire body. The moss falls out troops attacked, but they were concerned for the safety of
after 24 hours, but while it remains the creature gains re- their eggs, which remain unhatched inside their nest.
sistance to bludgeoning, piercing, and slashing damage

219
Richard Broadhurst (Order #23491769)
Raven Attack If the PCs have befriended Colonel Barley (135), the
Before the PCs can sort out the situation, four figures dark- badger escorts them to Morninghorn directly. If not, a
en the sky. Three of the figures are giant ravens (as giant pack of five dire wolves intercepts the party at the camp’s
vultures). The fourth is a woman riding an enormous raven edge. The wolves can’t speak by normal means, but PCs
feather. The woman’s chin and forehead are grotesquely who communicate with them via speak with animals or
distended, giving her face the shape of a crescent moon. similar magic can arrange a meeting with Morninghorn by
Her tattered black robes trail behind her as she and the making a successful Charisma (Persuasion) check opposed
ravens swoop down to attack. by the wolves’ Wisdom. On a failure, the wolves turn the
The woman is a moon hag from Raven’s Roost. The hag party away, with violence if necessary.
was scouting the area when she spotted the commotion. The wolves attack if any animals in the camp are threat-
The hag has no particular concern for the jays, but she ened. If combat breaks out, another 1d4 animals join the
couldn’t resist an opportunity to strike a blow against the wolves each round until the party is surrounded. (See the
animals. She and her ravens fight to the death. Animal Army table for ideas as to what animals might join
As the rest of the animal army break ranks, Colonel the fight.) Morninghorn arrives to investigate the distur-
Barley and the wolf (Lieutenant Growler) meet the hag bance after 1d4 + 1 rounds.
and her ravens head-on. The two fight bravely, but unless
the PCs intervene, the ravens peck the animals to death The Animal Army
after a few rounds of combat. As the PCs explore Morninghorn’s camp, refer to the fol-
lowing table to determine what animals they encounter. In
Aftermath general, the animals are soldiers, not heroes. They follow
If the PCs defeat the moon hag and her ravens, Colonel Morninghorn’s orders but otherwise behave like normal
Barley commends them for their bravery. More convinced creatures of their kind.
than ever that the jays work for Lord Raven, Barley recalls
Roll Animal
his troops. The PCs must make a successful Charisma (Per-
suasion) check opposed by Barley’s Wisdom to convince 1 Gwendolyn, a badger, is a recruit trying to prove herself to
Colonel Barley.
the badger to call off the siege.
Once the situation with the jays is resolved, Barley in- 2 The other animals distrust Bugcruncher, a bat, because he
flies like a bird.
vites the PCs to the animals’ camp (136) to meet their lead-
3 On the other hand, no one doubts Greyhorn’s loyalty, even
er, General Morninghorn. Morninghorn, Barley assures though he’s a giant owl.
them, can share more information about their war against
4 Mr. Mittens used to be a witch’s familiar. The cat knows more
Lord Raven. than he lets on.
If the PCs defeated the moon hag and her ravens, re-
5 Barker is an aging hound (a mastiff) who doesn’t trust Mr.
move them from the total number of enemies encoun- Mittens one bit.
tered at Lord Raven’s Roost. If the PCs search the moon 6 Warble, a frog, is oblivious to the fact he’s no use as a soldier.
hag’s body, they find a coin purse containing 136 sp. The
7 Rex, a giant boar, sleeps most of the day but is a terror
feather the moon hag rode was taken from Lord Raven when awakened.
himself. A creature who rides the feather gains a flying
8 Trolltaunter is a mountain goat who knows the way to Lord
speed of 50 feet. The feather loses this enchantment 1d6 Raven’s roost.
days after the hag who created it dies, becoming a nor- 9 Sheila, an elk, lost her mate to Lord Raven last spring. She
mal (if giant-sized) feather. A dispel magic spell cast on the wants revenge.
feather also ends the enchantment, causing any creature 10 Marley and his team (a swarm of rats) are always ready for
riding on the feather to fall. special missions.
11 Gnaws-Off-Bone, a dire wolf, sniffs out traitors in the camp.
136. Maiden Pond (CR 5) 12 Two moon bears (as brown bears) named Mina and Mara
• Morninghorn, a giant elk, leads an army of animals never leave Morninghorn’s side. They’re deeply concerned
• Donamae, a manipulative merfolk, dwells in the pond
about the loss of their queen, Lady Ursula.

• Two chuuls guard treasure, including a ring of protec- Morninghorn


tion Morninghorn insists he’s no king, but the giant elk’s bear-
A giant elk named Morninghorn assembles an army of ing is that of a monarch: majestic, wise, brave, and proud.
animals around this tarn in the foothills of the Ironwall Unlike most animals in his army, Morninghorn possesses
Peaks. Beasts of all kinds, from the smallest shrew to the intelligence beyond that of a normal beast. He speaks Syl-
most massive wolf, mingle beside the water. In the dis- van, Elvish, and Common fluently.
tance, Morninghorn overlooks the scene from atop a high If asked why he’s assembled his army, Morninghorn
escarpment, a pair of moon bears by his side. explains that several months ago, two moon bears came

220
Richard Broadhurst (Order #23491769)
to him with troubling news: the bears’ queen, Lady Ursula, Donamae’s Treasure
had been kidnapped. When Morninghorn discovered the PCs who delve Maiden Pond (it’s 30 feet deep) discover the
culprit was Lord Raven (148), a long-time ally of the ogre rest of Donaemae’s treasure. Hidden in a bank of weeds is
hag Griselda (86), he mustered the animals of the forest to an unlocked chest containing 700 cp, 7,000 sp, 2,100 gp,
rescue Lady Ursula and defeat Lord Raven once and for all. 60 pp, and 9 gemstones worth 50 gp each. Two chuuls pro-
Though the ranks of his army have swelled in recent tect Donamae’s treasure. The PCs can make Wisdom (Per-
weeks, Morninghorn fears few of his soldiers will be able to ception) checks opposed by the chuuls’ Dexterity to spot
make the climb to Lord Raven’s mountaintop roost. If the the monsters before they attack. The chuuls are loyal to
PCs are willing, Goldenhorn asks for their help to defeat Donamae but don’t leave the pond for any reason.
Lord Raven. For his part, Goldenhorn offers the services of
any animal the PCs choose to accompany them on their 137. The Tree of Dead Men (CR 3)
mission (see The Animal Army table for possible recruits).
• A dozen skeletons tangled in a tree
Morninghorn can’t reward the PCs with treasure, but he
• Ten vicious sprites
assures them that every beast in the Runewild will be in
their debt if they rescue Lady Ursula from Lord Raven’s
• Vial contains oil of slipperiness
clutches. A clan of brave but savage sprites protect this stretch of
trail. When a brigade of undead Aruandan knights wan-
Donamae dered here from out of the Cronemarsh (83), the sprites’
Legends say an elven maiden once spent so much time tiny arrows proved incapable of harming the skeletal
admiring herself in the surface of Maiden Pond that her warriors. As a last resort, the sprites captured the knights
likeness came to life. Whether or not this tale is true, Dona- in their snares and hauled them into the boughs of this
mae, the merfolk who now dwells in Maiden Pond, is as sprawling yew tree. The result is a bizarre scene: a dozen
vain as the maiden after which her lake is named. skeletons tangled in the branches, grinning down at trav-
As the PCs speak with Morninghorn, each of them can elers who pass beneath them.
make a DC 12 Wisdom (Perception) check to notice Dona-
mae spying on them from the reeds that grow along the The Tree of Dead Men
pond’s shore. Donamae retreats under the water if spotted, The skeletons are considered grappled and can’t move
but the PCs can coax her back to shore with a successful from their current positions in the tree. The skeletons are
DC Charisma (Persuasion) check opposed by Donamae’s unarmed but can slash at creatures within 5 feet of them
Wisdom. Elves make this check with advantage. with their bony claws (+4 to hit, 1d4 + 2 piercing damage).
Donamae has no love for Lord Raven or Griselda, but Climbing the tree is simple (no check required) but doing
Morninghorn’s army is making quite a racket (not to men- so without provoking the skeletons’ attacks requires a suc-
tion the animals’ distasteful smell). Donamae pretends to cessful DC 12 Dexterity (Acrobatics) or Strength (Athletics)
be sympathetic to Morninghorn’s cause, but what she re- check each round. 1d4 skeletons attack PCs who fail the
ally wants is her pond to herself again. check. PCs who fail the check by 5 or more also become
Donamae is both beautiful and manipulative (she has grappled in the ropes that bind the skeletons to the tree
a Charisma of 18 and a +8 bonus to Deception checks). As (escape DC 12).
she speaks with the PCs, she lets it slip that there’s a magic The skeletal knights have been dead for decades and
ring (a ring of protection) hidden at the bottom of Maiden carry nothing of value. PCs who attack the knights from
Pond. She promises to retrieve the ring for the PCs if they the ground (using ranged attacks or magic) can dispatch
rid her home of “those dreadful beasts.” the skeletons with little trouble. If the skeletons are some-
Convincing Morninghorn to move his army is difficult how released from their bonds, they climb out of the tree
but not impossible. First, the PCs must find another loca- and attack the nearest living creatures.
tion at which the animals can muster. The Mountain Orrery PCs who search the tree (either by climbing it or flying
(99) is one possibility. The PCs must then make a Charisma nearby) can make a DC 12 Intelligence (Investigation) or
(Persuasion) check opposed by Goldenhorn’s Wisdom. On Wisdom (Perception) check. On a success, the PC notices
a success, Morninghorn agrees to move the army to the a potion vial balanced precariously in the tree’s topmost
new location. On a failure, Morninghorn’s stubbornness branches, 60 feet above the ground. Retrieving the vial re-
wins out. quires a successful DC 12 Dexterity (Acrobatics) or Strength
If PCs the convince Morninghorn to move on, Dona- (Athletics) check. On a failure, the vial shakes loose and
mae remains true to her word. She retrieves the ring for shatters, coating the tree with a slick black liquid (oil of
the PCs and disappears into the lake. The PCs may encoun- slipperiness). Creatures who climb the tree once it’s been
ter Donamae again if they return to Maiden Pond, but she coated in the oil must make a DC 15 Dexterity (Acrobatics)
has little interest in further interactions with the party. check to avoid falling. The oil of slipperiness wears off after
8 hours. (The oil fell out of one of the knights’ packs when

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Richard Broadhurst (Order #23491769)
the sprites hauled him into the tree and has since gone East-Doom’s ruler, Queen Abrif, leads this feverish con-
unnoticed.) struction. Not a gnome in the strictest sense, Abrif was cre-
ated when Queen Firba, the matriarch of Deepdoom Hall,
Dealing with the Sprites gazed into a mirror of opposition (Magic of the Runewild,
The sprites who captured the skeletons don’t guard the page 42). A dark reflection of her “twin sister,” Queen Abrif
tree continuously, but they’re always nearby. If the PCs is a power-hungry ruler prone to fits of violent temper. She
pause to investigate the tree, the sprites sense their pres- has only two goals: to expand the citadel of East-Doom
ence. 1d6 + 1 sprites arrive within a minute, with two more and to raise an army capable of deposing Queen Firba.
arriving each round until all 10 sprites are present. Abrif has made great progress toward both these
The sprites’ arrows, like those of all sprites in the goals in recent months, thanks to an alliance she’s stuck
Runewild, are invisible and curse targets until removed. with the wizard Montagne (139). In return for the dream-
Replace the sprites’ normal shortbow attack with the fol- ing stones (Magic of the Runewild, page 39) the gnomes
lowing: uncover for him, Montagne provides East-Doom with a
Invisible Arrow. Ranged Weapon Attack: +6 to hit, range supply of clockwork dwarves (Runewild Bestiary, page
40/160 ft., one target. Hit: 1 piercing damage, and the 265). These dwarves have accelerated the pace of con-
target is cursed. While cursed, the target suffers crippling struction at East-Doom and swelled the ranks of Abrif’s al-
vertigo and falls prone at the start of each of its turns. A ready formidable army. What’s more, Abrif’s engineers are
creature that falls prone while climbing must make a DC on the verge of completing a clockwork construct of their
10 Strength saving throw to avoid falling to the ground. own. If the gnomes of East-Doom master this technology,
The curse lasts until a creature uses an action to make a Queen Abrif’s army will become a war-machine unlike any
successful DC 10 Intelligence (Investigation) or Wisdom the Runewild has seen before.
(Perception) check to find and remove the invisible arrow.
Approaching East-Doom
A remove curse spell cast on the target also ends the curse.
A jagged fissure separates East-Doom from the cavern
The sprites’ past encounters with humans have convinced in which the fortress sits. Delicate bridges span the gap
them all humans are evil. Unless the skeletons are already like stony tendrils. East-Doom itself is a mass of struc-
destroyed by the time the sprites arrive, they assume the tures carved out of the cavern wall. From an architectur-
PCs are trying to release the knights. The sprites attack al perspective, the fortress is utterly nonsensical; it’s as if
the party immediately, but a quick Charisma (Persuasion) the gnomes have fused a dozen different castles into one
check opposed by the sprites’ Wisdom (Insight) convinces enormous citadel.
them to stand down long enough for the PCs to explain. Luckily for the PCs, only one part of East-Doom is cur-
A plucky sprite with flaming red hair named Cher- rently inhabited. Twin watchtowers on the near side of the
rysnap leads the sprites. If befriended, Cherrysnap and her fissure overlook a third tower perched atop a flat-topped
fellows share the following information: crag. A drawbridge occupies this third tower, which in turn
leads to a courtyard and its adjoining structures on the
• The sprites warn the PCs to keep below the tree line. fissure’s far side. Dozens of gnomes can be seen directing
They risk being spotted by the forces of Lord Raven (148) clockwork dwarves as they rush to complete this section
if they don’t. of the citadel. Beneath the structure, iron pipes vent great
• A witch named Korthsuva (144) lives far to the west. gouts of steam into the fissure below.
Seven-Tail, the pooka king, chases away the sprites when- The PCs can enter East-Doom in several ways, but two
ever they approach her cottage (see 143). approaches are most likely:
• The sprites can lead the party to a hidden entrance to
the deep gnome citadel of East-Doom (138). • Courtyard: The party can cross the fissure and enter
the citadel’s courtyard (Area T5) directly. Unless the PCs
138. East-Doom (CR 16) have means to fly over the fissure, they must contend with
the gnomes that operate the watchtowers (Area T1) and
The deep gnome citadel of East-Doom clings to the wall
the bell tower (Area T2). If the gnomes in Area T2 ring their
of a yawning chasm a thousand feet below the Runewild.
tower’s bell, the party must also face the purple worm that
While their brethren to the west work to expand the net-
inhabits the fissure.
work of subterranean passages that make up Deepdoom
Hall (129), the gnomes of East-Doom focus their attention
• Steam Vents: Alternately, the PCs can sneak into the
fortress via the steam vents (Area T3). The party must fly or
inward, making additions to their sprawling fortress with
climb to reach the vents and may still draw the attention
a fervor that borders on obsession. The result is an ev-
of the gnomes in the watchtowers, but if the PCs access
er-growing agglomeration of watchtowers, barbicans, and
the vents unnoticed, they can confront Abrif in her throne
battlements—structures the insane gnomes abandon the
room (Area T7) before she has a chance to fully muster her
moment they’re completed.
forces.
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Richard Broadhurst (Order #23491769)
Apart from the section of the fortress detailed here, changes and can exploit the obvious weakness in the
East-Doom is abandoned. It’s possible to reach the inhab- gnomes’ defenses, if they choose.
ited area of the fortress via these empty halls, but a suc- In addition to their weapons and armor, the gnomes
cessful DC 13 Intelligence check is required to navigate the carry a total of 48 gems worth 10 gp each.
halls successfully. If the PCs fail this check, they must spend
one shift (six hours) wandering before they can attempt Gear Platforms
the check again. Each shift the PCs spend in the aban- Elevator platforms connect the ground floors and rooftop
doned sections of the fortress, there’s a 1 in 6 chance an levels of the southern watchtowers. Each platform is 15-
errant work crew of 1d4 + 1 deep gnomes accompanied foot square, large enough to fill the tower’s interior. Com-
by 1d4 - 1 clockwork dwarves intercepts the party. As the plex gear mechanisms drive the platforms. The gnomes
bulk of the crew attacks, one of the gnomes falls back to activate the platforms by pulling massive levers on either
alert the gnomes in Area T5 or Area T9 (your choice) of side of the bridge.
the party’s approach. Creatures within 5 feet of a lever can use an action to
activate its corresponding platform. Doing so causes the
Keyed Areas platform to rise or lower. The platform stops when it arrives
at its new position one round later. The platforms move
Area T1 – Watchtowers slowly enough that creatures on the ground level have
• Three deep gnomes guard each tower ample time to escape the tower as the platform descends.
• Crushing platforms: DC 18 Creatures still in the tower when the platform arrives take
88 (16d10) bludgeoning damage, or half damage with a
A narrow bridge links a pair of watchtowers on the fissure’s successful DC 18 Strength saving throw. Creatures crushed
southern lip. A third tower connected to the citadel itself by the platform are knocked prone and restrained until
stands on the far side. The towers are 40 feet high with they use an action to make a successful DC 18 Strength
crenellated rooftops. Doors provide access to the southern (Athletics) or Dexterity (Acrobatics) check to escape. Rais-
towers, while a narrow stairwell connects the north tower ing the platform frees creatures trapped beneath it.
to the rest of the citadel. The northern tower has a rooftop With proper tools (such as a crowbar), the PCs can jam
level only. Gear-driven elevator platforms (see below) link a platform by making a successful DC 18 Dexterity check.
the ground floors and rooftops of the southern towers. Characters proficient with thieves’ tools or tinker’s tools
Deep Gnomes can add their proficiency bonus to the check. On a success,
Keeping watch atop each of the towers are three deep the platform becomes inoperable until a creature uses its
gnomes armed with light crossbows (+4 to hit, range action to clear the jam. The gear mechanism can be de-
80/320 ft., 1d8 + 2 piercing damage + poison). The gnomes’ stroyed with a successful DC 23 Strength check or dam-
crossbow bolts are tipped with the same poison as a stan- aged directly (AC 19, 18 hp, immune to poison or psychic
dard deep gnome’s poisoned dart. The gnomes’ fortified damage). The gnomes repair destroyed platforms after
positions grant them half cover against outside attacks (+2 1d4 days.
AC and Dexterity saving throws) and advantage on Wis- Area T2 – Bell Tower
dom (Perception) checks made to spot creatures crossing • Three deep gnomes operate the drawbridge
the chasm within range of their darkvision (120 feet). • Ringing the bell summons a purple worm
The PCs can slip past the watchtowers by making Dex-
terity (Stealth) checks opposed by the gnomes’ Wisdom
• The worm’s gullet contains gems and a dreaming stone
(Magic of the Runewild, page 39)
(Perception). If the gnomes spot the party, they open fire
with their crossbows or target characters within range with A bell tower identical in size and shape to the watchtowers
blindness/deafness spells. If the combat lasts more than a (Area T1) stands atop a crag in the center of the fissure. A
round or two, one of the gnomes in the northern tower re- drawbridge connects the tower to the fissure’s northern
treats down the steps to warn the rest of the citadel. Com- and southern sides. Made of iron-banded oak, the bridge
bat with the gnomes also alerts their allies in Area T2, who is hinged like a massive teeter-totter, with the tower as its
lift the drawbridge and ring their tower’s warning bell. fulcrum. The tower’s covered roof houses an enormous
The gnomes change shifts every 6 hours. During shift bronze bell.
changes, one gnome stays behind in each of the southern
watchtowers to operate the gear platform. The remaining Deep Gnomes
gnomes head to the courtyard (Area T5) via the bell tower Three deep gnomes armed with light crossbows (+4 to
(Area T2). An equal number of gnomes arrive to replace hit, range 80/320 ft., 1d8 + 2 piercing damage + poison)
them 1d4 minutes later. PCs who observe the gnomes operate the bell tower. In the event of an attack, two of
before approaching the citadel witness one of these shift the gnomes move to raise the drawbridge, while the third
climbs the ladder on the north wall to sound the warning
223
Richard Broadhurst (Order #23491769)
bell. Queen Abrif has ordered the gnomes to remain in- With proper tools (such as a crowbar), a creature adjacent
side the tower at all costs, but they take pot-shots at the to one of the bridge’s cranks can jam it by making a suc-
party from the tower’s upper level once they’ve raised the cessful DC 18 Dexterity check. Characters proficient with
bridge and rung the bell. thieves’ tools or tinker’s tools can add their proficiency bo-
Like their allies in the watchtowers, the gnomes nus to the check. On a success, the drawbridge becomes
change shifts every 6 hours. During each shift change, one inoperable until a creature uses its action to clear the jam.
gnome stays behind in the tower until three replacements Alternately, a crank can be destroyed with a successful DC
arrive after 1d4 minutes. 23 Strength check. A crank can also be damaged directly
In addition to their weapons and armor, the gnomes (AC 19, 18 hp, immune to poison or psychic damage). It
carry a total of 18 gems worth 10 gp each. takes the gnomes 1d6 days to repair a broken crank. The
bridge remains stuck in its current position until both
Drawbridge cranks are operational.
A drawbridge, hinged at the center like a teeter-totter,
spans the chasm. Cranks on the northern and southern Warning Bell
walls operate the bridge. To raise or lower the bridge, two An iron-rung ladder on the north wall leads to the tower’s
creatures must work together to turn the cranks simulta- upper level, where an enormous bronze bell hangs from
neously. By using their actions to turn the cranks, the crea- the rafters. Resting on the floor beside the bell is a maul
tures can raise one end of the drawbridge 15 degrees. As (2d6 bludgeoning damage), which the gnomes use to ring
one end of the drawbridge rises, the other lowers, making the bell. Ringing the bell fills the cavern with a deafening
the bell tower inaccessible from either side of the cavern. toll all creatures in East-Doom can hear. The sound also
Refer to the notes below to determine the difficulty of summons the purple worm that hunts in the chasm be-
navigating the drawbridge as it moves. The bridge is lev- neath the fortress.
el (at 0 degrees) when the party arrives. The bridge can’t
be moved more than 60 degrees in either direction. Once The Chasm Worm
moved, the bridge remains in place until two creatures The chasm above which East-Doom sits ranges from 30 to
work together to move it again. 90 feet across and stretches hundreds of feet in both direc-
tions. The chasm is 160 feet deep. Climbing the walls of the
• 0 degrees: No change. chasm without magic or proper gear requires a successful
• 15 degrees: A 10-foot gap separates the bridge from DC 13 Strength check. Creatures who fail the check must
the sides of the chasm. Moving against the slope of the wait until the beginning of their next turn to attempt the
bridge is treated as if moving through difficult terrain. check again. Creatures who fail the check by 5 or more slip
• 30 degrees: A 20-foot gap separates the bridge from and fall into the chasm, taking falling damage as appro-
the chasm. Moving against the slope of the bridge is treat- priate.
ed as if moving through difficult terrain. Creatures who A lattice of tunnels lines the chasm’s walls, the hand-
start their turn on the bridge must make a successful DC iwork of the purple worm that hunts in the chasm. When
13 Dexterity (Acrobatics) check to maintain their footing. the PCs arrive, the worm is in another part of the chasm,
On a failure, the creature falls prone and tumbles 20 feet in but if the gnomes ring the warning bell, the worm arrives
the direction of the bridge’s slope. Characters who fall off in 1d4 rounds to investigate the noise.
the bridge can attempt a DC 13 Dexterity or Strength sav- The worm normally travels along the bottom of the
ing throw to catch themselves before tumbling 160 feet to chasm but can burrow through the walls to reach higher
the bottom of the chasm. prey. The worm attacks the PCs and the gnomes indiscrim-
• 45 degrees: As above, except the DC of the required inately, but it can’t reach creatures atop or inside the tow-
ability checks and saving throws increases to 18. A 30-foot ers. (The worm occasionally catches gnomes as they cross
gap separates the bridge from the chasm. the drawbridge during shift changes, but Abrif accepts
• 60 degrees: A 40-foot gap separates the bridge from these loses as the price she pays for such a watchdog.) The
the chasm. Creatures without magic or climbing gear must purple worm doesn’t pursue creatures who flee into the
make a successful DC 18 Strength (Athletics) or Dexteri- courtyard (Area T5).
ty (Acrobatics) check to climb the bridge. On a failure, the The worm’s gullet contains a small horde of uncut
creature must spend the remainder of its turn clinging gemstones. If the PCs spend a shift (6 hours) butchering
to the bridge. If the creature fails the climb check by 5 or the dead worm, they harvest 16 gems worth 10 gp each,
more, it slips to the end of the bridge and must make a 14 gems worth 100 gp each, and 9 gems worth 1,000 gp
successful DC 18 Dexterity or Strength saving throw to each. Among these gems is an even more valuable trea-
catch themselves before tumbling into the chasm. sure: a dreaming stone (Magic of the Runewild, page 39).

224
Richard Broadhurst (Order #23491769)
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Richard Broadhurst (Order #23491769)
Area T3 – Steam Vents Five wraiths wait at the third intersection. Like the me-
• Scalding steam: DC 18 phits, the wraiths ambush the PCs as they cross. Both the
• Five steam mephits and five wraiths hide in the steam mephits and wraiths fight until destroyed but don’t pursue
• Hatch leads to Area T4 characters who flee the intersection.
Once the party encounters the third intersection, they
Iron pipes jut from the cliff beneath the citadel like ex-
stumble upon their destination after more than 10 min-
posed tree roots. The pipes vent excess steam generated
utes of wandering, with no additional Intelligence checks
in East-Doom’s boiler room (Area T4) and form a vast net-
required.
work of tunnels beneath the citadel. The pipes are wide
enough to accommodate a grown human. Clever PCs can Area T4 – Boiler Room
use the pipes to enter East-Doom undetected. • Boiler flares: DC 18
Entering the Vents
• Geshpur, a flame-touched deep gnome, and two
clockwork dwarves (Runewild Bestiary, page 265) oper-
The pipes breach the chasm wall 1d4 x 10 feet below the
ate the boiler
level of the citadel. Climbing the chasm without the use
of magic or climbing gear requires a successful DC 13
• Hidden hatch leads to Area T3: DC 13
Strength check. Creatures who fail the check must wait An elephant-sized boiler generates steam used to power
until the beginning of their next turn to attempt the check the doors in Areas T7–T9, as well as other contraptions
again. Creatures who fail the check by 5 or more slip and in the fortress. The bulk of the boiler consists of a wide-
fall into the chasm, taking falling damage as appropriate. mouthed furnace. Above the furnace, a water tank balanc-
A rusted grate caps the end of each pipe. The grate’s es atop sturdy iron struts. Pipes sprout from the tank like
bars are spaced widely enough that a Small-size creature medusa hair before disappearing into the walls and floor.
can squeeze through them. Alternately, creatures with a PCs who search the area can attempt a DC 13 Intelli-
combined Strength of 23 or more can use an action to gence (Investigation) or Wisdom (Perception) check. On a
pry off a grate. The grates can be destroyed (AC 18, 10 hp, success, they discover an access hatch in the floor leading
immune to poison and psychic damage), but the noise to the steam vents (Area T3).
caused by doing so alerts the gnomes in the watchtowers
(Area T1). Geshpur
Every round the PCs linger near the mouth of a pipe, A brute of a deep gnome named Geshpur keeps the fur-
there’s a 1 in 6 chance the pipe vents a gout of super-heat- nace lit. His flesh is scarred by continual exposure to the
ed steam. The steam scalds creatures within 5 feet of the boiler’s heat. Two clockwork dwarves assist Geshpur by
pipe for 22 (4d10) fire damage, or half damage with a suc- delivering coal from the courtyard (Area T5). Geshpur and
cessful DC 18 Dexterity saving throw. the constructs work tirelessly. They abandon the room
only if alerted to combat in other parts of the fortress.
Navigating the Vents Geshpur has a magical connection to fire (the reason
Unless the PCs know where they’re headed, they must Abrif put him in charge of the boiler in the first place). Treat
wander the steam vents until they stumble upon an exit. Geshpur as a standard deep gnome with the following
Every 10 minutes the party spends in the vents, one of the changes, which increase his CR to 2 (450 XP):
PCs can make a DC 13 Intelligence check. On a success,
• His size is Medium.
they discover a hatch leading to the boiler room (Area T4).
If the PCs are trying to escape East-Doom, they arrive at
• He has a Constitution of 20 (+5). He has 76 (8d8 + 40)
hit points.
the terminus of a pipe (over the chasm) instead.
If the PCs fail the Intelligence check, they arrive at an
• Whenever Geshpur is subjected to fire damage, he
takes no damage and regains hit points equal to the fire
intersection of pipes where smaller vents intermittently
damage instead.
fill the area with blasts of steam. The intersection is heav-
ily obscured (creatures in the area are blinded). Creatures
• If the boiler’s fire is put out (see below), Geshpur is re-
duced to 0 hit points and dies.
who cross the intersection take 22 (4d10) fire damage, or
half damage on a successful DC 18 Dexterity saving throw. Combat alerts the gnomes in the courtyard (Area T5),
The first time the party encounters one of these inter- who arrive to investigate the disturbance in 1d4 rounds.
sections, there’s no danger in crossing other than the fire Geshpur and the clockwork dwarves fight until destroyed.
damage. At the second intersection, five steam mephits The dwarves are programmed to follow orders any deep
ambush the PCs as they cross. PCs who make a successful gnome gives them. The PCs can attempt to wrest control
Wisdom (Perception) check opposed by the mephits’ Dex- of the dwarves, as described in their entry in the Runewild
terity notice the mephits in time to avoid being surprised Bestiary (page 265).
by the attack. The mephits aren’t blinded while inside the In addition to his weapons and armor, Geshpur carries
steam. 29 gems worth 10 gp each.
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Richard Broadhurst (Order #23491769)
The Boiler the courtyard is the equivalent of a set of carpenter’s tools
The boiler fills the room with searing heat. Creatures in the (8 gp) and four sets of mason’s tools (10 gp each).
room must make a DC 18 Constitution saving throw at the
start of each of their turns or take 5 (1d10) fire damage. Scaffolding
In addition, each time Geshpur takes damage, the boil- The scaffolding lining the courtyard’s walls is of varying
er’s furnace flares. Creatures within 10 feet of the furnace heights (1d3 x 10 feet). If combat breaks out in the court-
when it flares take 22 (4d10) fire damage, or half damage yard, the gnomes use their elevated positions to fire poi-
on a successful DC 18 Dexterity saving throw. In combat, soned darts down upon on the party. As an action, a crea-
Geshpur positions himself near the furnace to take advan- ture within 5 feet of a set of scaffolding can topple it by
tage of the flares. making a successful DC 13 Strength (Athletics) check. The
A creature within 5 feet of the boiler can close the fur- scaffolding can also be destroyed (AC 15, 10 hp, immune
nace’s door as a free action. Doing so cools the room so to poison and psychic damage, vulnerable to force and
that creatures no longer take damage from the ambient thunder damage). Creatures on scaffolding when it falls
heat and are safe from the furnace’s flares. However, the take falling damage as appropriate and land prone in a
metal door is blisteringly hot. Creatures who touch the space of your choice.
door with bare flesh take 5 (1d10) fire damage.
Steam-Powered Doors
The fire inside the boiler’s furnace burns out after
Steam-driven pistons hold shut the doors leading into
1 hour if not fed coal from the pile in Area T5. A large
Abrif’s throne room (Area T7). A control panel inside the
amount of water (such as that created by a create or de-
throne room allows the gnomes to activate the doors.
stroy water spell) also extinguishes the fire. Putting out the
From this side, the doors have no visible means of opening
fire kills Geshpur (as described above) and unlocks the
them and must forced open. Creatures with a combined
steam-powered doors in Areas T7–T9.
Strength of 30 or more can force open the doors by using
Area T5 – Courtyard an action to do so. A knock spell also opens the doors. The
• Twelve deep gnomes and four clockwork dwarves doors slide shut after one round unless one or more crea-
(Runewild Bestiary, page 265) tures continue to use their actions to hold them open.
• Steam-powered doors: combined Strength of 30 to Opening the doors (either by using the control panel
open or through force) causes the pistons to release a blast of
• Steam blasts: DC 18 super-heated steam. Creatures within 5 feet of the doors
when they are opened take 22 (4d10) fire damage, or half
Rickety scaffolding climbs the walls of this open-air court- damage on a successful DC 18 Dexterity saving throw. Un-
yard. A dozen gnomes swarm the scaffolding like lice. Four less they release the doors to avoid the steam, creatures
clockwork dwarves assist the gnomes as they work, deliv- forcing open the door automatically fail the saving throw.
ering tools or mixing mortar in large vats in the center of Queen Abrif and her minions are aware of the blasts and
the yard. stand back from the doors whenever they’re opened.
An archway opens onto the chasm to the south (Area If the furnace in the boiler room (Area T4) is put out,
T2). To the west, a covered passage connects to an aban- the doors’ pistons cease to function until the furnace is re-
doned section of the fortress. Single doors lead to Area T4 lit. Without the pistons to hold the doors shut, a creature
to the south and Area T6 to the north. Iron double doors within 5 feet of the doors can open or close them safely as
block passage to Queen Abrif’s throne room (Area T7). an action.
Gnomes and Dwarves Area T6 – Dwarf Workshop
The gnomes’ work consumes their attention, but if alert- • Fizbor, a deep gnome tinker, and three clockwork
ed to intruders, they grab picks and rush to join the com- dwarves (Runewild Bestiary, page 265)
bat. The gnomes retreat to the west if half or more of their • Treasure includes oil of slipperiness
number are killed. The dwarves are programmed to follow
orders any deep gnome gives them. The PCs can attempt The gnomes use this workshop to repair damaged clock-
to wrest control of the dwarves, as described in their entry work dwarves and to store dwarves not currently in use.
in the Runewild Bestiary. Fizbor, an aging deep gnome, operates the shop. Three
The gnomes work in the courtyard but rest elsewhere recently refurbished clockwork dwarves stand against the
in the fortress. Every shift (6 hours), half the gnomes de- east wall. Other constructs lie scattered about the rest of
part to their sleeping chambers through the hall to the the room in various states of disrepair.
west. An equal number of gnomes arrive to replace them Gnomes from other parts of the fortress may retreat
1d4 minutes later. here to gather the refurbished dwarves as reinforcements.
In addition to their weapons and armor, the gnomes Otherwise, Fizbor keeps the dwarves with him in case com-
carry a total of 86 gems worth 10 gp each. Scattered about bat spills into the workshop. If the PCs threaten Fizbor, he
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Richard Broadhurst (Order #23491769)
offers information about East-Doom in ex- Dealing with Queen Abrif
change for his life. For example, he can tell If the PCs wish to negotiate with Queen Abrif, they
the PCs how to open the steam-powdered must speak quickly to convince her that kill-
doors in Areas T7–T9 or warn them of ing them is more trouble than keeping
the “giant dwarf” (the iron golem) them alive. Characters who bring
under construction in Area T9. Abrif a significant tribute (at least
Treat Fizbor as a deep 1,000 gp) or who offer to ally with
gnome with proficiency in her against her sister can at-
tinker’s tools. The clockwork tempt a Charisma (Deception
dwarves are programmed or Persuasion) check opposed
to follow orders any deep by Abrif’s Wisdom. On a suc-
gnome gives them. The cess, Abrif stays her hand
PCs can attempt to wrest long enough to hear what
control of the dwarves, the PCs have to say. On a fail-
as described in their en- ure, she orders her guards to
try in the Runewild Bes- open fire on the party.
tiary. In combat, Queen Abrif re-
In addition to his mains seated atop her throne as
weapons and armor, Fiz- she attacks the PCs with her scep-
bor carries 11 gems worth ter (as a rod of lordly might). If hard-
10 gp each. The vari- pressed, she orders her guards to
ous hand tools scattered open the southern doors and com-
around Fizbor’s workshop mands her engineers to activate the
are the equivalent of two sets iron golem (see Area T9). Abrif fights
of tinker’s tools (worth 50 gp to the death, unless the PCs threaten
each). Among these tools is a the mirror of opposition in Area T8. If
metal canister filled with three they do, she immediately throws her-
uses of oil of slipperiness. self at the party’s mercy. She makes
whatever promises she must to con-
Area T7 – Throne Room vince the party to leave East-Doom
• Steam-powered doors: but returns to her evil ways once the
combined Strength of 30 to mirror is safe.
open Abrif’s body and gear (including
• Steam blasts: DC 18 her scepter) disappear if she dies or
• Four deep gnomes stand guard on raised galleries if the mirror of opposition shatters. Twelve valuable gem-
• Queen Abrif, a deep gnome queen (page 265) sits stones, each worth 1,000 gp, decorate Abrif’s animated
atop an animated throne (page 263) throne. Her guards carry a total of 24 gems worth 10 gp
• Abrif wields a rod of lordly might each, in addition to their weapons and armor.
Unless the PCs encounter Queen Abrif elsewhere, they find
her in this chamber perched atop her animated throne. Area T8 – Queen’s Chambers
Abrif’s throne room is a triangular chamber with glittering, • Treasure includes a dreaming stone (Magic of the
black marble tiles and a high vaulted ceiling. Gnomes with Runewild, page 39) and a mirror of opposition (page 42)
light crossbows protect their queen from raised galleries The furnishings in Queen Abrif’s chambers include a lavish
on either side of the western doors. Similar doors in the poster bed, a wardrobe, changing screens, and a large, oak
northeast and southeast corners lead to Area T8 and Area chest. A private bath occupies a separate chamber to the
T9 respectively. north.

Steam-Powered Doors Steam-Powered Doors


Steam-driven pistons hold shut the doors leading into Ab- Steam-driven pistons hold shut the doors leading into
rif’s throne room. A panel of levers atop the southern gal- Abrif’s private chambers. A single lever beside the doors
lery allows the gnomes to open and shut the doors from allows Abrif to open and shut the doors from this side. Ac-
this side. Activating a set of doors using the levers requires tivating the doors using the lever requires an action. For
an action. For more information about the doors, see their more information about the doors, see their full descrip-
full description in Area T5. tion in Area T5.

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Richard Broadhurst (Order #23491769)
Treasure to the check. Attempting the Intelligence check requires
An oak chest beside Abrif’s bed contains a wealth of gem- an action, but each round up to four creatures attempt
stones mined from the tunnels surrounding East-Doom. the check and combine their successes (possibly activat-
There are 75 gems worth 10 gp each, 35 gems worth 50 ing the golem in a single round). Failing the check by 5 or
gp each, 20 gems worth 100 gp each, 12 gems worth 500 more deals 5 (1d10) damage to the construct instead.
gp each, and 4 gems worth 1,000 gp each. A final gem is Once activated, the construct is programmed to
separated from the others and wrapped in fine silk cloth. follow orders any deep gnome gives it, although it favors
This gem is a dreaming stone Queen Abrif’s workers recent- Queen Abrif’s orders above all others. The PCs can attempt
ly uncovered. Abrif plans to trade the stone to Montagne to wrest control of the construct, as described in the entry
for another clockwork dwarf. for clockwork dwarves in the Runewild Bestiary.

Private Bath Gnome Engineers


A recessed marble bathtub occupies most of this alcove. In combat, the gnome engineers use their actions each
Two spigots provide the bath with running cold and hot round to activate the construct. Like their counterpart Fiz-
water (though the latter spigot doesn’t function unless the bor in Area T6, the engineers are normal deep gnomes
furnace in Area T4 is lit). Hanging beneath a sheet on the proficient with tinker’s tools. If the PCs meet the engineers
west wall of the bath is the mirror of opposition that creat- outside of combat, the gnomes insist the characters aren’t
ed Queen Abrif. The mirror can be removed from the wall allowed in this “restricted area.” They bang on the doors to
easily. If the mirror is reduced to 0 hit points, Abrif and her Area T7 to alert Queen Abrif if the party refuses to leave.
equipment disappear. The gnomes carry a total of 41 gems worth 10 gp each.
The various hand tools they leave scattered around the
Area T9 – Golem Workshop workshop are the equivalent of four sets of tinker’s tools
• Four deep gnomes build a Large clockwork dwarf (as (worth 50 gp each).
an iron golem)
• Activating the golem: DC 18 139. Cankerworm Keep (CR 13)
A clockwork dwarf larger than any the party has previously At the base of the Ironwall Peaks, a crumbling Aruandan
encountered stands in the center of the workshop. Four keep overlooks the forest below. A curtain wall surrounds
deep gnome tinkers rush to complete the construct, scur- the keep, its watchtowers joined to the main structure by
rying back and forth between it and the workbenches that walkways elevated above the keep’s courtyard. A dusty
line the walls. footpath climbs the crag on which the keep sits, ending at
Massive double doors made of solid iron stand in the a gatehouse on the keep’s western side.
center of the northwest wall, as well as at the end of a short By day, Cankerworm Keep appears abandoned. At
hallway to the north. The doors have no visible means of night, lantern light shines from the keep’s high windows,
opening them and must forced open from this side (see outlining solitary figures within. The keep’s original lord,
the description for the steam-powered doors in Area T5 Verloun Cankerworm, died a century ago but continues
for more information). A passage to the east leads to an to rule the keep as a mummy, thanks to a pact he made
abandoned section of the fortress. To the south, a narrow with a night hag named Fennysnake. Cankerworm’s Coun-
stairwell ascends to the top of a watchtower (Area T1). cilor Arcane, the wizard Montagne, arranged this pact for
his lord. Once his business with Fennysnake was through,
The Giant Dwarf Montagne trapped the hag inside an enchanted mirror so
Soon after Montagne delivered his first clockwork dwarf to
he could continue his own research undisturbed. Canker-
East-Doom, Queen Abrif ordered her engineers to build a
worm, Montagne, and Fennysnake have spent the years
construct of their own. Abrif demanded this construct be
since plotting against one another, each of them anticipat-
made larger and more powerful than Montagne’s dwarves.
ing the day they’ll be able to bring the other two to ruin.
After months of toil, Queen Abrif’s project nears comple-
tion. History of the Keep
At their current rate of work, Abrif’s engineers finish In the last days of the Witch Wars, the cruel and decadent
the giant clockwork dwarf 1d4 days after the party arrives Lord Cankerworm built Cankerworm Keep as a place where
at East-Doom. However, the gnomes can rush the dwarf’s he could indulge his many vices. Years later, when the
completion if pressed. If combat breaks out in Area T7, Ab- lords of Aruanda returned to their country to fight in the
rif opens the doors to the workshop and orders the engi- Throne War, Cankerworm chose to stay behind. Though he
neers to activate the construct immediately. craved power as much as anyone, Lord Cankerworm knew
Activating the construct in its current state requires his time among the living was dwindling. If he wanted his
three successful DC 18 Intelligence checks. Creatures debaucheries to continue, he knew he’d have to resort to
trained with tinker’s tools can add their proficiency bonus
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Richard Broadhurst (Order #23491769)
magic to extend his life . . . and there was no better place Verloun Cankerworm (Area U7): Lord Cankerworm
to do that than the Runewild. was deranged even before his death, but his transforma-
Lord Cankerworm ordered his Councilor Arcane, the tion into a mummy drove him fully mad. He’s obsessed
wizard Montagne, to find a way to stave off his death. with Fenny, unaware that the true Fennysnake remains
Montagne was no necromancer, but during his time in the trapped inside Montagne’s mirror of life trapping. Should
Runewild he’d met witches who claimed power over life Cankerworm discover Montagne’s deception, he first tries
and death. One of these witches, a night hag named Fen- to kill Fenny and then turns his attention to freeing Fenny-
nysnake, agreed to cast a spell that would bind Lord Can- snake.
kerworm’s spirit to his body after he died. All she required Montagne (Area U13): An archmage at the height
in return was a small piece of Montagne’s soul. of his power, Montagne’s abilities outpaced those of Fen-
Reluctantly, Montagne agreed. Fennysnake cast her nysnake and Lord Cankerworm years ago. Now he simply
spell on Lord Cankerworm, but as she collected her pay- wants to keep the other NPCs busy long enough to com-
ment, Montagne tricked the witch into gazing into his plete his clone. To this end, Montagne might enlist the PCs
mirror of life trapping. Montagne then hid the mirror away to protect him from Fennysnake or Cankerworm, especial-
until a time when he’d be powerful enough to destroy Fen- ly if he believes the party is close to uncovering his plans
nysnake and reclaim his soul. themselves.
Soon after Fennysnake’s capture, Lord Cankerworm Fennysnake (Mirror Cell #3): Though a prisoner of
came to Montagne with another, even more unusual, re- Montagne’s mirror of life trapping, Fennysnake the night
quest. Cankerworm, it seemed, had become enamored hag can speak through any mirror inside the keep. She
with Fennysnake during their dealings. He now demanded promises the PCs whatever they wish if they agree to free
Montagne give him the mirror so he could gaze upon the her from the mirror (in Area U13). Once released, Fenny-
hag at his leisure. snake sets about killing Montagne, Lord Cankerworm, and
Fearful that Cankerworm might release Fennysnake Fenny (in that order). She remains loyal to Blackmace the
accidentally, Montagne concocted another plan. He’d re- True, but only so long as the knight doesn’t turn on her
cently come into possession of a dreaming stone (Magic of himself.
the Runewild, page 39), a magic item capable of granting Fenny (Area U10): Fenny appears to be an innocent,
sentience to non-living things. He crafted a simulacrum of young serving woman, but in truth she’s a replica of the
Fennysnake and brought it to life with the dreaming stone. night hag Fennysnake that Montagne created to fool Lord
When he was finished, the construct was a perfect replica Cankerworm. Fenny has none of the night hag’s memories,
of the night hag—or, at least, close enough to deceive the and with the help of Blackmace the False she’s begun to
vain Lord Cankerworm. suspect her true nature: that of a sentient clay golem.
Bolstered by his victories over Fennysnake and Can- Blackmace the True (Mirror Cell #8): Dorian Black-
kerworm, Montagne grew arrogant. Having created life mace came to Cankerworm Keep looking for the missing
once, he saw no reason he couldn’t do so again. He began Dehlia Redthorn, but Montagne captured the knight be-
work on a duplicate version of himself, a clone he would fore he could rescue the child. Montagne subjected Black-
animate with a dreaming stone and the portion of his soul mace to his cloning experiments and then imprisoned
Fennysnake had stolen from him. With such a clone, Mon- him inside the mirror of life trapping. Blackmace and Fen-
tagne believed, he would have the power to rule not only nysnake have since entered into an unlikely alliance. If re-
the Runewild, but the entire world. leased, the two work together to destroy Montagne.
Montagne’s work now nears completion. Little does Blackmace the False (Area U11): Unlike Fenny, Black-
Montagne know that Fennysnake has been busy unweav- mace the False knows he is a clay golem Montagne’s mag-
ing the magic that binds her to the mirror. At the same ic awakened to sentience. Though he serves Montagne for
time, Fennysnake’s duplicate (a servant girl known to the now, Blackmace is secretly in love with Fenny and turns
keep’s other inhabitants as Fenny) has begun to suspect against his master if her life is threatened. He knows Black-
there’s more to her existence than would first appear. Both mace the True is trapped inside Montagne’s mirror, but he
these developments threaten Montagne’s plans, and the fears what releasing the real knight might mean for him.
PCs may be able to exploit one or both of them to turn the Yazzak (Area U8): Montagne first captured Yazzak
inhabitants of Cankerworm Keep against the wizard. to study the doppelganger’s shapeshifting abilities, but
Yazzak proved himself so useful he’s since become the
Factions in the Keep wizard’s most trusted retainer. Yazzak loves causing trou-
Cankerworm Keep is home to numerous NPCs, most of ble and may confound the party by stealing the appear-
whom hate each other as much as they do the PCs. As the ances of the other NPCs. Yazzak’s only saving grace is his
party explores the keep, clever PCs may try to play these fondness for Dehlia Redthorn, which surpasses even his
factions against one another. A summary of the NPCs and loyalty to Montagne. If threatened, Yazzak offers to trade
where the PCs are most likely to encounter them follows.
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Richard Broadhurst (Order #23491769)
his knowledge of the keep in exchange for his life. In par- Roll Chamber Contents
ticular, he knows the command words for the mirror of life 1 1d4 mirrors, all of which function as described in The Mirror of
trapping in Area U13. Life-Trapping.
Dehlia Redthorn (Mirror Cell #12): Dehlia is the third 2 A mirror that, for reasons unknown, refuses to reflect living
and final prisoner of Montage’s mirror of life trapping. De- creatures.
hlia is one of the children of Caerfell (101) whom Grisel- 3 A clockwork dwarf (currently non-functional) sits propped
da cursed with eternal youth. Montagne ordered Yazzak up in a chair. A bedsheet covers the dwarf to protect it from
to kidnap the child so that he could study her condition. dust.
He’s since placed her in the mirror for safekeeping. Unbe- 4 The corpse of an NPC the PCs have met previously in the
knownst to Montagne, Fennysnake hid her portion of his campaign (your choice). The corpse isn’t actually the NPC, but
rather one of Montagne’s simulacra. Thanks to the mummifi-
soul inside Dehlia. If Montagne discovers this, he hesitates cation poultices found in Lord Cankerworm’s bedroom (Area
only briefly before deciding the child’s death is a small U7), the corpse is perfectly preserved.
price to pay to see his work completed. Hardly a year old 5 A broken mirror, its pieces swept beneath a rug. One of the
when she was cursed, Dehlia is oblivious to the danger PCs notices the shards when they crunch underfoot.
she’s currently in. 6 A half-finished love poem. Blackmace the False tried to write
the poem for Fenny, but he abandoned it after several ago-
The Mirror of Life Trapping nizingly bad stanzas.
Apart from his collection of dreaming stones and perhaps 7 1d6 + 1 clockwork dwarves. The dwarves attack if they spot
his staff of power, Montagne’s mirror of life trapping is the the PCs.
wizard’s most valued possession. Montagne has ward- 8 A secret passageway to another area of the keep (your
ed the mirror so that even creatures capable of traveling choice).
across planes (such as Fennysnake with her Etherealness 9 A costume that Yazzak the doppelganger (Area U8) stashed
ability and plane shift spell) can’t escape it. Only Montagne here and forgot.
and his doppelganger servant Yazzak know the command 10 Within a rolled-up carpet are the bones of a peasant Lord
words necessary to activate the mirror (“Surid”) and to free Cankerworm kidnapped, tortured, and killed over a decade
a trapped creature (“Drux”). Montagne keeps the mirror— ago.
covered and deactivated at all times—in his workroom in 11 One of Montagne’s failed creations, similar to the one in Area
U5. The flesh golem is chained to a wall but attacks anything
Area U13.
that comes within its reach.
In recent months, Fennysnake has weakened the
12 A live mouse. If spoken to (via speak with animals spell or
wards that keep her trapped inside the mirror. She can similar effect), the creature is utterly terrified of everything in
now observe her surroundings through the mirror, as well the keep and just wants out of this crazy place.
as through any mirror (magical or not) inside Cankerworm
Keep. Similarly, anyone speaking Fennysnake’s name with- Keyed Areas
in 5 feet of a mirror inside the keep can cause the hag to
appear in that mirror’s surface. Finally, Fennysnake can Area U1 – Approach
speak with the other prisoners inside the mirror. Using this • A construct’s corpse is among the rubble
ability, she’s forged an alliance with Blackmace the True • Blackmace the False (as a clay golem) watches from
(see Factions of the Keep). Area U11
Mirrors adorn many of the chambers in Cankerworm
Keep. Only the mirror of life trapping is enchanted, but a A narrow footpath hugs Cankerworm Keep’s walls as it
character who uses a detect evil and good spell or similar winds toward the gatehouse (Area U2). The walls are 40
effect within range of a mundane mirror senses Fenny- feet high; climbing them without magic or climbing gear
snake’s presence inside it. If the PCs speak Fennysnake’s requires a successful DC 13 Strength (Athletics) check. The
name within 5 feet of one of these mirrors, the hag ap- steep slope on the outer side of the path is difficult terrain.
pears immediately. The Soulless Corpse
Abandoned Chambers in Cankerworm Keep The Cankerworm Keep’s southeast watchtower collapsed
Cankerworm Keep contains dozens of rooms (dining halls, decades ago and was never rebuilt. As the PCs pass the
parlors, servants’ quarters, and so on), most empty except tower, they spot a skeleton half-buried in the rubble.
for dust. If you wish to give these abandoned rooms more Though the remains appear human, attempts to contact
detail, roll on the following table as the party explores the the creature via speak with dead fail.
keep. The skeleton is one of Montagne’s failed experiments.
The construct went mad shortly after its creation and
threw itself from the keep’s battlements. Montagne left its
body here to be picked apart by crows.

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Richard Broadhurst (Order #23491769)
Blackmace the False statues at first, but the dwarves animate and attack as
If the PCs stop to inspect the construct or otherwise linger soon as they spot intruders. The dwarves are armed with
in the area, they notice a dark form watching them from pikes (1d10 + 2 piercing damage).
the top floor of the southern tower (Area U11). The figure Combat with these dwarves alerts the six clockwork
is Blackmace the False. He steps back from the window as dwarves that patrol the upper halls (Area U6). If combat
soon as he’s spotted and heads to Area U13 to warn Mon- breaks out with either of the patrols, the other arrives to
tagne of the party’s arrival. join the fray in 1d4 rounds. The dwarves are programmed
The watchtower’s windows (as well as those in Area to follow any orders Montagne, Lord Cankerworm, or
U10) are 60 feet above the footpath. Reaching the win- Blackmace the False gives them. The PCs can attempt to
dows without magic or climbing gear requires a successful wrest control of the dwarves, as described in their entry in
DC 13 Strength (Athletics) check. the Runewild Bestiary.

Area U2 –Gatehouse Area U4 – Audience Hall


• A clockwork dragon (as an adult brass dragon) • Fennysnake, a night hag, watches from the mirror
The iron portcullis that once blocked entrance to Canker- Moldering banners flank a stepped dais on the southwest
worm Keep has rusted away, leaving this ingress to the wall. Cushioned stools, once used by those waiting for an
keep’s interior seemingly unguarded. However, one of audience with Lord Cankerworm, lie overturned and scat-
Montagne’s greatest creations, a clockwork dragon, lurks tered across the floor. An enormous mirror framed in gold
in the shadows of the gatehouse, ready to pounce on in- occupies the north wall. An unsettling portrait of Lord
truders. Cankerworm hangs on the east wall. It depicts the lord as
Magic-driven pistons and gears animate the clock- he looked in his final years: an aging man with a cadaver-
work dragon. The dragon is a larger version of the proto- ous face and grim smile.
type Montagne abandoned at Bormgastor’s Tower (32). Fennysnake observes the room through the mirror on
Montagne sometimes rides the construct when he needs the north wall. For reasons unknown, Fennysnake’s pres-
to travel great distances across the Runewild, but most ence is felt more strongly here than anywhere else in the
of the time it serves as a sentry here. The dragon attacks keep. PCs who study the mirror can make a DC 13 Wisdom
anything that tries to enter the keep but doesn’t pursue (Insight) check. On a success, the character hears a bodi-
would-be intruders beyond the keep’s walls. less voice whisper the word “Fennysnake” as they inspect
Combat with the dragon alerts the rest of the keep. the mirror. If the PC speaks Fennysnake’s name aloud (per-
Unless otherwise occupied, Blackmace the False (Area haps to tell the rest of the party what they’ve heard), the
U11) arrives to investigate after 1d4 minutes. Montagne witch’s image appears in the mirror.
(Area U13) arrives 1d4 rounds after Blackmace arrives.
As a construct, the clockwork dragon has immunity to Dealing with Fennysnake
poison damage and the exhaustion, paralyzed, petrified, When she first appears, Fennysnake uses her Change
and poisoned conditions. Cankerworm Keep isn’t consid- Shape ability to conceal her true appearance. She claims
ered its lair, so it has no lair actions or regional effects. Oth- to be the real Fenny, insisting that the servant girl the PCs
erwise, treat it as an adult brass dragon. may have already met is an impostor. She begs the PCs
If defeated, the dragon’s body is too heavy to transport to free her by smashing the mirror of life trapping in Mon-
easily, but its parts can be salvaged with 8 shifts (48 hours) tagne’s workroom (Area U13).
worth of work. Multiple characters working together re- The PCs can attempt a Wisdom (Insight) check op-
duce this time accordingly. Once disassembled, the drag- posed by Fennysnake’s Charisma (Deception) to see
on’s parts can be sold for 2,500 gp. If the construct could through the hag’s ruse. If exposed, Fennysnake takes a
be sold intact, it would be worth at least 7,500 gp. more direct approach, promising the party riches or mag-
ical favors in exchange for her release. Trapped as she cur-
Area U3 – Lower Halls rently is inside the mirror, Fennysnake’s offers are genuine;
• Five clockwork dwarves (Runewild Bestiary, page only once she’s defeated Montagne does she try to weasel
265) out of any promises she’s made. If the PCs agree to help
Fennysnake, she shares the following information:
Dust covers the tiled floors of these once magnificent halls.
Cobweb-draped mirrors decorate the walls, and a massive, • Both Fenny and Blackmace the False are constructs
wrought-iron chandelier hangs above the intersection. At Montagne created for his own amusement. The real Dorian
both ends of the north-south hall, spiral staircases lead to Blackmace is trapped inside the mirror with Fennysnake.
the keep’s upper level. The knight has agreed to help Fennysnake fight Montagne
Five clockwork dwarves guard the halls. The PCs might once freed.
mistake the motionless dwarves for suits of armor or odd

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Richard Broadhurst (Order #23491769)
• A doppelganger named Yazzak serves Montagne. Area U7 – Lord Cankerworm’s Bedroom
Fennysnake believes Yazzak knows the command words • Lord Cankerworm, a mummy
for the mirror. The PCs can find Yazzak somewhere on the • Four swarms of insects infest Cankerworm’s bed
keep’s upper level. • Fenny (as a clay golem) may be here
• Before Montagne captured her, Fennysnake led a co- • Treasure includes a potion of superior healing
ven of witches in the forest far to the east (134). Fenny-
Lord Cankerworm’s pact with Fennysnake may have al-
snake curses her sisters for not coming to her aid, but she
lowed him to escape true death, but his body is as de-
promises the coven’s loyalty if PCs help her now.
crepit as it was in life. Cankerworm spends his time ei-
Fennysnake is thoroughly evil, but if freed from the mirror ther propped up in bed or seated at his vanity, where he
she’s too focused on defeating Montagne to double-cross applies poultices Montagne gives him to slow his body’s
the party. While they work together to destroy Montagne, decay. When the PCs arrive, there’s a 50% chance Fenny is
Fennysnake helps the PCs in whatever way she can. here with Cankerworm; otherwise, she’s in her tower (Area
U10).
Area U5 – Failed Experiment Flesh-eating worms (as four swarms of insects) infest
• Locked door: DC 25 (15 with arcane lock disabled) Lord Cankerworm’s bed. Disturbing the bed (such as by at-
• A flesh golem attacks if released tacking Lord Cankerworm) causes the worms to pour forth
Unlike most doors in Cankerworm Keep, the entrance to and attack all living creatures in the area.
this chamber is locked and warded with an arcane lock
spell. The door’s only key is in Montagne’s workroom (Area Dealing with Lord Cankerworm
U13), but a character using thieves’ tools can pick the lock Lord Cankerworm’s cruelty was inhuman even before he
by making a successful DC 25 Dexterity check. The DC of became undead, and his transformation into a mummy
this check drops to 15 if the arcane lock is suppressed or has made him all the more loathsome. His nails are black
dispelled. claws. Only a few wispy strands of his hair remain. Close
Montagne has imprisoned one of his failed experi- observers spot the occasional worm burrowing beneath
ments here. The thing’s face is similar enough to Mon- his pale, taut skin.
tagne’s to be recognizable, but its limbs twist at unnatural Cankerworm enjoys speaking with intruders, if only to
angles and its eyes burn with madness. toy with them. He’s confident the PCs won’t leave the keep
Sturdy iron chains bind the experiment to the wall. A alive and may share the following information with them
successful DC 25 Strength (Athletics) is required to pull the before ringing a bell to summon the clockwork dwarves
chains from the wall. The chains can also be destroyed (AC from Area U6.
19, 10 hit points, immune to poison and psychic damage). • Montagne, Cankerworm’s Councilor Arcane, is the
The experiment understands Common but is beyond most powerful wizard in the Runewild. He should be arriv-
reason. It tries to tear apart anything that comes within its ing to deal with the party shortly.
reach. If released, the experiment attacks other creatures • If Fenny is elsewhere, Cankerworm confides to the par-
(including Montagne) indiscriminately. ty that the servant girl is actually a witch named Fenny-
snake. (Not true. Fenny is a construct Montagne created to
Area U6 – Upper Halls fool Lord Cankerworm.)
• Six clockwork dwarves (Runewild Bestiary, page • The knight Blackmace isn’t human, but one of Mon-
265) patrol the halls tagne’s creations. The wizard killed the real Dorian Black-
These corridors are similar to the lower halls (Area U3) mace years ago. (This isn’t true either. Blackmace the True
but seem to be more traveled. Three pairs of clockwork is imprisoned inside Montagne’s mirror of life trapping in
dwarves (six total) make regular patrols through the halls Area U13.)
and around the battlements (Area U9). Like their counter- If the PCs convince Cankerworm that Fenny isn’t the real
parts below, the clockwork dwarves are armed with pikes Fennysnake (perhaps by showing him the image of Fenny-
(1d10 + 2 piercing damage). The PCs can attempt to wrest snake in his vanity mirror), he becomes enraged. He imme-
control of the dwarves, as described in their entry in the diately promises the party whatever they want in return
Runewild Bestiary. for killing Montagne. Once Montagne is dead, Canker-
If combat breaks out with any of the patrols, the re- worm quickly forgets his promises and turns on the PCs.
mainder of the dwarves arrive in 1d4 rounds. Noise in this
area alerts both Lord Cankerworm (Area U7) and Yazzak Cankerworm’s Vanity
(Area U8). Small clay jars clutter the shelves of a mirrored vanity on
the northern wall. Some of the jars hold perfume; the rest
are filled with a foul-smelling poultice Montagne created

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Richard Broadhurst (Order #23491769)
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for Lord Cankerworm. While not magical, the poultice nat- Area U9 – Battlements
urally slows the decay of any corpse for up to 10 days, as if • Captain Bronzegear, a clockwork dwarf
by a gentle repose spell. A character proficient with alche-
Archways from the upper halls (Area U6) open onto the
mist’s supplies or an herbalism kit can recognize the poul-
keep’s battlements, which ring the outside of the central
tice’s properties by making a successful DC 13 Intelligence
tower at a height of 60 feet. Elevated walkways lead to
check. There are 20 applications of the poultice. Altogeth-
three watchtowers (Area U10, U11, and U12). The bat-
er, the poultices and perfumes are worth 500 gp.
tlements provide half cover (+2 AC and Dexterity saving
Set apart from the other containers is a vial filled with
throws) from outside attacks.
a glowing red liquid: a potion of superior healing.
Captain Bronzegear, a clockwork dwarf, paces the
Area U8 – Yazzak’s Closet battlements day and night. As an experiment, Montagne
• Yazzak, a doppelganger used a dreaming stone to awaken Bronzegear to sentience,
• Secret door: DC 13 a condition that hasn’t sat well with the construct. Un-
like the other clockwork dwarves in the keep, Bronzegear
All manner of gowns, capes, cloaks, and hats fill this nar- speaks Common. PCs who observe the dwarf overhear his
row chamber. A sewing table and a dress form occupy the morose soliloquy: “Wouldn’t it be better to end it now than
northeast corner. A full-length mirror hangs on the south- to suffer this meaningless existence?”
ern wall.
Montagne’s doppelganger minion Yazzak dwells here. Dealing with Captain Bronzegear
A talented tailor, Yazzak uses the outfits he creates to aid Despite his orders to protect the keep, Bronzegear refuses
in his disguises. The clothes function as the equivalent of a to fight even if attacked. He’s too depressed to intimidate,
disguise kit (worth 25 gp). although PCs who make a successful Charisma (Deception
The wall behind the full-length mirror swings opens or Persuasion) check opposed by Bronzegear’s Wisdom
when a hidden latch is triggered, revealing an exit to the may glean some useful information from the dwarf:
Upper Halls (Area U6). PCs who searches the closet can
make a DC 13 Intelligence (Investigation) or Wisdom (Per- • Montagne, Bronzegear’s creator, granted him life by
ception) check to notice the secret door and its trigger. placing a dreaming stone inside his metal body. Bronzege-
ar is sure Montagne considers the experiment a failure.
Dealing with Yazzak • Montagne currently works to create a clone of him-
Unless they’ve infiltrated the keep by stealth, Yazzak is self, a project Bronzegear considers both foolish and cruel.
most likely already aware of the PCs. Until they discover (“Why awaken another soul to this bleak world?”)
him, Yazzak shadows the party, using his Read Thoughts • Bronzegear has a bizarre respect for Yazzak, Mon-
ability to gather as much information about the PCs as he tagne’s doppelganger minion. (“It takes courage,” Bronze-
can. He then returns to this area to craft an appropriate gear insists, “To stare into the void and laugh.”)
disguise. Yazzak prefers to take the form of one of the PCs PCs who try raise Bronzegear’s spirits can attempt a Charis-
(particularly if the party splits up), but he may also appear ma (Deception or Persuasion) check opposed by Bronze-
as one of the keep’s other inhabitants if doing so will con- gear’s Wisdom. Bronzegear has advantage on his check.
found the party. On a success, Bronzegear overcomes his existential crisis.
If discovered, Yazzak throws himself at the party’s You may decide Bronzegear’s new outlook on life encour-
mercy. If the PCs are working against Cankerworm, Fen- ages him to join the party as they explore the rest of the
nysnake, or Blackmace the False, Yazzak offers to help by keep.
providing information or causing a distraction. He refuses Playing into Bronzegear’s depression is much easi-
to turn on Montagne unless the wizard threatens Dehlia er. With a successful Charisma (Deception or Persuasion)
Redthrone. check, the PCs can convince Bronzegear to end it all. After
Yazzak can share the following information: a brief adieu (“Farewell, cruel world.”), the dwarf climbs the
• Yazzak warns the party that both Fenny and Black- battlements and hurls himself onto the courtyard stones
mace the False are much stronger than they appear. below.
• Montagne has imprisoned Fennysnake and Blackmace If Bronzegear’s stats are required, treat him as a clock-
the True in his mirror of life trapping in Area U13. Yazzak work dwarf that isn’t immune to psychic damage or the
knows the command words necessary to activate the mir- charmed or frightened conditions. He wields a maul (2d6
ror (“Surid”) and to free a trapped creature (“Drux”). + 3 bludgeoning damage).
• A human child named Dehlia Redthorn is also impris-
oned in the mirror. Yazzak is fond of the girl and sometimes
sneaks into Montagne’s tower to play with her.

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Richard Broadhurst (Order #23491769)
Area U10 – Fenny’s Tower en Fenny long enough to help them bring Montagne and
• Fenny (as a clay golem) may be here Cankerworm to justice. Otherwise, Fenny flings herself
• Treasure includes a clockwork loom from her tower’s window the moment she’s left alone.
Treat Fenny as a clay golem with the following changes:
When not attending to Lord Cankerworm (Area U7), Fen-
ny is usually found in her quarters on the top floor of the • She has an Intelligence of 10 (+0) and a Charisma of 12
keep’s southwestern watchtower. Her bedroom is sparsely (+1). Her alignment is neutral, and she speaks Common.
furnished, with a bed, a table and chair, and a wardrobe • Her speed is 30 feet and her size is Medium. She has
taking most the space. A strange mechanical loom rests in 119 (14d8 + 56) hit points. Her slam attack does 10 (1d10 +
the corner. Unlike most areas of the keep, Fenny’s tower is 5) bludgeoning damage on a hit.
entirely free of mirrors. • If reduced to 0 hit points, Fenny’s body melts into a
A spiral staircase descends to the tower’s lower levels, puddle of unidentifiable clay.
which are abandoned. See Abandoned Chambers in Can-
kerworm Keep if you wish to give these rooms more detail. Treasure
Montagne created Fenny’s mechanical loom to occupy her
Dealing with Fenny when she wasn’t serving Lord Cankerworm. Fenny usually
Fenny is an artfully built construct Montagne awakened works the loom by hand, but PCs who make a successful DC
using a dreaming stone. She appears as Fennysnake did 13 Intelligence check can set the clockwork contraption so
when she first met Lord Cankerworm: a beautiful young that it operates itself. Characters proficient with weaver’s
woman with flowing black hair and wide, innocent eyes. tools can add their proficiency bonus to the check. Failing
Fenny isn’t certain what’s going on in the keep, but with the check by 5 or more breaks the loom, which saddens
Blackmace the False’s gentle prodding, she’s begun to sus- Fenny greatly. An invention capable of sparking a manu-
pect she isn’t entirely human. If asked about herself, Fen- facturing revolution, the loom is worth 2,500 gp.
ny claims she’s been a servant of Lord Cankerworm for as Seven sets of fine clothes (each worth 15 gp) fill the
long as she can remember. Fenny’s wardrobe. A jewelry box on the wardrobe’s top
Though she looks and acts like a living creature, PCs shelf contains various rings and necklaces worth a total of
who observe Fenny’s behavior can attempt a DC 13 Wis- 750 gp. The clothes and jewelry, Fenny says, are all gifts
dom (Insight or Perception) check. On a success, the char- from Lord Cankerworm.
acter picks up subtle clues that Fenny is more than she
appears to be (she doesn’t seem to breathe, for example). Area U11 –Blackmace’s Tower
Divination magic may also reveal Fenny’s true nature. • Blackmace the False (as clay golem)
When the PCs first encounter her, Fenny distrusts the An austere bedroom fills the southern watchtower’s upper
party. PCs who makes a successful Charisma (Deception or floor. The room contains a bed, a single chair, and a writing
Persuasion) check opposed by Fenny’s Wisdom put her at desk covered with the stubs of burnt-down candles. Black-
ease. If the party befriends her, Fenny shares the following mace the False, a sentient clay golem, is usually found here
information: keeping watch over the footpath (Area U1) or trying to
• A cruel man named Lord Cankerworm rules the keep. catch a glimpse of Fenny in her tower (Area U10).
Some kind of magic has turned Lord Cankerworm into a A spiral staircase descends to the tower’s lower levels,
monster. which are abandoned. See Table: Abandoned Chambers in
• Montagne, Lord Cankerworm’s Councilor Arcane, has Cankerworm Keep if you wish to give these rooms more de-
served Cankerworm for as long as Fenny can remember. tail.
Fenny rarely interacts with Montagne, but she knows his
Dealing with Blackmace the False
chambers are in the keep’s northern watchtower (Area
When the real Dorian Blackmace arrived at Cankerworm
U12).
• A knight named Blackmace lives in the keep’s south-
Keep looking for Dehlia Redthorn, Montagne took the
opportunity to practice his craft by creating a duplicate
ern watchtower (Area U11). Blackmace has confided in
of the knight. When his experiment proved successful,
Fenny that he isn’t human. Despite this fact, Blackmace
Montagne imprisoned the real Blackmace inside his mirror
has always been kind to her.
of life trapping and installed the knight’s clone, whom he
If presented with proof she’s one of Montagne’s creations, dubbed Blackmace the False, as the keep’s captain of the
Fenny goes mad. Each round, she attacks the nearest crea- guard.
ture she can see, as per a clay golem’s Berserk trait. Unless Blackmace understands the details surrounding his
she’s destroyed beforehand, Fenny’s rampage lasts one creation and has made peace with the fact he isn’t human.
hour. After this time, she regains her senses and falls into Like the real Blackmace, Blackmace the False is a brooding
a deep depression. Persuasive PCs may be able to heart- but honorable man. He’s sworn to serve Montagne, an oath

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Richard Broadhurst (Order #23491769)
he won’t break lightly, but his love for Fenny is stronger Area U13 – Montagne’s Workroom
than his sense of duty. The PCs can appeal to Blackmace’s • Montagne, an archmage
honor by making a successful Charisma (Persuasion) check • Treasure, both magical and mundane
opposed by Blackmace’s Wisdom. On a success, the PC
Montagne has converted the northern watchtower’s lower
convinces Blackmace to turn on his creator.
levels into a single, high-ceilinged chamber. The impres-
If the party befriends Blackmace, he can share the
sive workroom contains numerous shelves, tables,
following information:
and benches, all brimming with the supplies
• Blackmace isn’t human. He’s a dupli- Montagne uses for his work (anatomical
cate of a real Aruandan knight currently diagrams, clockwork limbs, glass beakers,
imprisoned in a magical mirror in Mon- and the like). Montagne’s mirror of life trap-
tagne’s workroom (Area U13). ping stands against the southern wall cov-
• Fenny, the servant who lives in the ered by a black silk sheet. In the center of
keep’s southwestern tower (Area U10), the room, a clay figure in the likeness of
is another of Montagne’s creations. Black- Montagne is laid out on a worktable.
mace hopes Fenny will some day under- Unless the PCs encounter the wizard else-
stand her true nature, but he also fears where in the keep, Montagne works near
what she might do once she learns the the clay figure when the party arrives.
truth.
• A vile undead creature named Lord Dealing with Montagne
Cankerworm rules the keep. Black- Montagne isn’t evil so much as he’s
mace hates Cankerworm and would hubristic. He considers his work too
stop at nothing to see him destroyed. important to be bound by morality.
While Montagne doesn’t go out of his
Treat Blackmace the False as a clay go- way to harm others, he’ll stop at noth-
lem with the following changes: ing to complete his work, barely hesitat-
• He has an Intelligence and Wisdom of ing at acts any sane person would consider
11 (+0) and a Charisma of 15 (+2). His align- unforgivable.
ment is lawful neutral, and he speaks Common. So long as the PCs don’t interfere with his work,
• His speed is 30 feet and his size is Medium. He has 119 Montagne is pleasant and even helpful, though he loses
(14d8 + 56) hit points. patience quickly with those who waste his time. Mon-
• He wears plate armor, granting him AC 18. He wields a tagne’s first instinct when dealing with adventurers is to
greatsword (1d10 + 5 slashing damage), which he uses in pay them handsomely (see Treasure below) to complete
place of his slam attacks. some task for him. He tries to cater these requests to the
• If reduced to 0 hit points, Blackmace’s body melts into party’s current goals, but he’ll concoct any pointless er-
a puddle of unidentifiable clay. rand he can think of to keep the party busy. Suggestions
for such missions include:
Area U12 – Montagne’s Tower
• A stone golem
• Montagne claims (falsely) that he needs another
• The golem holds a valuable, but nonmagical, gem
dreaming stone to complete his work. He offers to pay the
PCs if they fetch one from the gnomes of East-Doom (138).
A 10-foot-tall statue of Montagne fills the northern tow- • Montage believes the Council’s archives in the Sunken
er’s upper floor. The statue gazes out across the Runewild Tower (142) still exist. He promises to share any knowledge
in a noble, almost heroic, pose. In one hand, the statue the party retrieves from the tower. (Montagne doesn’t care
holds a staff (a replica of Montagne’s staff of power). The about the contents of the archives, but he assumes send-
other hand cradles a large gem (a nonmagical version of a ing the party against the drow is a surefire way to get rid
dreaming stone worth 1,000 gp). The statue stands beside of them.)
a spiral staircase that descends to the tower’s lower levels • If there’s one thing Montagne fears, it’s the ogre hag
(Area U13). Griselda (86). Montagne knows that destroying Griselda’s
The statue is a stone golem Montagne created to original head would weaken her greatly. Griselda hides her
guard the entrance to his workroom. The golem allows head atop Raven’s Roost, a mountain far to the east (148).
Blackmace the False, Yazzak, and Montagne to pass unmo-
In combat, Montagne tries to take out spellcasters first,
lested. It animates and attacks anyone else who tries to de-
targeting them with a lightning bolt cast at 5th level (10d6
scend to Area U13. The golem won’t leave this area unless
lightning damage). He reserves his staff of power (which
Montagne commands it to.
grants him a +2 bonus to AC, saving throws, and spell at-

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Richard Broadhurst (Order #23491769)
tack rolls) for casting cone of cold. If he doesn’t best the 140. Cave of the Stone King (CR 11)
party in three rounds, he casts time stop and uses his sub-
sequent actions to teleport himself and his clone to a safe • Amdu, a stone giant rune carver, and her pet, a cave
location of your choice elsewhere in the Runewild. bear (as polar bear)
Assuming the PCs don’t disrupt his plans, Montagne • Amdu can animate up to three petrified giants (as
completes his clone 1d4 weeks after the party first en- stone giants)
counters him. If Montagne sees the PCs as enemies, they • King Ormer’s shackles: DC 14
now have not one, but two, archmages to deal with. If you The Ironwall Peaks, a range of mountains so tall their sum-
plan to continue your Runewild campaign beyond 10th mits seem to pierce the sky, mark the northern border of
level, dealing with Montagne (both of them) is an excel- the Runewild. Many of the strangely-shaped boulders that
lent foundation for higher-level play. litter the slopes are in fact the petrified bones of the stone
giants who ruled the Ironwall in ages past. Once a thriving
Montagne’s Treasure clan several dozen members strong, only a pair of these gi-
Montagne cares little for wealth, but over the years he’s ants remain today: the clan’s former sovereign, King Orm-
amassed a great fortune, both magical and mundane. His er, and his wicked grandmother, Amdu.
workroom contains the following items. Apart from his
spellbook, his staff of power, the dreaming stones, and the The Stone King’s Daughter
mirror of life trapping, Montagne is willing to part with any The giants of the Ironwall Peaks were already dying out
of these items in order to buy off troublesome PCs. when Lord Burly sought King Ormer’s help to build the
• Montagne wields a staff of power. walls of Burly Point (77). Seizing the chance to rejuvenate
• Montagne’s spellbook contains all the spells he has his fading bloodline, Ormer agreed to assist Lord Burly, on
prepared. Montagne protects the book with a powerful the condition he wed the king’s daughter, Igrid, and bear
illusion that causes its pages to appear blank to creatures him a grandson. Burly assented to the king’s request, and
other than himself. A creature with true sight can read the the construction of Burly Point’s now-famous walls began.
book normally. A successful dispel magic (DC 17) cast on Not all the giants approved of Ormer’s plan, howev-
the book removes the effect. er. While the rest of the clan labored on Lord Burly’s walls,
• Over the years, Montagne has collected numerous Ormer’s grandmother, Amdu, readied a trap for King Orm-
dreaming stones (Magic of the Runewild, page 39). He er. She enchanted a set of shackles that would reduce the
used some of the stones to create Fenny, Blackmace the strength any giant who wore them to that of a mere hu-
False, and prototype versions of his own clone. Three other man. When King Ormer returned from Burly Point, Amdu
stones rest on a pedestal beside Montagne’s golem. clamped the shackles on him as he slept and murdered
• Notes outlining the process Montagne is using to his retainers. As Ormer struggled to free himself, Amdu
create his clone lay scattered about the golem. Collected mocked her grandson. “You mingled our blood with that
together, the notes function as a manual of golems (clay). of humans,” she cackled. “Now feel for yourself the weak-
PCs looking to create a golem of their own can repurpose ness you’ve cursed your people with.”
Montagne’s unfinished clone. It counts as 10,000 gp worth When the Aruandans laid siege to Burly Point, Ormer
of supplies toward the creation of a clay golem. could do nothing to help. Both Lord Burly and Igrid were
• Assuming it isn’t destroyed, the mirror of life trapping killed when the town was finally taken. Since then, King
remains functional. The command word to activate the Ormer has remained a prisoner in his former clan-hold, too
mirror is “Surid.” The command word to free a trapped weak to free himself from his grandmother’s chains.
creature is “Drux.” Unless the party releases them, Fenny-
snake is in cell 3, Blackmace the True is in cell 8, and Dehlia The Clan-Hold
Redthorn is in cell 12. The stone giants’ cave consists of two levels. On the low-
• Beneath a workbench is an unlocked chest containing er level, the petrified bones of the clan’s former kings rest
6,500 gp, 2,000 pp, and a fist-sized purple amethyst worth in niches along the walls. There are a dozen kings in all.
1,000 gp. At first glance, the amethyst appears to be anoth- Amdu has carved the kings’ bones with runes of ancient
er dreaming stone, but the gem has no magical properties. necromancy. PCs who study the runes can attempt a DC
• Montagne’s arcane supplies are themselves worth a 14 Intelligence (Arcana) check. On a success, the character
fortune. Altogether, the wizard’s workshop contains the understands the runes allow whoever carved them to ani-
equivalent of 14 component pouches (25 gp each) and mate the bones (see Amdu the Rune Carver below).
three sets of tinker’s tools (50 gp each). Among these mun- Giant-sized steps at the back of the cave ascend to a
dane supplies are a spell scroll of etherealness, a potion of balcony overlooking the main floor. The enfeebled King
invisibility, a potion of supreme healing, and a +3 dagger. Ormer lies shackled to the wall atop the balcony. Ormer’s
chains afford him some movement (10 feet or so), but he
can’t descend the steps while chained.

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Richard Broadhurst (Order #23491769)
A cart-sized boulder blocks the entrance to a tunnel creatures only. The Strength score of any creature that
just beyond Ormer’s reach. Small size or smaller creatures wears the shackles is reduced to 18. The shackles have no
can squeeze into the tunnel, but the boulder must be effect on a creature with a Strength of 18 or lower. A detect
shifted (requiring a combined Strength of 25 or more) to magic spell or similar effect cast on the shackles reveals an
make room for larger creatures to pass. The tunnel beyond aura of abjuration and transmutation magic.
the boulder hasn’t been traveled for years. It is an entrance The shackles have no lock. Creatures with a com-
to Deepdoom Hall (129). bined Strength of 22 or higher can pull Ormer’s chains
from the wall, but this doesn’t release Ormer from the
Amdu the Rune Carver shackles themselves (his Strength remains 18). A success-
There’s a 50% chance the PCs find Amdu asleep in the ful dispel magic (DC 14) cast on the shackles removes the
clan-hold’s lower chamber when they arrive. Amdu’s pet enchantment that saps Ormer’s strength, but Ormer re-
cave bear (as a polar bear with darkvision to a range of 60 mains bound until the shackles are destroyed (AC 17, 18
feet) watches over her. The rest of the time, Amdu contin- hit points, damage threshold 10, immune to poison and
ues her work carving runes into the dead kings. psychic damage). A stone shape spell destroys the shackles
Amdu isn’t a witch, but she practices a magic nearly as outright.
ancient (and as strange) as that of hags. Treat Amdu as a
stone giant with the following changes: Dealing with King Ormer
• She has a Wisdom of 18 (+4). She is immune to the Once freed, King Ormer attacks his treacherous grand-
mother using whatever weapon is available (a broken sta-
charmed and frightened condition.
• Amdu was born with only a single eye in the center lagmite wielded as a club, most likely). Assuming Amdu
is defeated, Ormer thanks the party for releasing him.
of her forehead. The eye grants her truesight to a range of
Though any wealth Ormer once had is now gone, the king
120 feet., but her depth perception is poor. She has disad-
vows to repay the party for their heroism.
vantage on attack rolls against targets more than 30 feet
King Ormer can share the following information:
away from her.
• Amdu can use her action to animate one of the pet- • The blocked tunnel leads to Deepdoom Hall (129).
rified kings she can see within 30 feet of her (see below). Ormer hasn’t heard from the deep gnomes since Amdu
Once Amdu uses this ability three times, she must finish a shackled him. He may ask the PCs to serve as emissaries to
long rest before she can use it again. A petrified king re- the gnomes’ matriarch, Queen Firba.
mains animated for 1 hour or until it is destroyed. If Amdu • To reward the party for releasing him, Ormer gives the
dies, any king she has animated becomes inanimate again, party directions to the Mountain Orrery (147), an ancient
freezing like a statue wherever it currently stands. repository of stone giant magic.
Amdu has no motivations beyond making King Ormer pay
• Perhaps surprisingly, King Ormer knows nothing
about the Giant’s Vault (120).
for his crime against their clan. In combat, Amdu uses her
actions to animate as many of the petrified kings as possi-
ble (to a maximum of three), relying on her pet cave bear 141. The Phase Drider (CR 9)
to protect her. Amdu’s bear is fanatically loyal to her, but it • A drider named Devritti and two phase spiders
is otherwise a typical example of its kind. • Treasure includes a +2 dagger and a hidden periapt of
wound closure: DC 16
The Petrified Kings
The petrified bones of a dozen stone giant kings stand in The roots of several trees have woven together to obscure
niches in the clan-hold’s lower chamber. Amdu can ani- a bowl-like hollow beneath. Squeezing through the roots
mate the kings using her ancient rune magic. Treat these is possible, but doing so alerts a pair of phase spiders, as
petrified kings as normal stone giants with the following well as Devritti, a drider who makes her lair within the hol-
changes: low.

• They have Intelligence and Charisma scores of 1 and The Phase Drider
can’t speak. Their type is construct instead of giant. Soon after the drow matron Sibra took control of the
• They are immune to poison and psychic damage, as Sunken Tower (142), she discovered Devritti, one of her
well as to the charmed, exhaustion, frightened, paralyzed, drow corruptors (Runewild Bestiary, page 267), sought
petrified, and poisoned conditions. to overthrow her. As punishment for this treachery, Sibra
transformed Devritti into a drider and banished her from
Ormer’s Shackles the tower. Since then, Devritti has plotted revenge against
Amdu carved the shackles that bind her grandson from Sibra. Long years in exile, however, have driven Devritti to
a single block of stone. The shackles are sized to fit Huge the brink of madness.

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Richard Broadhurst (Order #23491769)
Two phase spiders serve Devritti like watchdogs. Like er. As the Council wizards completed the ritual to transport
the spiders, Devritti has the Ethereal Jaunt trait. In combat, the tower to its new demiplane, Sibra and her followers
she wields a +2 dagger (+8 to hit, 1d4 + 5 piercing dam- slaughtered the wizards and claimed the Sunken Tower as
age), which she uses in place of her longbow attacks. their own. Since then, no human has stepped foot inside
Devritti’s lair is literally nothing but a hole in the the Sunken Tower. Most believe its secrets have been lost
ground. It’s empty except for a few discarded bones. Most forever.
of the time, Devritti observes the hollow from the Ethereal
Plane. Devritti ambushes creatures who enter the hollow Matron Sibra
but retreats to the Ethereal Plane if her life is in danger. Not all the Aosidhe agreed with the elves’ alliance with the
Aruandans during the Witch Wars. Sibra, one of the Ao-
Dealing with Devritti sidhe’s most powerful mages, believed that handing the
The idea of devouring the PCs appeals to Devritti, but her Runewild to the humans was folly. To drive a wedge be-
desire for revenge is even stronger. PCs who try to con- tween the two people, Sibra murdered the leader of the
vince Devritti they share a common enemy in Matron Si- Aosidhe and blamed the crime on an Aruandan knight.
bra can make a Charisma (Deception or Persuasion) check When the other Aosidhe discovered Sibra’s treachery, they
opposed by Devritti’s Wisdom. On a success, Devritti sus- cursed her and her followers, transforming them into Dro-
pends hostilities long enough to share the following in- sidhe—or “dark elves” in the Common tongue.
formation. Devritti’s madness causes her to speak in rid- Exiled from her people, Sibra insinuated herself into
dles. Requests for clarification only anger her again. See the ranks of the Council Arcane, concealing her true nature
the Sunken Tower (141) for the full meanings of Devritti’s with powerful illusions. After taking control of the Sunken
riddles. Tower, she used the knowledge contained in the Council’s
• “The tower you see is not the tower you seek. Let
archives to invent a ritual to corrupt the fey creatures of
the Runewild. With the ritual, Sibra works to transform the
moonlight guide you.” (The real Sunken Tower can’t be ac-
forest into a dark reflection of itself, one with a heart as
cessed except on moonlit nights.)
• “Beware the Misty Maze! Those who travel too far along
cruel and twisted as her own.
its windings ways are lost.” (A warning against exploring Keyed Areas
the demiplane where the real Sunken Tower stands.)
• “Silver brings wisdom. Gold wealth. Iron death.” (Refers Area W1 – The False Tower
to Areas 5–7 of the Sunken Tower—the library, treasury,
and torture chamber respectively.)
• Four drow scouts (Runewild Bestiary, page 268)
A once-great tower stands on the southern shore of a
Treasure tranquil pond. The tower’s domed roof has collapsed, and
PCs who search Devritti’s hollow on the Material Plane creepers climb the tower’s sides, as if the forest itself seeks
find no treasure. On the Ethereal Plane, Devritti hides a sil- to pull the structure down. A thousand paces farther up
ver coffer (worth 250 gp) among the tangled tree roots. the shore, the Grayspire, an obelisk of unmarred stone, ris-
Characters who search the roots discover the coffer with es from the mists.
a successful DC 16 Intelligence (Investigation) or Wisdom
(Perception) check. Within the coffer are six gems worth The False Tower
100 gp each and a periapt of wound closure. The ruined tower is an empty shell, a decoy the Council
wizards placed here after they hid the real Sunken Tower
142. The Sunken Tower (CR 12) on another plane of existence. Though empty, the decoy
tower follows the same layout as the real one (see Areas
The Council Arcane built the Sunken Tower to house the W2–W9).
Council’s research regarding the Runewild. In its day, the Four drow scouts keep watch on the tower’s top floor,
Sunken Tower boasted an archive of magical lore to rival 40 feet above the ground. The PCs can make Wisdom (Per-
even the great libraries of Aruanda. Scholarly studies of ception) checks opposed by the drows’ Dexterity (Stealth)
ancient Aosidhe relics, collections of anatomical draw- to notice them. Assuming they’re not spotted, the scouts
ings, and innumerable arcane grimoires filled the tower’s observe the PCs and report to Matron Sibra once the party
shelves. To better guard these secrets, the wizards of the leaves. The drow attack only if the PCs notice them or dis-
Council eventually transported the Sunken Tower to a cover the Sunken Tower’s true entrance.
hidden demiplane of their own creation. In its place, the The drow have no way of entering the real Sunken
Council raised a decoy tower to fool those who would Tower during the day (see Entering the Tower below). Char-
plunder the Sunken Tower for its forbidden knowledge. acters who observe the lake at night witness a second
Unbeknownst to the Council, a Drosidhe warlock group of drow rise out of the water and enter the tower to
named Sibra had infiltrated the Council’s ranks years earli-

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Richard Broadhurst (Order #23491769)
relieve the current guards. All these scouts are fanatically Entering the Sunken Tower
loyal to Matron Sibra. Only magic or intimidation can force The tower seen in the lake’s moonlit reflection is the real
them to reveal the Sunken Tower’s secrets. Sunken Tower. While the moon shines on the water, any
creature that touches the lake’s surface is magically tele-
The Grayspire ported to the Sunken Tower’s demiplane. Similarly, a crea-
Similar in size and appearance to the obelisk in Widder- ture on the demiplane can return to the real world by
spire (1), the Grayspire is one of the Six Spires, a collection touching the lake from the other side.
of magical artifacts scattered across the Runewild (Mag- The demiplane that contains the Sunken Tower mir-
ic of the Runewild, page 42). Sibra knows the runes in- rors the Material Plane. The plane is nearly identical to the
scribed around the Grayspire’s base function as a sigil se- “real” world, except its boundaries are much more limited.
quence for a teleportation circle, but she has yet to learn Creatures who travel more than 500 feet from the Sunk-
that spell. The rest of the drow give the Grayspire little en Tower encounter a bank of roiling fog that threatens to
thought, believing it to be an Aosidhe relic that has long swallow them entirely (see The Misty Maze below).
since lost its magic.
Dark Dryads
Area W2 – The Real Tower The woods at the base of the Sunken Tower—much thicker
• Six corrupted dryads than those in the real world—are home to six dark dryads,
• Wandering the demiplane causes madness: DC 16 fey creatures Matron Sibra has corrupted with her magic.
PCs who study the lake’s surface beneath a moonlit sky no- Like normal dryads, the dark dryads appear as beautiful el-
tice something strange. In its reflection, the ruined tower ven maidens, but their demonic features (claws and glow-
appears intact, and a copse of trees encircles the tower’s ing red eyes) expose their true nature. The trees to which
base, where few trees stand in the real world. the dryads are bound are similarly corrupted. The dryads’

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alignment is neutral evil, but otherwise they use the same have since taken over the rooms. The western arm of the
statistics as normal dryads. hall ends at a spiral staircase leading to the tower’s second
The dryads ambush creatures other than drow who floor. The eastern arm accommodates a small sitting area.
approach the tower. They begin combat by casting entan-
gle, then move in to tear apart trapped creatures with their Drow Scouts
claws (+2 to hit, 1d4 slashing damage). The dryads fight to Two drow scouts share each of the bedrooms (twelve
the death but won’t leave the woods. scouts in all). Usually, four scouts keep watch at the false
If the drow scouts in the ruined tower (Area W1) ob- tower (Area W1) and aren’t encountered here. If the PCs
served the PCs entering the demiplane, they shadow the defeated any drow scouts elsewhere in the campaign
party and join the dryads’ ambush. (such as at Merivae’s Tree at location 67), reduce the num-
ber of scouts encountered here accordingly.
The Misty Maze If the drow are aware of the party’s presence, they flank
The demiplane that contains the Sunken Tower is finite. the PCs as they enter the hall. While half of the drow en-
PCs who wander more than 500 feet from the tower en- gage the party from the north, the rest approach stealth-
counter a bank of gray fog. Characters who turn back ily from the east via the secret door in the sitting room.
without entering the fog can do so safely. Those who press If hard-pressed, the drow cast darkness spells and make a
on find themselves separated from their companions and fighting retreat to the tower’s upper floors.
trapped inside an ever-shifting labyrinth of mist. The drow Each bedroom contains a pair of beds and footlock-
refer to the fog as “the Misty Maze” and stay close to the ers. The footlockers hold the personal belongings of the
tower in order to avoid becoming trapped inside it. room’s inhabitants (clothing, toiletries, spare weapons), as
Each round a creature remains trapped in the Misty well as a total of 132 cp, 62 sp, 58 gp, and 300 gp worth of
Maze, they must make a DC 16 Intelligence saving throw. jewelry and other trinkets.
On a success, the creature finds their way out of the maze,
re-emerging near the place they entered. On a failure, the Secret Doors
creature takes 33 (6d10) psychic damage. If this damage Two secret doors lead to a spiral staircase that ascends to
would reduce a creature to 0 hit points, they are reduced the tower’s upper floors. PCs who search the area discover
to 1 hit point instead and emerge from maze suffering the doors with a successful DC 16 Intelligence (Investiga-
from a random Short-Term Madness. tion) or Wisdom (Perception) check. If the drow corruptors
(Area W8) or Matron Sibra (Area W9) are alerted to the
Area W3 – Foyer party’s presence, they arrive via this staircase.
• Three corrupted blink dogs
• Noise alerts the drow in Area W4 Area W5 – Library
• Locked door trapped with glyph of warding: DC 16
Sturdy wooden doors open into the tower’s foyer, which • Eyesore, an evil sprite
has been stripped of furnishings and decoration. A door
to the west leads to Area W4. To the east, a spiral staircase
• Treasure includes numerous spellbooks

ascends to the tower’s second level. Trapped Lock


Three blink dogs pace the foyer’s marble floor. A lock of solid silver secures the door to this
As she did with the dryads in Area W2, chamber. A glyph of warding protects
Sibra used her magic to corrupt the the lock. PCs who inspect the lock
blink dogs. The dogs attack crea- and make a successful DC 16 Intel-
tures other than drow who enter ligence (Investigation) check notice
the tower. Loud noises in this area the glyph. Damaging the door or fail-
alert the drow scouts in Area W4, ing to pick its lock triggers the glyph.
who send two of their number to Creatures within 20 feet of the
investigate while the rest prepare an door when the glyph is triggered
ambush. take 22 (5d8) fire damage, or half
damage with a successful DC 16
Area W4 – Barracks Dexterity saving throw.
• Up to twelve drow scouts Matron Sibra and the drow cor-
• Secret doors: DC 16 ruptors Tishvaya and Zabreen each
A U-shaped hall connects cham- possess a silver key that unlocks the
bers that once housed the Coun- door. A character using thieves’
cil’s apprentices and scribes. Ma- tools can pick the lock with a suc-
tron Sibra’s lower-ranking followers cessful DC 15 Dexterity check.

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Richard Broadhurst (Order #23491769)
Eyesore are invisible and curse targets until removed. Replace Eye-
Eyesore, an evil sprite, watches over the library. Unlike sore’s normal shortbow attack with the following:
many of the fey creatures at the tower, Eyesore’s wicked
Invisible Arrow. Ranged Weapon Attack: +6 to hit, range
nature isn’t a result of Sibra’s magic. In fact, he’s been a res-
40/160 ft., one target. Hit: 1 piercing damage, and the tar-
ident of the tower since the time of the Council Arcane.
get is cursed. While cursed, the target is also blinded. The
Eyesore was born from the flickering candlelight the Coun-
curse lasts until a creature uses an action to make a suc-
cil wizards used to illuminate this chamber as they poured
cessful DC 10 Intelligence (Investigation) or Wisdom (Per-
over its dark tomes (see page 305 of the Runewild Besti-
ception) check to find and remove the invisible arrow. A
ary for more information about how sprites are born).
remove curse spell cast on the target also ends the curse.
Sibra and the other drow largely ignore Eyesore. As a
result, the sprite has grown bored. Despite his evil nature, Library
Eyesore would rather talk to the PCs than fight them. He This grand library contains the accumulation of the Council
tells the party the tower’s history, as well as Sibra’s plans to Arcane’s knowledge about the Runewild. Of the nearly 500
corrupt the fey creatures of the Runewild. So long as the books stored here, most are mundane scholarly treatises
PCs keep him talking, Eyesore allows the party to investi- worth 2d4 x 10 gp each. At your discretion, some of these
gate the library for as long as they like. Only if the PCs try books may contain information about locations elsewhere
to remove any of the books from the library does Eyesore in the Runewild. In addition, several of the tomes are ac-
turn invisible and fly off to warn Sibra about the party. tual spellbooks, as described on the Library of the Sunken
Eyesore attacks the PCs only if they attack him first. Tower table.
Eyesore’s arrows, like those of all sprites in the Runewild,

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Richard Broadhurst (Order #23491769)
Library of the Sunken Tower Area W6 – Treasury
Among the mundane tomes in the Sunken Tower’s library • Locked door: DC 16
are numerous arcane spellbooks. PCs who search the li- • A shield guardian protects treasure and potions
brary can make a DC 16 Intelligence (Investigation) check
once every 10 minutes. On a success, they discover one Locked Door
of the following spellbooks (re-roll duplicates). If sold, the A lock of solid gold secures the door to this chamber.
spellbooks are worth 1,000 gp x the result of their d12 roll. Matron Sibra carries a gold key which unlocks the door.
(For example, 9,000 gp for #9 – Upon Awakening.) A character using thieves’ tools can pick the lock with a
successful DC 16 Dexterity check. On a failure, the shield
Roll Title guardian that protects the treasury (see below) casts gas-
1 Joys of Deceit. The lunatic ravings of Illion the Impostor. Con- eous form on itself and floats through the keyhole. Once it
tains the spells invisibility and phantasmal force. has emerged, the guardian returns to its physical form and
2 The Whispering Skull. The skull of a mage whose identity has attacks any creature (other than Matron Sibra) it sees. The
been lost to time. The skull whispers the spells animate dead, guardian fights until destroyed but won’t leave this hall-
darkness, fear, and vampiric touch.
way.
3 An Abjurer’s Guide. A well-respected survey of intermediate
abjurations. Contains the spells arcane lock, counterspell, dispel Treasury
magic, glyph of warding, protection from energy, and remove
curse.
The Council Arcane’s treasury has only expanded since Ma-
tron Sibra took control of the Sunken Tower. Most of the
4 The Works of Elijah Kosh. A semi-fictional account of the life
and works of the grand conjurer Elijah Kosh. Contains cloud of wealth is neatly shelved, but some coins lie in loose piles
daggers, flaming sphere, fly, gust of wind, magic circle, phantom on the floor. Altogether, the treasury contains the follow-
steed, rope trick, and stinking cloud. ing: 21,000 cp, 4,500 sp, 6,000 gp, 550 pp, 9 gems worth 10
5 Unattributed blueprints detailing the construction of a secret gp each, 2 gems worth 100 gp each, 4 gems worth 500 gp
chest. each, and jewelry and trinkets worth an additional 7,000
6 Librams of the Shadow Council. A compilation of spellbooks gp.
extracted from the ruins of a necromancer’s stronghold. A row of potion vials line one of the shelves. The po-
Contains the spells animate dead, bestow curse, blindness/deaf-
tions include a potion of speed, a potion of resistance (light-
ness, darkness, darkvision, fear, feign death, gaseous form, hold
person, ray of enfeeblement, spider climb, and vampiric touch. ning), and three potions of greater healing. Matron Sibra
7 The Ninth Book of Calaxus. The ninth in a series of traveling
retreats to this area and drinks the potions if she feels her
spellbooks penned by the archmage Calaxus. Contains the life is in danger.
spells crown of madness, enlarge/reduce, hold monster, light-
ning bolt, and suggestion. The Shield Guardian
8 Kaisa’s Encyclopedia of Charms. Contains the spells charm per- A hulking shield guardian, another holdover from the days
son, color spray, disguise self, hallucinatory terrain, haste, jump, of the Council Arcane, protects the treasury. Matron Sibra
levitate, magic weapon, slow, suggestion, and unseen servant. wears the guardian’s control amulet. Typically, Sibra stores
9 Upon Awakening. By Thendak the Diviner, who claimed to a gaseous form spell in the guardian, which it casts in re-
have received his arcane training from spirits met in dreams. sponse to would-be thieves (see above) or if Sibra sum-
Contains the spells clairvoyance, comprehend languages, detect
thoughts, dream, find familiar, identify, locate object, nondetec-
mons it.
tion, see invisibility, sending, silent image, sleep, and tongues.
Area W7 – Torture Chamber
10 Book of the Spellguard. Due to transcription errors, many of the
• Locked door trapped with a glyph of warding: DC 16
spells contained within this tome are worthless. Salvageable
spells include greater invisibility and resilient sphere. • Two lepidopterans (Runewild Bestiary, page 275)
11 The Spellbook of Amadan the Nethermancer. In addition to its • A dryad may be here
spells, this tome contains a detailed account of the wiz-
ard Amadan’s quest to create a simulacrum of the perfect Trapped Lock
human woman. Amadan is currently trapped in location 132. An iron lock secures the door to this chamber. A glyph of
Contains color spray, detect magic, disguise self, fear, greater in- warding protects the lock. PCs who inspect the lock and
visibility, hypnotic pattern, light, mage armor, mage hand, minor
make a successful DC 16 Intelligence (Investigation) check
illusion, mirror image, mislead, phantasmal force, phantasmal
killer, and prestidigitation. notice the glyph. Damaging the door or failing to pick the
12 The Machines of Hell. An anonymous study of the nature of
lock triggers the glyph. Creatures within 20 feet of the
infernal realms. Contains the spells cloudkill, cone of cold and door when the glyph is triggered take 22 (5d8) lightning
wall of fire. damage, or half damage with a successful DC 16 Dexterity
saving throw.
Matron Sibra possesses an iron key that unlocks the
door. A character using thieves’ tools can pick the lock with
a successful DC 15 Dexterity check.
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Richard Broadhurst (Order #23491769)
Torture Chamber Dryad Prisoner
This room is where Matron Sibra casts the ritual she uses You may decide the PCs find a dryad they befriended pre-
to corrupt fey creatures and bind them to her will. In re- viously in the campaign (such as Elenwen at 41) locked in
cent months, Sibra has used the room to corrupt dryads one of the iron cages. The dryad has suffered several days
(such as those encountered in Area W2), but several dry- of torture but for now remains uncorrupted. A party that
ads have not survived the ritual. Pieces of the dryad’s ago- rescues a dryad from Sibra’s clutches earns her undying
nized wooden bodies decorate the chamber, transforming loyalty.
it into a macabre sculpture gallery. Various implements of
torture, including iron cages, bone saws, a table covered Area W8 – Corruptor Quarters
with flensing knives, and a blood-stained altar, occupy the • Locked doors: DC 15
rest of the space. • One or two drow corruptors (Runewild Bestiary,
page 267) may be here
Lepidopterans • Treasure in trapped coffers: DC 21
Two lepidopterans flutter about the chamber. Lepidopter-
Unless the PCs encounter them elsewhere, the drow cor-
ans are usually good-hearted, but Sibra has used her mag-
ruptors Tishvaya and Zabreen, Matron Sibra’s closest ad-
ic to corrupt this pair. The lepidopterans attack creatures
visors, rest here. The doors to these chambers are always
other than drow who enter the tower. They know nothing
locked. Tishvaya and Zabreen each carry keys to their own
about the tower beyond this room.
doors, and Matron Sibra has keys for both. A character us-

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Richard Broadhurst (Order #23491769)
ing thieves’ tools can pick either of the locks by making a • Tishvaya has studied Sibra’s ritual well enough that
successful DC 15 Dexterity check. she can continue her matron’s work if Sibra dies. To this
Tishvaya and Zabreen’s bedrooms are identical, with end, she may enlist the party to locate the missing dryad
the exceptions noted below. Merivae (67).
• Both Tishvaya and Zabreen know a former Council
Tishvaya’s Bedroom mage named Montagne lives in Cankerworm Keep (139).
Tishvaya claims the northern bedroom. Of the two corrup- Tishvaya wants Montagne dead, but Zabreen thinks the
tors, Tishvaya is the more studious. Texts she’s borrowed drow might profit from an alliance with the wizard.
from the library (Area W5) cover the writing table, as do
copious notes regarding the ritual Matron Sibra uses to In combat, Tishvaya and Zabreen use spells like charm
corrupt fey creatures. person and dominate beast to sow confusion among their
A silver coffer (worth 250 gp) rests beside Tishvaya’s enemies. They treat the drow scouts like cannon fodder,
notes. The coffer is unlocked but must be opened carefully entering melee themselves only as a last resort. If forced to
to avoid springing a poison needle trap in its lid. PCs who retreat, the corruptors cast spells like darkness, invisibility,
investigate the coffer without touching it first notice the and gaseous form to cover their escape.
trap with a successful DC 21 Intelligence (Investigation) or
Area W9 – Matron Sibra’s Bedroom
Wisdom (Perception) check. Anyone aware of the trap can
• Locked door: DC 15
open the coffer safely.
• Sibra, a drow matron (Runewild Bestiary, page 267)
A creature who triggers the trap takes 1 piercing dam-
age as a poison needle pricks them. Creatures who takes
• Treasure behind a secret door: DC 21
this damage are injected with drow poison and must suc- The door to Matron Sibra’s opulent chambers is always
ceed on a DC 13 Constitution saving throw or be poisoned locked. Matron Sibra carries the key, and a character using
for 1 hour. If the saving throw fails by 5 or more, the target thieves’ tools can pick the lock by making a successful DC
is also unconscious while poisoned in this way. The target 15 Dexterity check.
wakes up if it takes damage or if another creature takes an Sibra’s bedroom is lavishly furnished, complete with a
action to shake it awake. four-poster bed, lush carpets, silk tapestries, and a dark-
Contained within Tishvaya’s coffer are 150 gp, 75 pp, wood wardrobe on the chamber’s southern wall. In the
and three gems worth 100 gp each. corner opposite the wardrobe is a small dining table and
chairs. PCs who remove the furnishings from the tower
Zabreen’s Bedroom can sell them for a total of 750 gp.
The western bedroom is Zabreen’s, although if the PCs PCs who search the bedroom can attempt a DC 12 In-
have already defeated her (at encounter location 131, for telligence (Investigation) or Wisdom (Perception) check.
example), the room is currently uninhabited. Zabreen’s On a success, the PC notices Sibra’s bed does not appear to
notes regarding the Giant’s Vault (120) rest on a writing have been slept in for some time. Sibra’s real bedchamber
table against the south wall. PCs who spend one shift (6 lies behind a secret door on the southwestern wall.
hours) studying Zabreen’s papers learn a detailed history
of the vault. Judging from her notes, Zabreen hopes to re- Dealing with Matron Sibra
cover the three Highvale Blades (Magic of the Runewild, Unless she confronts the PCs elsewhere in the tower, Ma-
page 40) stored inside the vault. tron Sibra awaits the party here. A confident liar, Sibra in-
A silver coffer sits on the writing table beside Zabreen’s sists she means the party no ill will. If the PCs promise not
notes. It’s identical to Tishvaya’s coffer (including the poi- to harm her, she’s certain they can come to some sort of
son needle), except that it contains 125 gp, 50 pp, and two an arrangement. The PCs can see through Sibra’s lies by
gems worth 100 gp each. making a successful Wisdom (Insight) check opposed by
her Charisma (Deception).
Dealing with the Corruptors If the PCs negotiate with Sibra, she offers the following
Tishvaya and Zabreen are fanatically loyal to Sibra and un- information:
likely to negotiate with the party while their matron lives.
Both drow seek to outdo the other in Sibra’s eyes, howev- • If asked why she hates the Aruandans, Sibra says one
er. Clever parties might pit Tishvaya and Zabreen against need look no further than Cankerworm Keep (139). Mon-
each other. PCs who forge an alliance with either of the tagne, Lord Cankerworm’s Councilor Arcane, plans to con-
corruptors can learn the following information: quer the Runewild for himself.
• Speaking of evil wizards, Sibra is certain Lord Caerfell’s
• Zabreen is currently searching for the Giant’s Vault Councilor, Rikus (102), has his own nefarious plans. Why
(120). She believes the Highvale Blades would prove use- else would he possess an item like The Twisted Tome (Mag-
ful in the drows’ enduring conflicts with the witches of the ic of the Runewild, page 44)?
Runewild.
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Richard Broadhurst (Order #23491769)
• Sibra offers to show the PCs mercy if they bring her the Sibra distrusts her followers, even her loyal corruptors
Feathered Serpent, a powerful fey lord imprisoned in the Tishvaya and Zabreen (Area W8). She prefers to sleep in
lair of the green dragon Apophix (58). this hidden chamber rather than leave herself exposed in
the larger bedroom. The furnishings in this room are func-
Sibra begins combat by targeting the party with a calm
tional but spartan. A chest at the foot of the bed contains
emotions spell. If she hasn’t already, she then summons
7,000 gp, 650 pp, assorted jewelry and trinkets worth a to-
the shield guardian from Area W6, which arrives outside
tal of 500 gp, and a +2 dagger.
Sibra’s quarters in 1d4 + 1 rounds. If reduced to less than
half her maximum hit points, she retreats to the treasury
(Area W6) and drinks the potions stored there to recover 143. Seven-Tail (CR 5)
her strength. If hope seems lost, Sibra casts greater invis- • Seven-Tail (Runewild Bestiary, page 280) wards off
ibility on herself and flees the Sunken Tower, content to travelers
take her revenge on the party later in the campaign.
The first time the PCs search for Korthsuva’s cottage (144),
Hidden Bedchamber they encounter Seven-Tail, the king of the pooka, instead.
PCs who inspect the southwest wall of Sibra’s bedroom For more information on Seven-Tail and Korthsuva, see
can attempt a DC 21 Intelligence (Investigation) or Wis- their entries in the Runewild Bestiary (page 280 and 291).
dom (Perception) check. On a success, the party discovers Seven-Tail approaches the party in his human form:
a hidden door that opens into a smaller chamber adjoin- that of a kindly hermit with a crooked walking stick and
ing the main bedroom. grizzled beard. 1d6 fox tails peek from beneath his robes.

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Richard Broadhurst (Order #23491769)
Seven-Tail seems surprised to see the PCs in this part of the The Hedge
forest and asks what they seek so deep in the Runewild. The hedge surrounding Korthsuva’s cottage is a circular
wall of thorny brambles 30 feet tall and 5 feet thick. PCs
Dealing with Seven-Tail who investigate the hedge spot the bones of innumerable
No one knows for certain whether Seven-Tail serves Korth- humanoid creatures tangled in its branches. The hedge is
suva, or vice versa. In either case, Seven-Tail doesn’t want obviously unnatural. A detect magic spell or similar effect
Korthsuva disturbed. He questions the party, hoping to reveals powerful auras of abjuration and transmutation
uncover their reasons for coming here. All the while, he at- magic emanating from the hedge.
tempts to lead the PCs away from the area. Tiny size or smaller creatures can move through the
Practically speaking, Seven-Tail knows everything hedge as if it were difficult terrain. Small or larger size crea-
there is to know about the Runewild. He answers any ques- tures must climb over the hedge by making a successful
tions the PCs have but takes his leave once he’s certain the DC 16 Strength (Athletics) check or squeeze through it by
party won’t bother Korthsuva. In particular, Seven-Tail can making a successful DC 16 Dexterity (Acrobatics) check.
share the following information: Creatures who fail this check take 7 (2d6) piercing damage
• If the PCs are injured or lost, Seven-Tail shows them an and become grappled (escape DC 16). While grappled, the
elf-path leading to the edge of the forest east of Widder- creature is restrained and takes an additional 7 (2d6) pierc-
spire (1). ing damage at the start of each of its turns.
• Seven-Tail can accompany the party to the Sunken Druids with the Land’s Stride class feature can pass
Tower (142). Once there, he shows them the way into the through the hedge safely, as can creatures affected by a
tower’s reflection. freedom of movement spell. PCs who speak to the vines via
• If the party asks about the Aosidhe, Seven-Tail points a speak with plants spell can convince the hedge to part by
out another elf-path. This one leads to the hex that con- making a successful DC 16 Charisma (Deception or Persua-
tains Highvale (150). sion) check. On a failure, the brambles refuse to budge.
Flying creatures can simply fly over the hedge. The PCs
Seven-Tail’s mood darkens if he suspects the PCs have can also hack through the hedge. A single 5-foot section
come to visit Korthsuva. He warns that only ruin can come of the hedge has AC 15, 18 hit points, immunity to psy-
from disturbing the hag. If the PCs persist, Sev- chic damage, and vulnerability to fire damage. Unless the
en-Tail withdraws, reappearing as the party approaches hedge is destroyed entirely, each damaged section regains
Korthsuva’s cottage with one or more giant foxes (sum- 5 hit points every round, even if reduced to 0 hit points.
moned with his Summon Fox ability) at his side. Seven-Tail
gives the party a final chance to change their course. If The Apple Tree
they refuse, he orders his foxes to attack. Seven-Tail avoids Bright red apples hang heavy and ripe from the lone tree
combat himself and teleports away (leaving another giant that grows in Korthsuva’s yard. The apples seem normal
fox in his place) if threatened. in all respects, but they radiate an aura of powerful nec-
romancy magic if inspected with a detect magic spell or
144. The Clock-bound Hag (CR 12) similar effect.
• Korthsuva, a clock-bound hag (Runewild Bestiary, When a creature eats an apple, roll any die. On an even
result, the apple rots the moment the creature bites into
page 291)
• Enchanted hedge: DC 16 it, with no further effect. The rest of the time, the creature
• Magic apples rot or heal is affected as if by a heal spell cast at 9th level. Creatures
who eat more than one apple in a 24-hour period become
A circular hedge of thorny brambles fills this otherwise cursed. The curse lasts until a remove curse spell or similar
idyllic clearing. Those who find their way past the hedge magic ends it. While cursed, the creature ages at an unnat-
discover a humble stone-and-thatch cottage where Korth- ural rate, taking 33 (6d10) necrotic damage at the start of
suva, the Hag of Hours, dwells. Depending on the time of each of its turns. If this damage reduces the creature to 0
day it is when they arrive, the PCs may encounter Korthsu- hit points, it dies. Only a true resurrection or wish spell can
va as an infant lying in a cradle; a maiden gathering fruit restore to life a creature that dies in this way.
from the apple tree growing in her yard; a crone who cack- The apples become nonmagical 24 hours after they
les at the party’s folly; or an undead creature who forces are picked.
the PCs to do her bidding.
For more information on Korthsuva, see her entry in Korthsuva’s Clock
the Runewild Bestiary (page 291). Korthsuva’s cottage is a simple, one-room dwelling, exactly
what one would expect from a modest peasant’s cottage.
Its only unusual feature is the grandfather clock set against
the northern wall. Made of heartwood with exquisite gold

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Richard Broadhurst (Order #23491769)
fittings, the 7-foot-tall clock is a masterwork of art and de- time of day it is when the PCs arrive at Korthsuva’s cottage,
sign, as well as an incredibly powerful magical artifact. first determine whether it’s day or night, and then roll a
The clock binds Korthsuva’s life force, causing her to d12 to determine the exact hour. If you need to know how
age an entire lifetime (and beyond) each day. PCs who in- much time has passed at any point in the encounter, roll
spect the clock can attempt a DC 12 Intelligence (Inves- 3d20. The result is how many minutes past the current
tigation) check. On a success, the character discerns the hour it is. Because of the magical nature of Korthsuva’s
clock is well-made, very old, incredibly valuable, and ap- cottage, assume sunrise always occurs at 6:00 am (and
parently never needs to be wound (it has no key to turn sunset at 6:00 pm), regardless of the season elsewhere in
or weights to crank). Beyond that, the character can deter- the forest.
mine nothing about the clock’s origin or purpose. Korthsuva is “born” every day at dawn (6:00 am) and
Additional information regarding Korthsuva’s clock ages an entire lifespan over the course of the day. At mid-
follows: night, she takes on the appearance of an undead creature,
• The clock’s time can be adjusted by hand, allowing
with hair like spider webs and gray skin pulled taut against
her bones. In this undying form, Korthsuva is at her most
a creature to alter Korthsuva’s form. For example, if the
powerful (and most wicked).
clock’s time is set forward from 11:00 a.m. to 1:00 p.m.,
In all her forms, Korthsuva wants nothing more than
Korthsuva changes from her maiden form to her mother
to be freed from her clock. However, only in her undying
form (see Dealing with Korthsuva below). The clock “re-
form does she dare force the PCs to free her, as she knows
sets” to its proper time each day at dawn.
• Rotating the clock’s hands manually produces an ad-
a party of experienced adventurers could overpower her
other forms. Unless it’s past midnight, Korthsuva prefers
ditional side effect (see the Side Effects of Korthsuva’s Clock
trickery over violence.
for more information).
• PCs who rotate the clock’s hands past 6:00 a.m. (trans-
Further roleplaying suggestions for Korthsuva follow:
forming Korthsuva from her undying form to her child • Child (6:00–8:00 a.m.): When she’s first born, Korthsu-
form) frees Korthsuva from the clock. va is literally as defenseless as a baby. Minutes after dawn,
• The clock is set to chime every hour. When the clock however, she’s up walking and talking. She may cast charm
chimes, clockwork figures emerge from doors at the top of person on one or more of the PCs, compelling them to pro-
the cabinet and perform a programmed routine. (The PCs tect her until she becomes a maiden.
may recognize some of these figures. See the Clockwork • Maiden (8:00–12:00 noon): Korthsuva spends her morn-
Figures table for more information.) ing hours as a seductive, raven-haired maiden. If she cor-
• The clock is immune to all magic. PCs who target the ners of the PCs, she casts charm person on them. She then
clock with a divination spell learn nothing and must make encourages the charmed PC to free her from the clock.
a DC 21 Wisdom saving throw or gain one level of exhaus- • Mother (12:00 noon–6:00 p.m.): Korthsuva is most help-
tion. ful in her mother form. She offers to assist the PCs, perhaps
• Weapon attacks damage the clock normally. The clock by offering them one of her enchanted apples. In return,
has AC 13, 18 hit points, and is immune to poison and psy- she asks the party free her from the clock. If the PCs refuse,
chic damage. Reducing the clock to 0 hit points destroys Korthsuva shames them for taking advantage of her hos-
both the clock and Korthsuva. Whenever the clock takes pitality.
damage, each creature within 60 feet of the clock (other • Crone (6:00 p.m.–12:00 midnight): As a crone, Korthsuva
than Korthsuva) must roll on the Side Effects of Korthsuva’s becomes a stereotypical wicked witch. She might offer the
Clock table. PCs help, but only in return for freeing her from the clock.
• The clock becomes nonmagical if Korthsuva is killed or If she can’t trick the party, she resorts to bargaining, offer-
freed from the clock. Undamaged, the clock is worth 7,500 ing wealth or magical power in exchange for her release.
gp. • Undying (12:00 midnight–6:00 am): Korthsuva is most
likely to attack the party in her undying form. If combat
You are the final arbiter of the clock’s functions and side
occurs, she always leaves one PC alive. She casts dominate
effects. If in doubt, assume that persistent meddling with
person on this survivor, commanding them to free her.
the clock (such as trying to remove it from Korthsuva’s cot-
tage) causes it to self-destruct, killing Korthsuva. Creatures Once freed from the clock, Korthsuva can take any of her
within 60 feet of the clock when it self-destructs must roll forms at will. Her power grows immeasurably, so much
on the Side Effects of Korthsuva’s Clock table. so that even Griselda poses little threat to her. Thankful-
ly, Korthsuva has little interest in finishing off the PCs and
Dealing with Korthsuva teleports to another location at the first opportunity.
How Korthsuva interacts with the PCs depends on what Korthsuva’s goals going forward are left for you to de-
form she’s in when the party arrives. If you’re unsure what cide. If you plan to continue your Runewild campaign be-

250
Richard Broadhurst (Order #23491769)
yond 10th level, dealing with the repercussions of Korth- Roll Side Effect
suva’s release should provide enough material for many 1 If the clock was set back, the PC’s age reverses one year per
sessions of high-level play. hour the clock moved. If the clock moved forward, the PC
ages one year per hour. The PC must make a DC 21 Wisdom
Clockwork Figures saving throw or permanently lose 1d6 points of Wisdom (if
Whenever Korthsuva’s clock chimes, impossibly intricate younger) or permanently gain one 1d6 levels of exhaustion
(if older).
clockwork figures emerge from the clock and perform a
programmed routine. You may roll randomly to determine 2 If the clock was set back, the PC is affected by a slow spell. If
the clock was moved forward, the PC is affected by a haste
which figures emerge from the clock, read down the list spell. The PC must make a DC 21 Wisdom saving throw at the
as the hours pass, or match the clockwork figures with the end of each of their turns. On a success, the effect ends
current time. 3 If the clock was set back, the PC regains 5 (1d10) hit points
per hour the clock moved. If the clock moved forward, the
Roll Clockwork Figure PC takes 5 (1d10) necrotic damage per hour, or half damage
1 The ogre hag Griselda (86) scrambles blindly after her own with a successful DC 21 Constitution saving throw.
head. 4 Roll a die. On an even result, one of the PC’s ability scores
2 The five-headed Iodun (66) opens a music box, releasing the (determined randomly) increases by 1 (maximum 20). On an
dryad Merivae. odd result, one random ability decreases by 1.
3 Three Aruandan knights work together to carry a giant-sized 5 The PC becomes frozen in time (as the petrified condition) for
longsword (120). 1 minute. The PC can make a DC 21 Wisdom saving throw at
4 The Black Unicorn (126) pursues a crowd of terrified peas- the end of each of its turns, ending the effect on a successful
ants. save.

5 Apophix watches the Gunkpuddle Girls imprison the Feath- 6 Creatures within 60 feet of the clock (other than Korthsuva)
ered Serpent inside an egg of force (58). must make a DC 21 Wisdom saving or fall asleep (as per the
sleep spell).
6 Missus Switch (63) smacks pigs with a switch, transforming
them into men. 7 The PC summons their own ghost, which attacks them until
it is destroyed.
7 The Six Spires (Magic of the Runewild, page 42) rotate on a
track. As they pass, the Brokenspire (65) topples. 8 Creatures within 60 feet of the clock (other than Korthsuva)
takes 3 (1d6) psychic damage per hour the clock’s hands
8 The wizard Montagne (139) winds clockwork dwarves moved, or half damage with a successful DC 21 saving throw.
(Runewild Bestiary, page 265).
9 The PC takes 5 (1d10) force damage per hour the clock’s
9 Medusa petrifies Galthyr Lionfell, transforming him into the hands moved. If this damage reduces the PC to 0 hit points,
Broken King (109). they disappear from existence. Only a true resurrection or wish
10 Lord Raven (148) on the wing, followed closely by moon spell can recover a PC who disappears in this way.
hags (Runewild Bestiary, page 299) riding feathers. 10 The PC is transported to a labyrinthine demiplane (as the
11 Seven-Tail leads a parade of pooka (Runewild Bestiary, page maze spell), where they remain until they escape.
278). 11 The PC is affected as if by the time stop spell.
12 A host of witches pursue miniature versions of the PCs. 12 If the clock was set back, the PC can undo a single past event
of their choosing. The event must have occurred within 1
Side Effects of Korthsuva’s Clock day for every hour the clock was reversed. If the clock moved
Whenever a PC turns the hands of Korthsuva’s clock, ask forward, the PC can make a wish. Every hour the clock moved
the player what time they intend to set the clock and forward, there’s a 10% chance the wish has an unintended
consequence you choose.
whether they move the clock backwards or forwards. After
altering Korthsuva’s form accordingly, roll on the following
table to determine an additional side effect. Changing the 145. Hartwort (CR 9)
clock’s time less than an hour in either direction produces • Hartwort, a sentient grove of moss (as a treant)
no effect.
Felt-like moss carpets the ground of this secluded grove.
You may also roll on the table each time the PCs dam-
In the grove’s center, a towering oak tree blots out the sun.
age or otherwise tamper with the clock. If the result would
Halfway up the tree’s trunk, a layer of moss has grown into
indicate a change in the clock’s time, roll a 1d20 - 10 to
a face of an ancient, bearded man.
determine how many hours the clock moved forwards or
The players might assume the oak is a treant, but in
backwards.
fact it’s the moss that carpets the grove that’s sentient,
Unless otherwise noted, the side effects detailed be-
not the tree. The moss, which calls itself Hartwort, awoke
low are permanent until removed by a greater restoration
centuries ago and has spread throughout the grove ever
spell or similar effect.
since.

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Richard Broadhurst (Order #23491769)
Dealing with Hartwort
Though not actually a treant, Hartwort can animate the oak
tree it clings to, making Hartwort functionally the same as
a treant. Hartwort can also animate parcels of moss into
sporelings, Small-sized humanoid creatures which oper-
ate independently of Hartwort. Treat these sporelings as
awakened shrubs.
Old beyond memory, Hartwort often goes quiet for
years at a time, but if the PCs spend more than a few hours
in the grove, Hartwort senses them and animates sever-
al sporelings to investigate their presence. The sporelings
can’t speak but try to communicate with the PCs through
gestures. They otherwise behave like curious children
(tugging on cloaks, rummaging through backpacks, and
so on). Harming the sporelings causes Hartwort to ani-
mate and attack. Once it’s dealt with the threat, Hartwort
returns to its inanimate form.
A few days ago, the witches Woollybat and Frogtoe
(134) captured one of Hartwort’s sporelings. If the PCs
rescue the sporeling and escort it back to the grove, its
“siblings” greet it with delighted hugs. A few minutes later,
Hartwort awakens to thank the PCs for the sporeling’s re-
turn. Unless you have other plans for Hartwort, recovering
the captured sporeling is the only way the PCs can awaken
Hartwort long enough to speak with it.
Even compared to a treant, Hartwort’s manner is pon-
derous. As one of the most ancient beings in the Runewild,
Hartwort knows any secrets you wish to share with the
players, though current events tend to pass too quickly
for Hartwort to comprehend. For example, Hartwort can
share the following information:
Mountain Goats
• Hartwort knows only one creature in the forest more This perilous location proves the perfect location for a
ancient than itself: Korthsuva, the Hag of Hours (144). band of satyrs to stage an ambush. The PCs can attempt
Hartwort warns the PCs against bothering Korthsuva, as Wisdom (Perception) checks opposed by the satyrs’ Dex-
she possesses magic even Hartwort doesn’t understand. terity (Stealth) to avoid being surprised. On a failure, the
• The ground shudders when Hartwort speaks of the satyrs remain hidden until the party comes within 30 feet
Black Unicorn, the last surviving unicorn in the Runewild of them. They then launch their attack.
(126). The unicorn dwells in the forest far to the east of Concealed behind the boulders are three groups of
Hartwort’s grove. three satyrs each. Three more satyrs hide atop a 20-foot
• Hartwort senses a terrible war brewing in the Ironwall high ledge overlooking the trail. As the satyrs on the
Peaks (135). Hartwort is certain only Griselda (86) could be ground charge forward, the ones on the ledge fire down
behind such a conflict. on the party with their shortbows.
Like their forest-dwelling cousins, these satyrs are cun-
146. The Giant Killer (CR 4) ning and cruel, but they serve no master other than them-
• Twelve satyrs prepare an ambush selves. They accept surrender if the PCs offer significant
• Ketil Sighvatsson (as a gladiator) aids the party treasure (at least 250 gp) in exchange for their lives. The
satyrs flee if five or more of their number are killed.
A footpath zig-zags up the slopes of the Ironwall Peaks The satyrs carry a total of 250 cp, 400 sp, 110 gp, and
like a giant’s staircase. Boulders and scraggly trees line the 35 pp. Their leader, a fierce goat named Gristlehorn, wears
trail. High above, black birds ride currents of warm air ris- silver horn-rings worth another 150 gp. Ketil Sighvatsson
ing from the forest below. (see below) demands a share of this treasure, provided he
defeated at least one of the satyrs and survived the battle.

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Richard Broadhurst (Order #23491769)
Ketil Sighvatsson a single sun. Feel free to adjust the orrery’s composition if
One round after the battle with the satyrs begins, a hu- the cosmology of your campaign world differs.
man man wielding a spear and shield appears atop a crag
above the satyr archers. Seemingly fearless, the man drops The Giants’ Orrery
among the satyrs on the ledge and attacks them with his The boulder in the center of the courtyard represents the
spear. Once he’s dispatched the archers, the man leaps sun, which is “orbited” by the seven smaller boulders. The
from the ledge and joins the fight alongside the PCs on plinth on which the sun rests is 25 feet high and 10 feet on
the ground. a side. The plinth is carved with geometric designs, while
The man’s name is Ketil Sighvatsson. Ketil is a mid- more arcane sigils decorate the sun. The planet boulders
dle-aged human with a graying beard and features that are unmarked but, like the sun itself, have been chiseled
seem carved out of stone. The scion of a long line of Runish and smoothed into near-perfect spheres. The sun is 20
warriors, Ketil has faced many of the Runewild’s dangers in feet in diameter, while the planets range from 5 to 15 feet
his lifetime. He now ranges the Ironwall Peaks searching across.
for a foe whose defeat will bring honor to his clan: a stone PCs who study the sun’s markings can attempt a DC
giant. 16 Intelligence (Arcana) check. Characters who succeed
Ketil is a braggart, but his bravery and skill in battle recognize the symbols as formula for the sunbeam spell,
is unquestionable. If the PCs plan to explore the Ironwall though how the spell is triggered is unknown. PCs who
Peaks, Ketil offers to guide the party through the treach- examine the plinth can attempt a DC 14 Intelligence (In-
erous terrain. Alternately, you may decide Ketil reappears vestigation) or Wisdom (Perception) check. On a success,
later in the campaign to enlist the party’s help in rescuing they discover the outline of a giant-sized door set into the
King Ormer from his wicked grandmother, Amdu (see lo- plinth’s northern face. The door has no handle or hinges
cation 140). For now, Ketil shares the following informa- and is too heavy to be moved.
tion with the party: A detect magic spell reveals an aura of evocation magic
radiating from the sun sphere. The plinth’s door radiates
• The giant clans that once ruled the Ironwall Peaks have abjuration magic. A knock spell cast on the door causes
all but died out, but evidence of their existence—such as it to open, as does a successful dispel magic spell (DC 16).
the Mountain Orrery (147)—lies scattered throughout the The plinth’s door remains open for 10 minutes before mag-
mountains. ically re-closing.
• The last ruler of the giants was named King Ormer.
Legends say Ormer and his giant kin helped build the Sunbeam Trap
walls of Burly Point (77). If the PCs try to force their way into the plinth or otherwise
• Ketil has traveled far and wide, even to places beyond damage the orrery, they trigger a sunbeam trap. Once per
the Runewild. If you’re using the Runewild as part of a larg- round for the next minute, the runes on the sun sphere
er setting, Ketil may direct the party to adventures in other flare, sending a 60-foot beam of magical light across the
parts of your campaign world. courtyard in a random direction. Creatures within 5 feet of
the plinth are safe from the beams, as are creatures more
147. Mountain Orrery (CR 7) than 60 feet away. Roll 1d8 each round to determine the
• Calibrating the orrery requires an Arcana check (DC beam’s direction (1 = north, 2 = northeast, and so on).
Creatures caught in a beam must make a DC 14 Consti-
19) and giant’s strength (combined Strength of 40)
• Secret entrance into the sun’s plinth: DC 14 tution saving throw. On a failed save, a creature takes 27
• Forcing open the entrance triggers a sunbeam trap: (6d8) radiant damage and is blinded until the end of their
next turn. On a successful save, it takes half as much dam-
DC 14
age and isn’t blinded.
A courtyard a thousand feet across fills a mountain valley. After one minute, the sun’s runes fade and the trap re-
Rising from the center of the courtyard is a granite plinth, sets. If the PCs wish to enter the plinth safely, they must
atop which balances a boulder the size of a house. Seven calibrate the orrery to match the current date of the cam-
smaller boulders are spaced at irregular intervals around paign. To do so, the PCs must first make a successful DC
the central sphere. 19 Intelligence (Arcana) check. Then, the boulders must
Stone giant mystics built this cyclopean orrery when be rolled into their proper positions. Even the smallest of
tribes of their kind still roamed the Ironwall Peaks. The gi- the spheres is too heavy for a single PC to move without
ants used the orrery to mark the passage of celestial time. magic, but characters with a combined strength of 40 or
The orrery also protects a collection of tablets etched with more can work together to push a sphere. Moving all the
the giants’ greatest arcane secrets. spheres into their proper positions requires one shift (6
This encounter assumes the solar system in which the hours) of work.
Runewild exists contains seven planets revolving around

253
Richard Broadhurst (Order #23491769)
As soon as the orrery is properly calibrated, the door in After studying the star-patterns on Ursula’s mantle,
the plinth opens, revealing giant-sized stairs that descend Sister New and Sister Full discovered that a rare celestial
into the earth. The door remains open for 10 minutes. The conjunction was drawing near. When it arrived, the con-
door can be opened from inside the plinth but doing so junction would weaken the wards that sealed the Moon
requires a Strength of 23 or more. Characters with insuffi- Gate, an ancient Aosidhe relic located at the Roost. If the
cient strength may become trapped inside the plinth. sisters were to break the Moon Gate’s seals, they could use
the gate to open a portal to the moon itself, and in doing
Chamber of the Tablets so unleash the cosmic horror the Aosidhe had imprisoned
The stairs descend 100 feet before opening into a circular on the gate’s far side.
vault. Resting atop pedestals arranged around the vault’s The PCs may arrive at Raven’s Roost to rescue Lady
perimeter are seven tablets. The surfaces of the tablets are Ursula (see 135) or to stop the sisters from opening the
dusty but clearing them reveals a single spell carved into Moon Gate, but the mountain holds another secret, as
each tablet. The spells inscribed on the tablets are: magic well. Unbeknownst to the sisters, the ogre hag Griselda
weapon, protection from energy, stoneskin, scrying, flesh to (86) has entrusted Lord Raven with her most valuable pos-
stone, project image, control weather, and foresight. session: the first head she ever shed. As the PCs explore
The tablets function as spell scrolls but are four feet Raven’s Roost, it’s likely the sisters’ plan to open the Moon
long and weigh several hundred pounds each. Casting a Gate will become the party’s most pressing concern. How-
tablet’s spell or copying it into a spellbook destroys the ever, destroying Griselda’s original head could give the PCs
tablet, as normal. Removing any of the tablets from the the opportunity they need to rid the Runewild of the hag
chamber triggers the sunbeam trap. forever.

148. Lord Raven’s Roost (CR 12) Approaching the Roost


The climb to Raven’s Roost is perilous, but assuming the
In terms of both height and peril, the mountain known as
PCs keep to the footpaths during the ascent, they’re in
Raven’s Roost rivals any in the world. The trees that skirt
no danger of falling. Reaching the temple’s porch (Area
the peak disappear halfway up its slopes, exposing treach-
X1) takes a full shift (6 hours) of travel. During the climb,
erous scree fields and sheer cliff faces. Meandering foot-
each PC must make a successful DC 16 Constitution saving
paths circumvent most of these dangers, but the climb to
throw or gain one level of exhaustion. To avoid this saving
the mountain’s summit remains arduous and time-con-
throw, the PCs can choose to conserve their energy, but
suming.
doing so adds another shift (6 hours) to the climb.
An ancient Aosidhe temple overlooks the Runewild
If the PCs trigger a random encounter on their way
from its position atop Raven’s Roost. Once known as the
to the Roost, 1d4 + 1 giant ravens from Area X2 spot the
Night-Sky House, the temple’s elven caretakers abandoned
party and attack. For each subsequent encounter, increase
the site when they retreated to Highvale (150) nearly a
the ravens’ numbers by 1d4. As the PCs defeat the ravens,
century ago. Lord Raven, a fey lord who takes the form of
remove them from the total number of ravens that occupy
a colossal raven, now squats in the forsaken place. Giant
the Roost.
ravens (still small compared to Lord Raven) attend him, as
Flying creatures can avoid the climb to Raven’s Roost
do a cabal of moon hags led by the witches Sister New and
entirely and reach Area X1 after an hour or so. Unless they
Sister Full (Runewild Bestiary, page 298). Whereas Lord
use magic or some other means to conceal their approach,
Raven nests in the temple to serve his own purposes—as
flying creatures can’t reach the temple porch without be-
well as those of his master, the ogre hag Griselda (86)—
ing spotted by the moon hags in Area X1 or the giant ra-
Sisters New and Full occupy the Roost for reasons entirely
vens in Area X2.
their own.

Encounter Setup Keyed Areas


While hunting near the Roost several weeks ago, Lord
Raven caught what he thought to be a moon bear. To Area X1 – Temple Porch
his surprise, Lord Raven discovered the bear was in fact • Five moon hags (Runewild Bestiary, page 299)
Lady Ursula, an elven druid whom the moon bears of the • Perilous climb: DC 16
Runewild regarded as their queen. Disappointed by such Crumbling columns line the temple’s entrance like a row of
a meager meal, Lord Raven gave Ursula to Sister New and broken teeth. Five moon hags keep watch on the porch or
Sister Full instead of eating her. Recognizing that the dru- converse just inside the entrance. The hags wear tattered
id was more dangerous than she appeared, the witches black robes and have faces shaped like crescent moons.
stripped Lady Ursula of her mantle of the moon bear (Mag- Two sets of spiral stairs flank the temple’s entrance. The
ic of the Runewild, page 42) and imprisoned her in a cell southern steps descend 40 feet to Area X3. The northern
beneath the Roost. steps ascend 40 feet to Area X4.
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If the moon hags spot intruders, they hop on their en- Ursula to this “cell,” but her jailers, five werewolves loyal to
chanted feathers (see Lord Raven’s Feathers below) and at- Sister New and Sister Full, ensure she never leaves.
tack. Combat with the hags alerts the giant ravens in Area The werewolves have served Sister New and Sister
X2. Each round after the first, 2d6 ravens join the battle Full for decades. They barely remember their former lives
until all remaining ravens arrive. and never leave their wolf forms, although they transform
The PCs can climb from this area to the giant raven back into humans when they die. The werewolves growl
nests in Area X2. The closest nest sits on a ledge 80 feet menacingly at the PCs but don’t attack unless the party
above the porch. Reaching the nests without the use approaches Ursula. Once engaged in combat, the were-
of magic or climbing gear requires a successful DC 16 wolves fight to the death.
Strength (Athletics) check. PCs who fail the check don’t fall
but can’t attempt the check again until the start of their Lady Ursula
next turn. PCs who fail the check by 5 or more slip and fall Lady Ursula was a young Aosidhe druid when she first
to the porch, taking damage as appropriate. donned the mantle of the moon bear (Magic of the
In addition to their enchanted feathers, the moon Runewild, page 42). Ursula outlived her natural lifespan
hags carry a total of 465 sp. decades ago, and only the mantle’s magic has kept her
alive in recent years. Stripped of the mantle, Ursula now
Lord Raven’s Feathers ages at a supernatural rate. By the time the PCs reach her,
Each of the moon hags carries a man-sized feather that Ursula is already an elderly woman. The rope securing Ur-
grants any creature who rides it a flying speed of 50 feet. sula’s wrists is a moonbeam rope. Sister New and Sister Full
The feathers lose their enchantment 1d6 days after the hag bound Ursula with the rope to prevent her from changing
who created it dies. A dispel magic spell cast on a feather shape, but the druid is too weak to use her magic now.
also ends the enchantment, causing any creature riding Despite all attempts to save her, Ursula dies mere min-
on the feather to fall. utes after the PCs encounter her. While she lives, she sum-
mons the strength to answer the PCs’ questions, revealing
Area X2 – Ravens’ Nests the information detailed in History of the Roost above. She
• Up to 30 giant ravens (as giant vultures) begs the PCs to stop Sister New and Sister Full before they
• Perilous climb: DC 16 open the Moon Gate in Area X5. Ursula also tells the par-
A total of 30 giant ravens nest atop Raven’s Roost. The ra- ty about Griselda’s head, which Lord Raven protects in his
vens’ keen senses allow them to spot trouble elsewhere nest in Area X6.
on the Roost, particularly near the porch (Area X1) or Lord
Raven’s nest (Area X6). As the PCs defeat giant ravens in
Area X4 – Chambers of the Moon
• Six moon hags
other areas of the Roost, remove them from the total num-
• Treasure in locked chamber: DC 15
ber of ravens encountered here.
The raven’s nests are spaced 2d6 x 10 feet apart from
• Perilous climb: DC 16
one another. Climbing from one nest to the next without In total, 14 moon hags live in the temple atop Raven’s
the use of magic or climbing gear requires a successful DC Roost. When the PCs arrive, five of the hags occupy Area
16 Strength (Athletics) check. PCs who fail the check don’t X1, while another three assist Sister New and Sister Full
fall but can’t attempt the check again until the start of their in Area X5. The remaining six hags rest in these cell-like
next turn. PCs who fail the check by 5 or more slip and fall chambers. Once alerted to the party’s presence, the hags
to Area X1, taking damage as appropriate. The temple’s rush the PCs to prevent them from interrupting the ritual
observatory (Area X5) sits 40 feet above the highest nest. Sister New and Sister Full prepare above.
Shiny objects line the ravens’ nests. Most of these ob- Like all hags at the temple, each of the moon hags car-
jects are scraps of discarded armor and other trash, but ries an enchanted feather (as described in Area X1). The
each nest also contains 1d4 x 10 gp worth of jewelry and hags’ chambers are austere and contain nothing of inter-
assorted trinkets. est to the party. The hags themselves carry a total of 575
sp.
Area X3 – Lady Ursula’s Cell
• Five werewolves guard Lady Ursula The Sisters’ Bedroom
• Lady Ursula, an elven druid, bound with a moonbeam Sister New and Sister Full share the larger chamber at the
rope (Magic of the Runewild, page 42) end of the hall. Currently, the sisters are in Area X5 pre-
paring to open the Moon Gate. The door to their room is
The southern staircase in Area X1 empties into a gloomy,
locked. Sister Full carries the key, but a character using
torchlit chamber. Lady Ursula, the former queen of the
thieves’ tools can pick the lock with a successful DC 15
moon bears, languishes on the room’s cold floor. A silver
Dexterity check.
rope binds her twig-thin wrists. No doors or bars confine

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The sisters’ bedroom is furnished more lavishly than restrial realm. When a malevolent entity called a moon
the chambers to the west. A curtained bed, a writing desk, kraken tried to enter the Runewild through the Moon
a wardrobe, and a lounging couch fill the space. The draw- Gate, the Aosidhe sealed the gate, trapping the kraken on
ers of the writing desk contain the equivalent of calligra- the other side. Since then, the kraken has slumbered on
pher’s supplies (worth 10 gp) and a component pouch the moon, patiently waiting for the gate to be reopened.
(25 gp). An unlocked chest at the bottom of the wardrobe If inspected with a detect magic spell or similar effect,
contains 1,800 sp and 10 gems worth 10 gp each. the Moon Gate radiates an aura of potent conjuration
magic. An artifact of immeasurable power, the Moon Gate
Chimney is immune to all damage and magical effects. Only a wish
A natural chimney 20 feet in diameter connects this area spell can destroy the gate or close it once it’s been opened.
to the observatory (Area X5) more than 120 feet above. PCs who study the runes inscribed on the gate can
The hags fly up and down the chimney on their enchanted make a DC 21 Intelligence (Arcana) check. On a success,
feathers. PCs without magic or climbing gear must climb the PC realizes the Moon Gate opens only when moon-
the chimney by making a successful DC 16 Strength (Ath- light shines directly across its threshold. Judging from the
letics) check. PCs who fail the check don’t fall but can’t at- current angle of the moon, the gate should activate in one
tempt the check again until the start of their next turn. PCs minute (10 rounds) and remain open for another minute
who fail the check by 5 or more slip and fall, taking dam- (10 rounds) before closing again.
age as appropriate. PCs who wish to prevent the Moon Gate from opening
have two options:
Area X5 – Observatory
• Five moon hags, including Sister New and Sister Full • Blocking the moon’s light prevents the gate from
• Failure to seal the Moon Gate (DC 21, seven successes) opening. The sheer size of the Moon Gate (10-foot wide
summons a moon kraken and 20-foot tall) makes this difficult, but several dark-
• The mantle of the moon bear (Magic of the Runewild, ness spells cast on the gate (for example) suffice. Allow
page 42) the players to come up with their own plans to block the
moonlight, as well.
The Aosidhe once observed the turning of celestial bod-
ies from this majestic, mountain-top courtyard. The Moon
• Sister New and Sister Full shattered the magical wards
that sealed the gate, but characters proficient with the Ar-
Gate, a freestanding stone arch over 20 feet tall, stands
cana skill can reestablish the wards before the gate opens.
at the courtyard’s far end. Images of the moon in various
To do so, the PC must be within 30 feet of the Moon Gate
phases decorate the Moon Gate’s surface, interspersed
and use their action to attempt a DC 21 Intelligence (Ar-
with arcane runes. A dizzying 120-foot drop lies just be-
cana) check. A total of seven successful Arcana checks are
yond the gate.
required to reseal the gate. Characters working together
Sister New and Sister full, along with three additional
can combine their successes or grant a single character ad-
moon hags, stand before the Moon Gate when the party
vantage on their Arcana checks.
arrives. Lady Ursula’s mantle of the moon bear lies forgot-
ten on the ground beside them. If any moon hags or giant The Moon Kraken
ravens from other areas of the Roost survive, they are here If the PCs fail to prevent the Moon Gate from opening, the
as well, swooping through the sky above the gate. Sister light of the moon aligns with the gate after 10 rounds, fill-
New and Sister Full attack intruders on sight and fight to ing the arch with an iridescent silver light. One round later,
the death. The other moon hags and the giant ravens fight an enormous, chalk-white tentacle reaches through the
alongside the sisters but flee as soon as the Moon Gate portal, followed shortly by another tentacle, and then an-
opens (see The Moon Kraken below). other. Within moments, the moon kraken heaves its upper
This encounter assumes the PCs arrive at night, mo- body through the gate and attacks all creatures within its
ments after the sisters have broken the Moon Gate’s seals. reach.
If the party arrives during the day, you may decide instead Treat the moon kraken as a normal kraken. Currently,
the PCs interrupt the sisters as they destroy the seals, or it’s stuck inside the Moon Gate, reducing its movement
even before the sisters’ ritual to open the Moon Gate ful- speeds to 0. While stuck inside the gate, the kraken can’t
ly begins. Whatever the timing, keep in mind that the en- use Lair Actions and has no Regional Effects.
counter grows more dangerous the closer the Moon Gate The kraken begins combat by attacking random crea-
comes to being opened. tures within its reach with its tentacles. It uses its Leg-
endary Actions to create Lightning Storms and make ad-
The Moon Gate
ditional tentacle attacks. Once no creatures remain alive
Centuries ago, Aosidhe mystics traveled through the Moon
within the kraken’s reach, it uses its action to pull itself fully
Gate to meditate undistracted by the concerns of the ter-
through the gate. If the kraken is unable to free itself be-

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Richard Broadhurst (Order #23491769)
fore the Moon Gate closes (19 rounds after it arrives), the Lord Raven
gate closes on the kraken instead, killing it instantly. Lord Raven is accustomed to looking down on the
If the PCs reduce the moon kraken to less than half its Runewild’s inhabitants, both literally and figuratively. He
maximum hit points, the kraken retreats into the portal cares little for the affairs of anything smaller than himself
(taking any creatures it has grappled with it). This retreat (which is nearly everything). The only creature Lord Raven
is only temporary, however. Unless the PCs reestablish the truly respects is his mistress, the ogre hag Griselda (86).
magical wards that seal the Moon Gate (as described in Lord Raven serves as a mount for Griselda and guards her
The Moon Gate above), the kraken returns the following most prized possession: the first head she ever shed. If the
night and attempts to enter the Runewild again. PCs wish to negotiate with Lord Raven, they must first of-
fer him a proper tribute (worth at least 500 gp) and then
Aftermath make a successful Charisma (Deception or Persuasion)
Even if the PCs seal the Moon Gate, the horror that lurks on check opposed by Lord Raven’s Wisdom (Insight). On a fail-
its opposite side remains. The moon kraken’s motivations ure, Lord Raven attacks the party, chasing down characters
have been left for you to decide. If you plan to continue who flee.
your Runewild campaign beyond 10th level, a quest to en- PCs who parley with Lord Raven may take sever-
ter the Moon Gate and defeat the kraken is an excellent al approaches. The party can try to trick Lord Raven into
place to start. abandoning his nest long enough for the party to destroy
If the party recovers the mantle of the moon bear, one Griselda’s head. Alternately, the PCs might warn Lord Ra-
of the PCs may take Lady Ursula’s place as the sovereign of ven of the sisters’ plan to open the Moon Gate and urge
the moon bears. At some point over the course of the next him to put a stop to the ritual. Whatever tack they take, the
few weeks, an emissary from the Runewild’s moon bears PCs must make another successful Charisma (Deception
visits the PC to pay homage to their new ruler. or Persuasion) check opposed by Lord Raven’s Wisdom to
convince him to do what they want. On a failure, Lord Ra-
Area X6 – Lord Raven’s Nest
• Perilous climb: DC 21
ven tires of the conversation and attacks.
• Lord Raven (as a roc)
Lord Raven is a roc, with these changes:
• Griselda’s head (Runewild Bestiary, page 289) • Lord Raven’s alignment is neutral and his type is fey.
• Treasure includes a suit of adamantine plate armor • He has an Intelligence of 10 (+0), a Wisdom of 14 (+2),
Lord Raven’s nest sits atop a pinnacle of stone 300 feet and a Charisma of 14 (+2). He has the following skills: In-
above the observatory (Area X5). Lord Raven rarely leaves sight +6, Intimidation +6, Perception +6.
his lofty perch, remaining here even if the Moon Gate is • He speaks Common, Elvish and Sylvan. He can com-
opened (see Area X5). Lord Raven’s reluctance to abandon municate with all birds as if they shared a language.
his nest is due primarily to the promise he made to protect Griselda’s Head
Griselda’s head, which he keeps in his nest alongside his Like all ogres native to the Runewild, Griselda must some-
many other treasures. times shed her head in order to make room for a new one.
Reaching the Nest Griselda usually keeps her discarded heads in her lair (86),
To reach Lord Raven’s nest, the PCs must climb either from but the one Lord Raven guards is special. The head is the
the observatory (Area X5) or from one of the raven’s nests first Griselda ever lost, and her life force is tied to it.
in Area X2. Making the climb without magic or climb- Destroying Griselda’s original head reduces her maxi-
ing gear requires a successful DC 21 Strength (Athletics) mum hit points to 1. Each time Griselda finishes a long rest,
check. PCs who fail the check don’t fall but can’t attempt her maximum hit points increase by 1 until she returns to
the check again until the start of their next turn. PCs who full strength (199 days later). Naturally, the idea of being
fail the check by 5 or more slip and fall 6d6 x 10 feet before weakened for so long terrifies Griselda, which is why she
landing prone in Area X2 or Area X5 (your choice), taking arranged for Lord Raven to safeguard the head in his lair
damage as appropriate. atop Raven’s Roost.
Flying creatures can reach Lord Raven’s nest easily Griselda knows everything her head knows and can
enough. Whether they climb or fly, Lord Raven spots the share its senses. If Griselda suspects her head is in peril,
PCs before they arrive, unless they’ve used magic or some she arrives in 1d4 + 1 rounds through a magical portal she
other method to conceal their approach. creates using her Hag Magic. If the PCs destroy Griselda’s
Lord Raven’s nest—a tangle of tree trunks, windmill head before she arrives to stop them, the hag is more cau-
blades, and wagon axles—is a 30-foot diameter bowl tious. Instead, she learns the PCs’ identities via a scrying
with 10-foot high walls. Creatures inside the nest treat the spell and begins plotting the torments she’ll inflict on the
ground as difficult terrain. party once her strength returns.

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Richard Broadhurst (Order #23491769)
Lord Raven’s Treasures for anyone not here explicitly to enter into a pact with
A combination of payments from Griselda and tributes his mistress (see Dealing with Dame Briar below). Before
he’s collected line Lord Raven’s nest. Stored across a dozen Spine allows the party to enter the briar patch, the PCs
unlocked chests are 30,000 cp, 14,000 sp, 8,300 gp, 1,400 must make a Charisma (Deception or Persuasion) check
pp, 15 gems worth 100 gp each, and 2 gems worth 500 gp opposed by Spine’s Wisdom (Insight). On a success, Spine
each. The nest also contains various art objects (full-length orders the dire wolves to stand down and leads the party
mirrors, tapestries, and the like) worth an additional 2,000 to Dame Briar’s resting place. On a failure, Spine retreats,
gp. Among the art objects is a suit of adamantine plate ar- leaving the dire wolves to deal with PCs who force their
mor. way into the briar.

149. Dame Briar (CR 13) Dame Briar


The briar’s interior is a maze of twisting passageways. If
• Spine, a giant poisonous snake, and three dire Spine is satisfied with the party’s intentions, he leads the
wolves PCs directly to the briar’s center. Otherwise, the PCs must
• Dame Briar, a sleeping vampire make a successful DC 16 Intelligence check to find their
A field of thorny briar blocks the party’s path. Clusters of way to Dame Briar’s resting place. On a failure, the PCs
red roses dot the briar like splashes of blood. must spend an hour wandering the briar before they can
Where the briar grows to form a vaulted tun- attempt the check again.
nel, a mottled black and yellow snake slithers The first time the PCs visit her, Dame Briar lies mo-
among the thorns. Three dire wolves stand tionless on a divan in the center of the chamber. Shafts
guard nearby. of light pierce the chamber’s domed ceiling to illuminate
A fey lord named Dame Briar makes her the greatsword she clutches to her breast. Thorn-covered
lair in the heart of the briar. Dame Briar has in- vines wrap Dame Briar’s body like a suit of armor, leaving
habited the forest for centuries but hasn’t risen only the pale skin of her face exposed.
from her slumber since the end of the Aruan- No amount of noise rouses Dame Briar, and she re-
dan Conquest. In Runish times, Dame Briar mains asleep even if she takes damage. To awaken
served as an assassin for mortals seeking Dame Briar, a living humanoid must prick its skin on
vengeance. Now, she kills for anyone who the thorny vines that wrap her body. If present,
offers her a drop of blood. Spine explains this fact to the party. Whenever a
PC touches Dame Briar (to attack her or to pry
Spine the greatsword from her hands, for example),
The snake guarding the entrance to Dame Bri- they must make a DC 10 Dexterity saving throw or
ar’s lair is named Spine. Like his mistress, Spine take 1 point of piercing damage as one of the thorns
has lived in the Runewild for as long as any mortal pricks them.
remembers. Touched by fey magic, Spine has the
following traits, which increase his CR to 1 (200 XP): Dealing with Dame Briar
Willingly or not, any character who pricks their skin
• Spine’s type is fey. He is immune to the charmed awakens Dame Briar and enters into a pact with her.
and frightened conditions. In return for their blood, the character may speak
• He has Intelligence and Wisdom scores of 14 (+2). the name of a living humanoid and magically com-
His Insight is +4. He speaks Common, Elvish, and Sylvan. pel Dame Briar to hunt and slay that person. Once
• If Spine dies, another snake with identical abilities ap- awakened, Dame Briar may enter into any number
pears at Dame Briar’s side after 24 hours. of such pacts, even with the same person. A char-
• Replace Spine’s Bite attack with the Poisonous Bite at- acter doesn’t need to speak a name immediately,
tack below. and Dame Briar always hears a name once it’s been
Poisonous Bite. Melee Weapon Attack: +6 to hit, reach 10 spoken, so long as she and the character are on
ft., one target. Hit: 6 (1d4+4) piercing damage, and the tar- the same plane of existence. Only a wish spell or
get must make a DC 11 Constitution saving throw. On a similar magic can break a pact with Dame Briar
success, the target is poisoned for 1 hour. On a failure, the once a name has been spoken.
target is poisoned until cured. While poisoned, the target The pact doesn’t grant Dame Briar any supernatural
is also unconscious. ability to carry out her end of the bargain, but she’s a skilled
hunter and ruthless in pursuit of her quarry. While gener-
Spine protects Dame Briar as she sleeps and serves as an ally respectful toward those who’ve made a pact with her,
advisor and spy when she awakens. He has little patience she owes them no loyalty and may even turn against them

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Richard Broadhurst (Order #23491769)
if a conflicting pact compels her to do so. She treats all oth- • Their alignment is chaotic good. They have Intelli-
er mortals with disdain. If Dame Briar ever felt compassion, gence and Wisdom scores of 14 (+2) and can communi-
she lost the ability to do so long ago. cate telepathically with any creature they can see.
Treat Dame Briar as a vampire with the following • They are immune to the frightened condition and
changes: have truesight to a range of 120 feet.
• Her type is fey. She speaks Common, Elvish, and Sylvan • They have maximum hit points (24 hp).
and is immune to the charmed and frightened conditions. If the PCs wish to enter Highvale, they must first convince
• She loses her Shapechanger and Misty Escape abili- the lions they’re worthy to do so. The lions won’t consider
ties, as well as her Vampire Weaknesses. the party’s case unless the PCs meet at least one of the
• She can’t willingly leave the Runewild and doesn’t re- following criteria:
generate while outside the forest’s boundaries. She takes
20 acid damage if she starts her turn outside the Runewild.
• One of the PCs wields a Highvale Blade or wears King
Wobbly-Odd’s crown (Magic of the Runewild, pages 40
• She wields a +1 greatsword (+10 to hit, 1d12 + 5 slash-
and 41).
ing damage), which she can use to make attacks in place
of her unarmed strikes.
• One of the PCs is attuned to Lord Widderspire’s cittern
or the mantle of the moon bear (Magic of the Runewild,
Because Dame Briar can’t leave the Runewild, she may ask pages 41 and 42).
those who’ve made a pact with her to lure their quarry • The party has repaired and reactivated the Six Spires
into the forest. While she waits, Dame Briar wanders the (Magic of the Runewild, page 42).
forest, killing mortals who cross her path and raising them • The party has rescued the Feathered Serpent (58).
as vampire spawn. Like their mistress, Dame Briar’s spawn • The party has used Sin Reaver to redeem the Black Uni-
are fey, don’t have Vampire Weaknesses, and suffer the corn (126).
same restrictions regarding leaving the Runewild. • The party has killed at least three witches.
Once the targets of all her pacts are dead, Dame Briar
You may decide accomplishments other than those list-
remains awake for another 7 days. At the end of this time,
ed above also satisfy the lions. If the party meets the li-
Spine bites Dame Briar, striking unerringly. His poisoned
ons’ standards, the PCs must make a successful Charisma
bite causes Dame Briar to enter another magical slum-
(Persuasion) check opposed by the lions’ Wisdom. On a
ber. Wherever Dame Briar falls, another briar patch grows
success, the lions accompany the party to Highvale. On a
around her body within hours, keeping her safe until an-
failure, the lions turn the PCs away despite their successes,
other mortal’s blood awakens her.
driving them off with force if necessary.
The lions know little about the Runewild, other than
150. Highvale (CR 5) what they need to carry out their duty. If the party meets
• Ten fey lions (Runewild Bestiary, page 268) guard their approval, the lions can provide the following infor-
sleeping elves mation:
• The elves may grant magical boons • The Aosidhe abandoned the Runewild because they
• Heartache curse: DC 19 sensed their ties to the mortal realm were weakening. The
When the Aosidhe retreated to Highvale at the end of the lions don’t know when the elves will awaken, if ever.
Witch Wars, they cloaked their trail with powerful magic, • The elves who didn’t join the Aosidhe when they re-
making the valley in which Highvale sits immune to scry- treated to Highvale became the Ruasidhe (34). The drow
ing and divination magic. Wisdom (Survival) checks made matron named Sibra and her followers (142), were exiled
to find the place have disadvantage, and the check must before the Aosidhe entered their slumber.
be repeated each time the site is visited (see the optional • The Aosidhe can’t be awakened by any means, but
rules for Travel and Exploration on page 11 for more infor- a creature who sleeps in the courtyard can speak to the
mation). Those who do find their way to Highvale must elves in their dreams.
prove themselves to the fey lions that protect the vale be-
If the PCs attack them, the lions fight fiercely but don’t
fore they’re allowed to visit the sleeping elves.
pursue characters who flee the area. Every round, another
The Guardian Lions 1d4 lions arrive to join the fight until all ten lions are pres-
Unless the PCs have used powerful magic to conceal ent. The lions drag unconscious foes to another area of the
themselves, 1d4 fey lions meet them as they approach Runewild instead of killing them. Lions the PCs kill return
Highvale. The Aosidhe specifically selected these lions to to haunt the characters the following night (as described
protect them while they slept and imbued them with the in the fey lion’s entry in the Runewild Bestiary).
following magical abilities:

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Richard Broadhurst (Order #23491769)
The Aosidhe The Elfspire
Once they reach Highvale proper, the lions leave the PCs The Elfspire is one of the Six Spires, a collection of magi-
to their investigations but remain close by in case the cal obelisks scattered across the Runewild (Magic of the
party tries to harm the Aosidhe. Highvale itself is a sim- Runewild, page 42). Standing over 40 feet tall, the Elfspire
ple courtyard, 100 feet across and ringed by a wall of is made of a flawless white stone that is impervious to
flowering trees. Dozens of stone biers fill the courtyard. damage and magical effects. If subjected to a detect magic
Pale-skinned elves in gold-thread robes and silver crowns spell, the Elfspire radiates powerful auras of both abjura-
sleep peacefully atop the biers. Atop a rise overlooking the tion and conjuration magic. PCs who make a successful
courtyard is an obelisk of white stone: the Elfspire (Magic DC 12 Intelligence (Arcana) check while studying the spire
of the Runewild, page 42). realize it functions as a permanent teleportation circle. The
The sleeping elves are heart-achingly beautiful. A per- arcane runes that decorate its base are the spire’s sigil se-
manent resilient sphere surrounds each of them, making quence.
them impossible to move and shielding them from attacks
and magical effects. Even if the sphere surrounding an elf is Boons of the Aosidhe
destroyed (by means of a disintegrate spell or a successful Creatures who sleep for 8 hours in the courtyard at High-
dispel magic), PCs who target an elf with an attack or spell vale awaken with a magical boon. You may roll randomly
must first make a DC 19 Wisdom saving throw. On a failure, to determine these boons or tailor them to the individual
the character can’t bring themselves to harm the elf and PCs.
must choose a new target or lose the attack or spell. If the
Roll Blessing
PCs thwart all these protections, the sleeping elves are de-
1 You may ask the GM one question about the campaign,
fenseless and can be killed like any mortal creature. which the GM must answer truthfully. At the GM’s discretion,
As the lions explained, those who need the Aosidhe’s the answer may be incomplete or cryptic.
help can contact them through their dreams. To do so, a 2 All curses and diseases affecting you end.
creature must spend 8 hours sleeping in the courtyard.
3 You gain fluency in Sylvan. While speaking Sylvan, you have
Because of the magical nature of Highvale, even creatures advantage on Charisma (Persuasion) checks.
that don’t normally sleep (such as elves) can do so here. (If 4 You learn the current locations of the seven Highvale Blades
you’re using the optional resting rules described on page (Magic of the Runewild, page 40).
12, this sleep counts as a long rest.) 5 The next time you are reduced to 0 hit points, you automati-
The PCs have no memories of their dreams upon awak- cally stabilize and spectral warriors protect your body (as the
ening. However, if the Aosidhe consider the PCs worthy, spirit guardians spell) until you regain consciousness.
they bestow a magical boon upon each of them once the 6 You can use an action to teleport yourself and up to five will-
party awakens (see the Boons of the Aosidhe table). Once ing creatures you touch to Highvale. Once you’ve used this
a PC has received a boon, they can never receive another. ability, the boon fades.
At your discretion, characters the Aosidhe deem unworthy 7 You are warded against fey creatures, as if by the protection
from evil and good spell.
(those who arrive at the courtyard by trickery or force, for
example) don’t receive a boon and may even be subjected 8 You can use an action to cast any spell of 5th level or lower.
Once you’ve used this ability, the boon fades.
to a curse of your choosing.
Characters who lay eyes on the Aosidhe must make 9 Choose one dead creature. When you awaken, the creature is
restored to life, as if by a true resurrection spell.
a DC 19 Wisdom saving throw upon leaving Highvale. On
10 One of your magic items gains an additional property chosen
a failure, the creature becomes cursed. While cursed, the
by the GM.
creature’s heart aches as long as they remain separated
11 While you are physical contact with one of the Six Spires
from the elves. While outside Highvale, the creature can’t (Magic of the Runewild, page 42) you can cast teleportation
regain inspiration. The curse is permanent until removed circle without expending a spell slot to travel to another spire.
by a remove curse spell or similar effect. 12 As an action, you can cast the plane shift spell to travel to the
Fey Realm or back to the Material Plane. Once you’ve used
this ability to travel to the Fey Realm and back, the boon
fades.

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Things Best Left Alone:
A Runewild Bestiary

There are creatures in the Fey Realm mortal eyes weren’t Finally, the section ends with a summary of alternate ver-
meant to see. But in places like the Runewild, sometimes sions of otherwise familiar monsters the PCs may encoun-
these terrors pierce the veil between realities and find ter in the Runewild.
their way into the mortal world. This section outlines some
of the unique monsters the PCs may encounter as they ex- New Monsters
plore the locations presented in the Runewild Gazetteer.
The following monsters are encountered in locations pre-
The party might also face such creatures as random en-
sented in the Runewild Gazetteer.
counters (see the Random Encounters table on page 12).
Detailed entries for the various witches of the Runewild
Animated Objects
follow the new monsters. Only the stats for hags unique to
the Runewild are presented here; stats for the more com- “Is there anything in this miserable forest that doesn’t talk?” –
mon types of hags (green, sea, and night) have been omit- Leo Vandramos, veteran of Covenant Hall
ted. All entries provide information designed to help you A witch’s curse, a fey lord’s whim, even the work of a mor-
run the witches as fully realized NPCs. As your players en- tal wizard may grant a spark of life to an otherwise inani-
counter them, refer to the witches’ entries in the Bestiary mate object. Not all such objects are intelligent, but many
to learn more about their history, motivations, weakness- possess more personality than one might expect from a
es, and magical abilities. mindless construct. Curiosity, vanity, insight, and devotion

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(especially toward their owners) are traits typical of such Attunement. A creature can attune to the harp over the
objects. course of a short rest, as if attuning to a magic item. The
Animated Harp. Animated harps are often carved animated harp treats the attuned creature as its master,
into the shapes of dragons, maidens, or other creatures. obeying their spoken commands. The harp’s master is al-
Such harps pluck their own strings as they play, although ways considered to be outside the range of its sleep spell
they may allow musicians with exceptional talent to play and Discordant Shriek attack.
them as well. More so than most objects, animated harps False Appearance. While the harp remains motionless, it is
seem to possess intelligence, but few truly have free will. indistinguishable from a normal harp.
Instead, they exist only to serve their masters, glorifying Innate Spellcasting. The animated harp’s spellcasting abil-
them in epic ballads or soothing them with lullabies as ity is Charisma (spell save DC 15). It can innately cast the
they lay down to sleep each night. The bond between a following spells, requiring no material components:
harp and its owner is supernaturally strong, so much so 3/day each: charm person, heroism (targets one creature
that it’s common for an instrument to become obsessed within 30 feet who can hear the harp), sleep
with its owner (and vice versa). Stories also exist of harps
that become evil when played by wicked masters. Until a Actions
new owner “tunes” such instruments, the only songs these Discordant Shriek. The animated harp emits a shriek au-
harps play are ones of discord, tragedy, and sorrow. dible within 300 feet of it. Creatures within 15 feet of the
Animated Throne. The ultimate symbol of authority, an harp who hear the shriek must make a DC 15 Constitution
animated throne protects the king or queen who sits in saving throw. On a failure, the target takes 5 (2d4) thunder
it with a devotion no living bodyguard can match. In bat- damage and is deafened for 1 minute. On a success, the
tle, animated thrones absorb killing blows intended for target takes half damage and isn’t deafened.
their owners. In times of peace, they watch tirelessly for
Animated Throne
assassins, false advisors, and others who would seek to un-
Large construct, unaligned
seat their masters. Animated thrones let only their rightful
Armor Class 16 (natural armor)
owners claim them. How they determine this authority is
Hit Points 95 (10d10 + 40)
unknown, but animated thrones always sense pretend-
Speed 30 ft.
ers—including those who conceal themselves with mag-
ic—and can recognize royal blood even in those unaware STR DEX CON INT WIS CHA
of their lineage. A throne’s temperament often reflects 18 (+4) 8 (-1) 18 (+4) 1 (-5) 3 (-4) 1 (-5)
that of its owner, and a throne that sits empty too long be- Skills Perception +0
comes morose. Such thrones remain motionless for cen- Damage Immunities poison, psychic
turies, unwilling to budge until a monarch with both the Condition Immunities blinded, charmed, deafened, ex-
heart and will to rule claims them. haustion, frightened, paralyzed, petrified, poisoned
Animated Harp Senses blindsight 60 ft. (blind beyond this radius), passive
Small construct, unaligned Perception 10
Armor Class 12 (natural armor) Languages —
Hit Points 17 (5d6) Challenge 4 (1,100 XP)
Speed 0 ft. Antimagic Susceptibility. The throne is incapacitated
STR DEX CON INT WIS CHA while in the area of an antimagic field. If targeted by dispel
8 (-1) 8 (-1) 10 (+0) 10 (+0) 12 (+1) 20 (+5) magic, the throne must succeed on a Constitution saving
throw against the caster’s spell save DC or fall unconscious
Skills Perception +5, Performance +9, Persuasion +9 for 1 minute.
Damage Immunities poison, psychic False Appearance. While the throne remains motionless,
Condition Immunities blinded, charmed, deafened, ex- it is indistinguishable from a normal throne.
haustion, frightened, paralyzed, petrified, poisoned Seat of Power. One Medium or smaller size creature can
Senses passive Perception 15 sit on the throne. A creature sitting on the throne can
Languages Common, all languages spoken by its owner make melee attacks against any target within 5 feet of
Challenge 1 (200 XP) the throne. While in the throne, a creature gains half cover
Antimagic Susceptibility. The harp is incapacitated while (+2 AC and Dexterity saving throws) against attacks and
in the area of an antimagic field. If targeted by dispel mag- effects from any space the throne doesn’t occupy. If the
ic, the harp must succeed on a Constitution saving throw throne is destroyed, a creature sitting in the throne lands
against the caster’s spell save DC or fall unconscious for 1 prone in an unoccupied space within 5 feet of the throne.
minute.

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Actions
Multiattack. The animated throne makes two kick at- True Form (1/Day). When Cassandrae is reduced to 0 hit
tacks. points, she does not die and instead transforms into a
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, false creeper (see page 268). If reduced to 0 hit points as
Hit: 13 (2d8 + 4) bludgeoning damage. The target must a false creeper, Cassandrae dies. Otherwise, she returns to
succeed on a DC 14 Strength saving throw or be pushed 5 her maiden form after 24 hours.
feet away from the throne and fall prone.
Actions
Reactions Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
Redirect Attack. When a creature the throne can see tar- get. Hit: 7 (1d6 + 4) piercing damage.
gets a creature sitting on it with an attack, the throne be- Prophecy. Cassandrae targets one creature who can see
comes the target of the attack instead. and hear her within 30 feet of her. The target must make
a DC 17 Wisdom saving throw. On a failure, the target is
Cassandrae charmed by Cassandrae. The target remains charmed until
A beautiful maiden awaits you in a glade of the blood-red Cassandrae deals damage to it. While charmed in this way,
flowers that—for reasons you can’t explain—you’ve strayed the target is also affected by a random false prophecy (see
from your path to gather. the False Prophecies table on page 62).

False Oracle. A creature unique to the Runewild, the fey Legendary Actions
lord Cassandrae possesses a bizarre oracular gift: anyone Cassandrae can take 3 legendary actions, choosing from
who hears her speak becomes compelled to believe her, the options below. Only one legendary action can be used
even though her prophecies are always wrong. Mortals at a time and only at the end of another creature’s turn.
who fall under Cassandrae’s sway dedicate their lives to Cassandrae regains spent legendary actions at the start of
serving her but inevitably become mad as they struggle its turn.
to reconcile her nonsensical divinations with reality. Elves,
Detect. Cassandrae makes a Wisdom (Perception) check.
who resist her enchantments, barely take notice of Cassan-
Prophecy (Costs 2 Actions). Cassandrae uses Prophecy.
drae, but if she takes root near a human settlement, Cas-
Slip Away. Cassandrae moves up to half her walking speed
sandrae’s presence can prove devastating.
without provoking opportunity attacks.
True Nature. Cassandrae’s essence is mysteriously tied
to the flowering creeper vines that grow spontaneously Cassandrae’s Lair
in her presence. While not a shapechanger in the truest Wherever Cassandrae’s lies take root, that is her lair. Cas-
sense, some believe that—like a caterpillar transforming sandrae is fond of leading travelers astray and is often
into a butterfly—Cassandrae becomes a maiden only found near quiet roadsides or isolated trading posts.
when ready to speak her false prophecies. If mortally
wounded, she reverts to her original form: a mass of wrig- Lair Actions
gling tendrils that seeks to squeeze the life from those On initiative count 20 (losing initiative ties), Cassandrae
who’ve harmed her. takes a lair action to cause one of the following effects:
• Flowering vines sprout from the ground in a 20-foot
Cassandrae square within 90 feet of Cassandrae. The affected area is
Medium fey, chaotic evil difficult terrain until the vines are cleared.
Armor Class 14 • A false creeper appears in any vine-filled area Cas-
Hit Points 102 (12d8 + 48) sandrae can see. Cassandrae can use this lair action up to
Speed 30 ft. three times each day.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 23 (+6) Regional Effects
The moment Cassandrae successfully beguiles a mortal
Saving Throws Dex +7, Cha +9 with false prophecy, her influence begins to spread, creat-
Skills Deception +9, Persuasion +9 ing the following effects:
Senses darkvision 60 ft., passive Perception 13 • Within minutes, flowering vines sprout from the
Languages Common, Elvish, Sylvan ground to cover a radius of several hundred feet. After
Challenge 5 (1,800 XP) a few days, the vines swallow even the most impressive
Forest Walker. Cassandrae ignores movement restrictions structures.
caused by magical and natural plants. • Random mundane objects in the area become imbued
Legendary Resistance (3/Day). If Cassandrae fails a saving with Cassandrae’s magic. Looking upon these objects may
throw, she can choose to succeed instead. trigger a false prophecy.

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Richard Broadhurst (Order #23491769)
• Creatures within 10 miles of Cassandrae’s lair are more A creature who uses an action to command the dwarf in a
likely to lose their way while traveling, or to fall victim to language it understands can make a DC 14 Charisma (In-
deception or trickery. The GM may apply disadvantage to timidation) check. On a success, the creature takes control
Wisdom (Survival) or Wisdom (Insight) checks made with- of the dwarf, becoming its new master. On a failure, the
in the area. dwarf either ignores the creature or attacks them (GM’s
choice), and the creature can’t attempt to wrest control of
If Cassandrae is driven from her lair or dies, these effects
the dwarf again for 24 hours.
fade after a few hours.
Actions
Clockwork Dwarf Multiattack. The clockwork dwarf makes two pick attacks.
The construct bears all the hallmarks of a living dwarf: a stout Pick. Melee Weapon Attack: +5 to hit, one target, Hit: 7 (1d8
frame, a determined face, even a full, well-tended beard. Its + 3) piercing damage.
body, however, is composed of brass plates animated by a
complex system of pistons and gears. Deep Gnome Queen
Montagne’s Creations. Even as an apprentice, the wizard The gnome’s expression is inscrutable as she considers you
Montagne showed a unique talent for the arcane arts, from atop her mighty throne. Whether your words angered
but he was perhaps even better known for the clockwork or amused the queen is impossible to know.
constructs he created. His clever brass contraptions, which Subterranean Sovereigns. Wise and haughty queens rule
moved as if alive, delighted all who saw them. His most the enclaves of gnomes who make their homes far be-
remarkable creations, clockwork dwarves, were vital to low the earth. Only the strongest and most charismatic
the construction of such Aruandan landmarks as Waithr- gnomes rise to become queen, but once they take their
ik’s Wall and Wersig’s Bridge (121). A few of Montagne’s thrones, such matriarchs can rule for centuries. The same
dwarves remain in operation (one is found at the bottom magic that extends their normal lifespans also grants deep
of Coppertank Mine, 64), but Montagne has repurposed gnome queens the power to control earth and stone. With
most of them to serve as his personal guard at Canker- a word, a deep gnome queen can command a wall of
worm Keep (139). granite to rise from the ground, open a passage through
Driven By Purpose. Clockwork dwarves are intelligent the bedrock where none previously existed, or summon
enough to understand complex instructions, but they a creature from the elemental plane of earth to fight on
have no will of their own. A clockwork dwarf can do only her behalf. Deep gnome queens often ride atop animated
as its master commands: toil, stand sentry, or protect its thrones (see page 263) carved from marble and adorned
creator. Trickery can sometimes subvert these orders, but with a fortune’s worth of polished gemstones.
once set on a course of action, a clockwork dwarf’s will to Legendary Magic. When her reign begins, a deep
carry out its orders becomes so fierce that it attacks any- gnome queen commissions the finest crafters in her en-
one who stands in its way. clave to create a scepter for her. These scepters commem-
orate the queen’s ascension to the throne and symbolize
Clockwork Dwarf
her authority over the enclave. The magic imbued within
Medium construct, unaligned
the scepter during its creation grows in power throughout
Armor Class 16 (natural armor)
the queen’s reign.
Hit Points 45 (6d8 + 18)
In the Runewild, the scepter that Queen Firba, the
Speed 25 ft.
ruler of Deepdoom Hall (129), wields functions as a rod
STR DEX CON INT WIS CHA of lordly might. The power Queen Firba’s scepter grants is
16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 8 (-1) legendary, and no one covets the artifact more than Firba’s
Skills Athletics +5 wicked sister, Queen Abrif. Queen Abrif was “born” centu-
Damage Immunities poison, psychic ries ago when Firba unwittingly gazed into a mirror of op-
Condition Immunities charmed, exhaustion, frightened, position (Magic of the Runewild, page 42), a birthday gift
paralyzed, petrified, poisoned from a mischievous fey lord. Abrif despises the fact that
Senses darkvision 60 ft., passive Perception 10 the scepter she carries is (like herself ) only a reflection.
Languages understands Common and Dwarvish From her underground citadel of East-Doom (138), Abrif
Challenge 2 (450 XP) plots to steal her sister’s scepter and replace her as the true
queen of Deepdoom Hall.
Bound. The clockwork dwarf is bound to its master, who
is chosen by the dwarf’s creator at the time of its creation.

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Deep Gnome Queen Sibra. Sibra believed that entrusting the Runewild to hu-
Medium humanoid (gnome), any alignment mans was folly. To drive a wedge between the two peo-
Armor Class 15 (chain shirt) ples, Sibra murdered the leader of the elves and blamed
Hit Points 136 (16d8 + 64) the crime on the Aruandans. Sibra was banished for her
Speed 20 ft. betrayal, but instead of fleeing the Runewild, she secretly
gathered a handful of loyal followers and began plotting
STR DEX CON INT WIS CHA
her revenge.
16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 16 (+3)
Sibra and her disciples became known as Drosidhe,
Saving Throws Con +8, Cha +7, Int +7 “dark elves” or “drow” in the Common tongue. Cursed to
Skills Insight +5, Intimidation +7, Perception +5, Stealth dwell in the darkest corners of the Runewild, the Drosidhe
+6 transformed into sinister reflections of their Aosidhe kin.
Senses darkvision 120 ft., passive Perception 15 Color drained from them, turning their skin black and their
Languages Gnomish, Terran, Undercommon hair stark white. Sunlight came to sicken them, and their
Challenge 11 (7,200 XP) magic, once used to protect and nurture the forest, was
Stone Camouflage. The gnome has advantage on Dexteri- turned to cruel and selfish ends.
ty (Stealth) checks made to hide in rocky terrain. Dark Dryads. Today, Sibra seeks to corrupt the
Gnome Cunning. The gnome has advantage on Intelli- Runewild’s magic and use it to destroy those who’ve
gence, Wisdom, and Charisma saving throws against mag- wronged her. To this end, Sibra has created a foul ritual to
ic. bind the fey of the forest to her will. The ritual’s magic robs
Innate Spellcasting. The gnome’s innate spellcasting abil- the fey of their ability to see beauty and fills them hatred,
ity is Intelligence (spell save DC 15, +7 to hit with spell at- which Sibra stokes like a forge fire. For reasons unknown,
tacks). It can innately cast the following spells, requiring dryads seem particularly susceptible to this corruption.
no material components: Nearly a dozen corrupted dryads now dwell in the forest
near Sibra’s lair, a former Council Arcane redoubt known as
At will: nondetection (self only)
the Sunken Tower (142).
3/day each: blindness/deafness, blur, disguise self
1/day each: conjure elemental (earth elementals only), Drow Matron
passwall, wall of stone Priestesses govern all aspects of dark elf society, but oc-
Rod of Lordly Might. The gnome wields an enchant- casionally a drow warlock becomes powerful enough to
ed scepter, which functions as a rod of lordly might. The challenge their authority. With no noble houses of their
gnome’s attacks with the scepter are magical. own to rule, these matrons spurn the traditional intrigues
of drow politics and dedicate themselves instead to even
Actions darker ambitions.
Multiattack. The gnome makes two attacks with its scep-
ter, provided the scepter is in mace form. Drow Corruptor
Scepter. Melee Weapon Attack: +10 to hit, one target, Corruptors are a drow matron’s favored ap-
Hit: 9 (1d6 + 6) bludgeoning damage. On a prentices, chosen as much for their cru-
successful hit, the gnome can activate elty as for their magical skill. A corrup-
the scepter’s Drain Life or Paralyze tor’s first duty is to ensure the loyalty
effect (see the rod of lordly might of their matron’s followers, but they
description). perform any task their mistress gives
them with near-mindless devotion.
Elves: Drow As competition among corruptors is
fierce (and often deadly), it’s rare for
“My people’s alliance with the
more than a handful of corruptors
Aruandans brought ruin to the
to serve a single matron at a time.
Runewild. All that remains now
is to complete the destruction they Drow Scouts
began.” – Sibra, drow matron Among the dark elves, only the
An Ancient Betrayal. When the strong survive. Drow scouts are the
Aosidhe joined forces with the embodiment of this ideal: they are
Aruandans during the Witch Wars, those who have risen above the
not all the elves agreed with the rank-and-file by repeatedly prov-
alliance. The loudest of these ing their value to their superiors.
dissenters was a warlock named Hand-selected for their prowess

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Richard Broadhurst (Order #23491769)
and cunning, these elite warriors may serve any number Drow Matron
of functions for their masters, including gathering infor- Medium humanoid (elf), neutral evil
mation on rival forces, recovering lost artifacts, or assassi- Armor Class 14 (studded leather)
nating the leader of an enemy noble house. Hit Points 99 (18d8 + 18)
Speed 30 ft.
Drow Corruptor
Medium humanoid (elf), neutral evil STR DEX CON INT WIS CHA
Armor Class 15 (studded leather) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 20 (+5)
Hit Points 55 (10d8 + 10) Saving Throws Wis +7, Cha +9
Speed 30 ft. Skills Arcana +11, Deception +13, Perception +7, Stealth
STR DEX CON INT WIS CHA +6
9 (-1) 14 (+3) 12 (+1) 14 (+2) 13 (+1) 17 (+3) Senses darkvision 120 ft., passive Perception 17
Languages Elvish, Undercommon
Skills Arcana +5, Deception +6, Perception +4, Stealth +6 Challenge 12 (8,400 XP)
Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Undercommon Fey Ancestry. The drow has advantage on saving throws
Challenge 7 (2,900 XP) against being charmed, and magic can’t put the drow to
sleep.
Fey Ancestry. The drow has advantage on saving throws Innate Spellcasting. The drow’s spellcasting ability is Cha-
against being charmed, and magic can’t put the drow to risma (spell save DC 17). It can innately cast the following
sleep. spells, requiring no material components:
Innate Spellcasting. The drow’s spellcasting ability is Cha-
risma (spell save DC 14). It can innately cast the following At will: dancing lights
spells, requiring no material components: 1/day each: darkness, faerie fire

At will: dancing lights Spellcasting. The drow matron is an 18th-level spellcaster.


1/day each: darkness, faerie fire Its spellcasting ability is Charisma (spell save DC 17, +9 to
hit with spell attacks). It regains its expended spell slots
Spellcasting. The drow corruptor is a 10th-level spellcast- when it finishes a short or long rest. It knows the following
er. Its spellcasting ability is Charisma (spell save DC 14, +6 warlock spells:
to hit with spell attacks). It regains its expended spell slots
when it finishes a short or long rest. It knows the following Cantrips (at will): chill touch, eldritch blast (four beams,
warlock spells: 1d10 + 3 force damage), mage hand, poison spray
1st–5th level (4 5th-level slots): blight, calm emotions,
Cantrips (at will): chill touch, eldritch blast (two beams, charm person, counterspell, dominate beast, dominate per-
1d10 + 3 force damage), mage hand, poison spray son, gaseous form, greater invisibility, hex, hold monster,
1st–5th level (2 5th-level slots): bane, banishment, charm phantasmal force, scrying, seeming, sleep
person, contact other plane, dominate beast, gaseous form,
invisibility, magic circle, protection from evil and good, spider Sunlight Sensitivity. While in sunlight, the drow has disad-
climb vantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the drow has disad-
vantage on attack rolls, as well as on Wisdom (Perception) Actions
checks that rely on sight. Multiattack. The drow matron makes two staff attacks.
The drow matron can cast a cantrip in place of one staff
Actions attack.
Multiattack. The drow corruptor makes two corrupting Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
lash attacks. get, Hit: 4 (1d6 + 1) bludgeoning damage plus 14 (4d6)
Corrupting Lash. Melee Weapon Attack: +6 to hit, reach force damage.
10 ft., one target, Hit: 5 (1d4 + 3) slashing damage plus 10 Forced Devotion (1/Day). Each of the drow matron’s allies
(3d6) psychic damage. A creature who takes psychic dam- within 30 feet of her takes 5 (1d10) psychic damage. The
age from this attack must make a DC 14 Charisma saving drow matron gains temporary hit points equal to the total
throw. On a failure, the creature takes 3 (1d6) psychic dam- psychic damage taken.
age the first time it deals damage to the drow corruptor
or its allies each turn. The effect lasts for 1 minute. At the
end of each of its turns, the creature can repeat the saving
throw to end the effect.

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Richard Broadhurst (Order #23491769)
Drow Scout animating the dead, for example, while others cause a par-
Medium humanoid (elf), neutral evil alytic stupor in those who touch them.
Armor Class 16 (studded leather)
Hit Points 22 (4d8 + 4) False Creeper
Speed 30 ft. Medium plant, unaligned
Armor Class 14 (natural armor)
STR DEX CON INT WIS CHA Hit Points 68 (8d8 + 32)
11 (+0) 18 (+4) 12 (+1) 11 (+0) 14 (+2) 12 (+1) Speed 5 ft., climb 5 ft.
Skills Nature +4, Perception +6, Stealth +8, Survival +6 STR DEX CON INT WIS CHA
Senses darkvision 120 ft., passive Perception 16 16 (+3) 8 (-1) 18 (+4) 5 (-3) 10 (+0) 7 (-2)
Languages Elvish, Undercommon
Challenge 1 (200 XP) Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Fey Ancestry. The drow has advantage on saving throws Condition Immunities blinded, deafened
against being charmed, and magic can’t put the drow to Senses blindsight 60 ft. (blind beyond this radius), passive
sleep. Perception 10
Innate Spellcasting. The drow’s spellcasting ability is Cha- Languages understands Sylvan
risma (spell save DC 11). It can innately cast the following Challenge 3 (700 XP)
spells, requiring no material components:
False Appearance. While the false creeper remains mo-
At will: dancing lights tionless, it is indistinguishable from a tangle of vines.
1/day each: darkness, faerie fire
Actions
Sunlight Sensitivity. While in sunlight, the drow has disad- Multiattack. The false creeper makes two tendril attacks.
vantage on attack rolls, as well as on Wisdom (Perception) Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one
checks that rely on sight. target, Hit: 10 (2d6 + 3) bludgeoning damage. If the target
Actions is a Medium size or smaller creature, it is also grappled (es-
Multiattack. The drow makes two melee attacks or two cape DC 13).
ranged attacks. Pollen Spray (Recharge 5–6). One creature the false
Long Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one creeper has grappled must make a DC 14 Constitution
target, Hit: 7 (1d6 + 4) slashing damage. saving throw. On a failure, the target is stunned until the
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range end of the false creeper’s next turn. In addition, the target
30/120 ft., one target, Hit: 7 (1d6 + 4) piercing damage, and suffers a cumulative -1 penalty to Wisdom saving throws.
the target must succeed on a DC 13 Constitution saving This penalty lasts until the target finishes a short rest.
throw or be poisoned for 1 hour. If the saving throw fails by
5 or more, the target is also unconscious while poisoned
Fey Lion
in this way. The target wakes up if it takes damage or if The great cat is as sleek as a cheetah but bears a lion’s flowing
another creature takes an action to shake it awake. mane. The feline watches you and your companions thought-
fully, as if it understands your words.
False Creeper Fey Lion’s Blessing. The Aosidhe elves believed fey lions
This knot of vines appears identical to the plants surrounding were harbingers of good luck and greeted the elusive
it . . . until it begins to move. creatures with a respectful bow—a practice the Ruasidhe
Born of Cassandrae. When the flowering vines that grow continue to this day. Characters who show a fey lion prop-
in the presence of the fey lord Cassandrae (page 264) an- er respect (by bowing before it, for example) can make a
imate, they become false creepers. Some speculate the DC 14 Wisdom (Animal Handling) or Charisma (Persua-
creepers are Cassandrae in her larval form. Whether or sion) check. Speaking to the lion in Elvish or Sylvan grants
not this is true, Cassandrae can cause false creepers to rise advantage on this check. On a success, the lion grants the
spontaneously from otherwise normal vines. False creep- character a minor magical blessing. While the blessing
ers Cassandrae creates in this way obey her orders like a lasts, the character can reroll one failed ability check, at-
hound serves its master. tack roll, or saving throw and use the second result. The
Other Varieties. Though most commonly associated blessing lasts until it is expended. A creature can benefit
with Cassandrae, other types of false creepers exist. Many from only one fey lion’s blessing at a time.
of these plants bloom with flowers that possess unusual Undying Vengeance. Normally, fey lions seek to avoid
properties. Some false creepers produce pollen capable of conflict with humanoids. If harassed, a fey lion takes flight,
turning to fight only if pursued. A fey lion forced into com-
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Richard Broadhurst (Order #23491769)
bat can be a fearsome opponent, but the true danger of habitants, they discovered few more unsettling than fid-
fighting a fey lion comes after the creature is slain. A fey dleheads. The fiddlehead’s head-fronds give it the ability
lion killed through violence always returns to stalk the one to sense the thoughts of nearby creatures and to siphon
who killed it. In this ghostly form, the lion becomes a tire- memories with the slightest touch. The fact that well-fed
less predator. Only the death of the fey lion’s killer—or the fiddleheads multiply like weeds makes them all the more
destruction of the lion’s spirit—can end its hunt. terrifying.
Memory Eaters. Though intelligent, fiddleheads can’t
Fey Lion communicate and seem driven to devour the thoughts
Medium beast, unaligned and memories of others. Survivors of a fiddlehead attack
Armor Class 12 eventually regain their senses, but a portion of their mem-
Hit Points 13 (3d8) ories remains imprinted on the fiddlehead forever. Crea-
Speed 50 ft., climb 40 ft. tures who eat a fiddlehead’s head-fronds experience these
STR DEX CON INT WIS CHA memories as if they were their own. At the GM’s discretion,
14 (+2) 15 (+2) 10 (+0) 5 (-3) 14 (+2) 7 (-2) characters who eat a fiddlehead’s head-frond and succeed
on a DC 14 Wisdom (Insight) check can glean some use-
Skills Perception +4, Stealth +6 ful information from the jumble of otherwise meaningless
Condition Immunities charmed sensations.
Senses darkvision 60 ft., passive Perception 14
Languages understands Elvish and Sylvan Fiddlehead
Challenge 1/2 (100 XP) Medium plant, unaligned
Armor Class 12
Haunting. If killed through violence, the fey lion’s spir-
Hit Points 33 (6d8 + 6)
it returns the following night (and each night thereafter)
Speed 30 ft.
to haunt the creature who killed it. The lion’s spirit uses
the same statistics it had while alive, except that its type STR DEX CON INT WIS CHA
changes to undead, and it gains the incorporeal move- 14 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
ment trait, as well as resistance to bludgeoning, piercing,
Skills Perception +4, Stealth +4
and slashing damage from nonmagical weapons. The fey
Damage Vulnerabilities fire
lion is immune to effects that turn undead while in this
Damage Resistances bludgeoning, piercing
form.
Condition Immunities blinded, deafened
If the fey lion’s spirit is reduced to 0 hit points, it is de-
Senses blindsight 60 ft. (blind beyond this radius), passive
stroyed forever. If the target of the fey lion’s Haunting dies,
Perception 14
the lion returns to its physical form after 24 hours.
Languages Understands Sylvan
Keen Smell. The fey lion has advantage on Wisdom (Per-
Challenge 2 (450 XP)
ception) checks that rely on smell.
Pounce. If the fey lion moves at least 20 feet straight to- Pounce. If the fiddlehead moves at least 20 feet straight
ward a creature and then hits it with a claw attack on the toward a creature and then hits it with a claw attack on the
same turn, that creature must succeed on a DC 12 Strength same turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone, saving throw or be knocked prone. If the target is prone,
the fey lion can make one bite attack against it as a bonus the fiddlehead can make one fronds attack against it as a
action. bonus action.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea-
Hit: 5 (1d6 + 2) piercing damage. ture, Hit: 7 (2d4 + 2) slashing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar- Fronds. Melee Weapon Attack: +4 to hit, reach 5 ft., one
get, Hit: 4 (1d4 + 2) slashing damage. creature, Hit: 11 (2d10) psychic damage. The target must
make a DC 12 Intelligence saving throw, unless it is im-
Fiddlehead mune to the charmed condition. On a failure, the target is
The beast pads forward on limbs of bracken ferns. Scroll-like incapacitated and must repeat the saving throw at the end
fronds fill the space where its head should be. As you watch, of its next turn. If the second saving throw is successful, the
the fronds unfurl and quiver, as if your presence excites the effect ends. On a failure, the target remains incapacitated
creature. until it finishes a short or long rest. A greater restoration
spell or similar magic also ends the effect.
A Wizard’s Worst Nightmare. When the wizards of the Coun-
cil Arcane set about cataloging the Runewild’s strange in-

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Richard Broadhurst (Order #23491769)
Forest Sloth ant flies can be created in a number of ways. A normal fly
Even on all fours, the forest sloth stands taller than a horse. might grow unnaturally large after feeding on the corpse
When it rises on its hind legs, the creature reaches all but the of a magical creature such as a dragon. Alternately, pro-
highest tree branches. Its front legs end in scoop-like claws. longed exposure to a magical or alchemical effect could
result in the fly’s rapid growth. Spellcasters, particularly
Slow Grazers. Forest sloths dwell in the deepest parts of the those of the more savage races, have even been known
Runewild, grazing on the forest’s plentiful foliage. Though to intentionally breed giant flies to serve as guardians,
primarily quadrupedal, a sloth’s hind legs are strong mounts, or living garbage disposals.
enough to support its full weight, allowing it to pull down Unreliable Mounts. Goblins and other small human-
high branches with its long, hooked claws. While grazing, oids sometimes ride giant flies into battle. However, even
the sloths’ movements are so ponderous that moss some- the most well-trained giant fly is an unreliable mount. At
times grows in their coarse fur, giving the behemoths the the start of each of its turns, the fly’s rider must make a
appearance of massive, moving hills. successful DC 8 Wisdom (Animal Handling) check to con-
Quick When Angered. Due to their terrifying size, forest trol the fly. On a failure, the fly acts independently (usually
sloths have no natural predators. Even the most mischie- attacking the nearest creature or flying toward a source of
vous fey are wise enough to steer clear of the enormous food) for the remainder of the round.
beasts. Strictly herbivorous, forest sloths tend to ignore
creatures smaller than themselves, but they fly into a mur- Giant Fly
derous rage if provoked. During these rages, forest sloths Medium beast, unaligned
are capable of bursts of uncharacteristic speed. An irate Armor Class 12
forest sloth can run down a human and tear them to piec- Hit Points 13 (3d8)
es in mere moments. The fact that forest sloths tend to Speed 10 ft., fly 40 ft.
travel in small family groups makes them all the more for- STR DEX CON INT WIS CHA
midable. Wherever a sloth is encountered, several others 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
are surely nearby.
Senses passive Perception 10
Forest Sloth Languages —
Huge monstrosity, unaligned Challenge 1/2 (100 XP)
Armor Class 12 (natural armor)
Hit Points 95 (10d12 + 30) Actions
Speed 20 ft. (40 ft. with bloodied rage) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target,
Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA Acid Spit (Recharge 5–6). One creature within 15 feet
20 (+5) 9 (-1) 17 (+3) 3 (-4) 12 (+1) 3 (-4) must make a successful DC 12 Dexterity saving throw or
Skills Perception +3 take 10 (3d6) acid damage.
Senses passive Perception 13
Languages — Gnarl
Challenge 3 (700 XP) The gnarls appear as naked humanoids, but with bark instead
of skin. Though hideous, each gnarl’s features are unique. In
Bloodied Rage. While it has less than half its maximum hit
fact, you swear you recognize the faces of lost loved ones
points, the forest sloth’s speed increases to 40 feet and it
among the monsters’ twisted visages.
deals an extra 7 (2d6) damage to any target it hits with a
melee attack. Grown By Grief. Sometimes, when a mortal’s grief is pro-
found enough, the Runewild answers by creating a gnarl
Actions to fill the loss. A gnarl first appears as an unrecognizable
Multiattack. The forest sloth makes two claw attacks. knot on the side of a tree. Over the course of several
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar- weeks, the gnarl grows until it resembles the person be-
get, Hit: 15 (3d6 + 5) slashing damage. ing mourned. If the mortal’s broken heart mends, the gnarl
dies before it’s born. But if the grief abides, the gnarl even-
Giant Fly tually emerges from the tree and tries to take the place of
A horsefly the size of a pony buzzes erratically in the sky the departed.
above. Green goo drips from the fly’s mouthparts, sizzling on Vengeful If Scorned. Though its ability to imitate a
the ground wherever it falls. humanoid’s appearance is remarkable, a gnarl is at best
a misshapen reflection of the person it seeks to replace.
Made By Magic. Though the origin of these pests isn’t clear,
With its barky skin, stooped form, and razor-sharp claws,
it’s certain giant flies aren’t natural creatures. In truth, gi-
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Richard Broadhurst (Order #23491769)
no one could truly mistake a gnarl for a loved one. Even petrifying gaze as their foes. Only the luckiest basilisk rid-
so, sometimes a person maddened by grief accepts a gnarl ers survive their own recklessness for more than a single
despite its hideous appearance. In these cases, the mor- campaign.
tal and gnarl begin a mockery of the relationship that was Servants of the Broken King. The only basilisk riders in
lost: a mother who nurtures a gnarl child that never ages, the Runewild currently are servants of the Broken King
for example, or a lonely man who dotes upon a gnarl lover (109). The Broken King’s ally, the fey lord Medusa, first in-
for years before the unnatural union is exposed. troduced basilisks into his army. The Broken King’s basilisk
More often, the mortal rejects the gnarl. A scorned riders have since become a terrifying, if unpredictable,
gnarl becomes a true monster, turning against its creator addition to his ranks. (The goblins’ attempts to weaponize
and any mortal it can find. Scorned gnarls gather in packs cockatrices have proven less spectacular.)
and seem drawn to places where a new gnarl is being
formed. Goblin Basilisk Rider
Small humanoid (goblinoid), neutral evil
Gnarl Armor Class 16 (hide armor, shield)
Medium plant, unaligned Hit Points 21 (6d6)
Armor Class 14 (natural armor) Speed 30 ft.
Hit Points 38 (7d8 + 7) STR DEX CON INT WIS CHA
Speed 30 ft.
12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA
Skills Animal Handling +2, Intimidation +3
14 (+2) 10 (+0) 12 (+1) 5 (-3) 10 (+0) 3 (-4)
Senses darkvision 60 ft., passive Perception 10
Skills Perception +2, Stealth +2 Languages Common, Goblin
Damage Vulnerabilities fire Challenge 1 (200 XP)
Damage Resistances bludgeoning, piercing
Nimble Escape. The goblin can take the Disengage or Hide
Condition Immunities blinded, charmed, deafened, ex-
action as a bonus action on each of its turns.
haustion, frightened
Basilisk Knight. The goblin has advantage on Constitution
Senses blindsight 60 ft. (blind beyond this radius), passive
saving throws made to resist a basilisk’s Petrifying Gaze.
Perception 12
Languages Understands the languages of its creator Actions
Challenge 1 (200 XP) Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one
creature, Hit: 7 (1d12 + 1) piercing damage.
Actions
Multiattack. The gnarl uses Face of the Departed and Reactions
makes two claw attacks. Redirect Attack. While mounted on a basilisk, the goblin
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- can redirect an attack targeting it so that the attack targets
ture, Hit: 5 (1d6 + 2) slashing damage. its mount instead.
Face of the Departed. The gnarl targets one humanoid
creature it can see within 30 feet of it. If the creature can Goblin Broodma
see the gnarl, it must make a successful DC 12 Wisdom sav-
Tattered robes drape the broodma’s toad-like form. Tokens
ing throw or be frightened of the gnarl until the end of the
of her strange magic—animal bones, colorful feathers, and
gnarl’s next turn.
crooked twigs—jangle as she shakes her staff at you menac-
ingly.
Goblin Basilisk Rider
The goblin sits perched atop the back of a many-legged rep- Mothers of the Tribe. Bosses and kings may rule goblin soci-
tile. In one hand, it grips its mount’s bridle; in its other, it hoists ety in other parts of the world, but in the Runewild goblin
a sharp-tipped lance. When it spots you, the goblin whoops tribes are matriarchal. Typically, the oldest and wisest gob-
and spurs its mount in your direction. lin mother takes the role of the tribe’s broodma, leading
the goblins in their unending disputes with other tribes.
Are They Crazy?! Goblins are well-known for their ability to Without the civilizing influence of a broodma to guide
domesticate all manner of strange beasts, but no goblin is them, goblin tribes lose their organizing principle and
more fearless—or more foolish—than a basilisk rider. Bas- become packs of feral scavengers, hardly more intelligent
ilisk riders fit their mounts with blinders that shield them than beasts.
from their mounts’ gazes, but such precautions almost al- The Runewild’s most infamous goblin broodma is
ways fail once battle begins. As soon as they’re dismount- Grand Broodma Oona (see page 272).
ed, a basilisk rider becomes as susceptible to their mount’s

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Richard Broadhurst (Order #23491769)
Odd Arcana. Goblin broodmas model themselves af- Oona’s wrath. Oona’s goblin bodyguards seize those who
ter witches and practice the same weird magic as their displease her. An additional 2d6 goblin vendors join the
fey counterparts. Thus, each broodma is unique and may guards each round until the offenders are subdued. If Oo-
possess magical gifts unknown to other broodmas. When na’s life is threatened, she blows her golden horn, which
running a goblin broodma, the GM may roll once or twice functions as a horn of blasting.
on the Fey Boons table found on page 38 to determine the Odd Arcana. Oona practices the same weird craft as
broodma’s additional magical abilities. hags and, like her fey counterparts, possesses magical gifts
unique to her. While Oona rules the market, she doesn’t
Goblin Broodma age and can’t be charmed, frightened, or put to sleep by
Small humanoid (goblinoid), neutral evil magic. In addition, Oona can cause the market to travel
Armor Class 12 through the Runewild in ways not entirely natural. When
Hit Points 21 (6d6) the market arrives, it appears from out of nowhere, and
Speed 30 ft. when it moves on (typically 1d4 hours later), visitors are
STR DEX CON INT WIS CHA left behind in another location of the GM’s choosing. Once
10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) it departs, the market can’t be tracked by any means short
of a wish spell.
Skills Arcana +3, Perception +2 Whether the Goblin Market can exist without Grand
Senses darkvision 60 ft., passive Perception 12 Broodma Oona to lead it—or whether another creature
Languages Common, Goblin could take her place—is unknown. If Grand Broodma
Challenge 1 (200 XP) Oona dies, the jewels and finery she wears are discovered
Nimble Escape. The goblin can take the Disengage or Hide to be nothing but worthless baubles. Her horn of blasting,
action as a bonus action on each of its turns. however, retains its magic.
Spellcasting. The goblin broodma is a 2nd-level spellcast- Oona’s Demand. If the PCs make trouble in the market,
er. Its spellcasting ability is Charisma (spell save DC 12, +4 Oona takes the party captive instead of killing them out-
to hit with spell attacks). It regains its expended spell slots right. Recently, Oona has heard rumors of a threat to the
when it finishes a short or long rest. It knows the following Goblin Market. The Broken King, a human knight whom
warlock spells: a fey curse transformed into a living statue, marshals the
goblins of the forest deep within the Runewild (location
Cantrips (at will): eldritch blast (1d10 + 2 force damage), 109). Oona demands the troublesome PCs investigate
minor illusion these rumors for her. Oona wants the Broken King brought
1st level (2 1st-level slots): bane, hex, sleep before her so she can question him herself, but she’ll settle
for his destruction, if necessary.
Actions
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- Grand Broodma Oona
ture, Hit: 3 (1d6) bludgeoning damage. Small humanoid (goblinoid), neutral evil
Armor Class 12
Grand Broodma Oona Hit Points 60 (11d8 + 11)
Grand Broodma Oona oversees the Goblin Market from the Speed 30 ft.
back of her giant lizard mount, maneuvering the lumbering STR DEX CON INT WIS CHA
beast through the maze of stalls with practiced skill. She’s
10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
wrapped in a panoply of exotic silks and glittering jewels, and
a gold-plated sounding horn hangs at her side. A dozen gob- Saving Throws Wis +3, Cha +6
lin bravos accompanies Oona everywhere she goes, as does Skills Arcana +4, Perception +3
her sniveling footman, a satyr named Hurry-Skurry. Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Mother of the Market. Grand Broodma Oona has ruled the Languages Common, Goblin, Sylvan
Goblin Market for as long as anyone remembers. Oona Challenge 5 (1,800 XP)
treats the goblins of the market as her children, protecting Nimble Escape. Oona can take the Disengage or Hide ac-
them from harm but unafraid to take a stern hand when tion as a bonus action on each of her turns.
discipline requires. In return, the goblins regard Oona with Spellcasting. Oona is an 11th-level spellcaster. Her spell-
equal parts adoration and fear. casting ability is Charisma (spell save DC 14, +6 to hit with
Oona is a force of nature, but anyone who treats her spell attacks). She regains her expended spell slots when
with respect is welcome in her market. Disrupting the mar- she finishes a short or long rest. She knows the following
ket’s operations (by stealing from the vendors, for exam- warlock spells:
ple) or trying to flee the market before it moves on triggers

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Richard Broadhurst (Order #23491769)
Cantrips (at will): eldritch blast (three beams, 1d10 + 3 force Golden Bodach
damage), mage hand, minor illusion, prestidigitation Medium fey, chaotic evil
1st–5th level (3 5th-level slots): blink, charm person, dimen- Armor Class 15 (natural armor)
sion door, dominate beast, dominate person, faerie fire, fear, Hit Points 58 (9d8 + 18)
hold monster, mirror image, misty step, sleep Speed 30 ft.

Actions STR DEX CON INT WIS CHA


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 15 (+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 20 (+5)
ft. or range 20/60 ft., one creature, Hit: 4 (1d4 + 2) piercing Skills Perception +4
damage. Damage Resistances fire; bludgeoning, piercing, and
Horn of Blasting. Oona blows her horn of blasting, which slashing from nonmagical attacks
emits a thunderous blast in a 30-foot cone that is audible Condition Immunities charmed, frightened
600 feet away. Each creature in the cone must make a DC Senses darkvision 120 ft., passive Perception 14
15 Constitution saving throw. On a failed save, a creature Languages understands Sylvan
takes 5d6 thunder damage and is deafened for 1 minute. Challenge 6 (2,300 XP)
On a successful save, a creature takes half as much damage
and isn’t deafened. There is no chance the horn explodes King Wobbly-Odd’s Crown. The Golden Bodach wears a
when Oona blow it. magical relic called King Wobbly-Odd’s crown (Magic of
Unexpected Ally (1/Long Rest). Oona casts conjure fey the Runewild, page 41). If the Bodach is separated from
without expending a spell slot. She must finish a long rest the crown, it instantly melts into a puddle of gold and is
before she can do so again. destroyed.
As an action, a creature within 5 feet of the Golden
Reactions Bodach can remove King Wobbly-Odd’s crown by making
Misty Escape (Recharges after a Short or Long Rest). a successful Dexterity (Sleight of Hand) check opposed by
When Oona takes damage, she can turn invisible and tele- the Bodach’s Dexterity. A creature must look at the Bodach
port up to 60 feet to an unoccupied space she can see. She
remains invisible until the start of her next turn or until she
attacks, makes a damage roll, or casts a spell.

Golden Bodach
The Bodach’s form is that of a humanoid made of molten
gold. Atop its liquescent brow rests a crown of breath-taking
beauty. Altogether, the creature is something from a dream .
. . but whether that dream is a pleasant one or a nightmare,
you cannot say.
An Ancient Curse. What little is known about the Golden
Bodach revolves around its relationship to an ancient Run-
ish lord named King Wobbly-Odd. It’s said that in ancient
times the Aosidhe elves so adored King Wobbly-Odd that
the fey of the forest grew jealous. The fey ordered the
Golden Bodach to steal King Wobbly-Odd’s crown. They
then cast a terrible curse upon the king: so long as the
Bodach wore the crown, the Bodach’s beauty would drive
mortals to madness, and Wobbly-Odd would be hideous-
ly ugly. (For more about the fate of King Wobbly-Odd, see
location 20.)
Aimless Wandering. The Golden Bodach has haunted
the Runewild for centuries. Its movements are impossible
to predict, but its goal is clear: to drain the beauty of any
mortal it encounters. Those actively seeking the Bodach
(to recover Wobbly-Odd’s crown, perhaps) must rely on
magic or good fortune to find the creature. The shambling
husks of the Bodach’s victims (1d6-1 zombies) accompany
the Bodach as it wanders the forest.

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Richard Broadhurst (Order #23491769)
(see Terrible Beauty below) in order to remove its crown. Honey Golem
Terrible Beauty. When a creature who can see the Golden Medium construct, unaligned
Bodach starts its turn within 30 feet of the Bodach, that Armor Class 8
creature must make a DC 16 Wisdom saving throw, unless Hit Points 22 (3d8 + 9)
it is immune to the charmed or frightened conditions. The Speed 20 ft.
target takes 33 (6d10) psychic damage on a failed save, or
STR DEX CON INT WIS CHA
half as much damage on a successful one.
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does Damage Immunities poison, psychic
so, it has disadvantage on attack rolls against the Golden Damage Resistances bludgeoning, piercing, slashing
Bodach until the start of its next turn. If the creature looks from nonmagical weapons
at the Bodach in the meantime, it must immediately make Condition Immunities charmed, exhaustion, frightened,
the saving throw. paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 8
Actions Languages Understands the languages of its creator
Multiattack. The Golden Bodach makes two claw attacks.
If both attacks hit the same target, the Bodach can use Si- Challenge 1/2 (100 XP)
phon Beauty against the target as a bonus action. Creator-Bound. The honey golem is magically bound to
Claw. Melee Weapon Attack: +5 to hit, one target, Hit: 5 its creator. The creator can destroy the honey golem as a
(1d6 + 2) slashing damage plus 9 (2d8) fire damage. bonus action. If its creator dies, the honey golem is de-
Siphon Beauty. One creature within 5 feet of the Golden stroyed, as well.
Bodach must make a Wisdom saving throw. The DC of this Sticky. A Medium size or smaller creature who touches the
saving throw is 10 + the target’s own Charisma modifier. honey golem or hits it with a melee attack must make a
The target takes 22 (4d10) necrotic damage on a failed successful DC 11 Strength saving throw or become grap-
save, or half as much damage on a successful one. The tar- pled (escape DC 11). There’s no limit to the number of crea-
get dies if this damage reduces it to 0 hit points. tures the honey golem can have grappled at one time.
A target killed by this attack rises as a zombie at the
Actions
start of its next turn. The zombie is under the Bodach’s
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one crea-
control. The Bodach can have no more than five zombies
ture, Hit: 4 (1d6 + 1) bludgeoning damage. If the target is
under its control at a time.
Medium size or smaller, it must make a successful DC 11
Honey Golem Strength saving throw or become grappled (escape DC
11).
Following the sticky trail leads you to its source: a mass of
honey roughly the size and shape of a human. Leaves, twigs, Iodun
clumps of hair, and all manner of useless junk are stuck inside
The ogre that emerges from the hill wears a robe of mis-
its shambling form.
matched furs and carries a wicked-looking glaive. Stranger
Construct Nature. A honey golem is created when a spell- still, the ogre has five heads. The central head is that of a nor-
caster binds their life force with magic honey (Magic of the mal ogre, but the remaining four are those of snarling, red-
Runewild, page 41) harvested from the Magic Honey Tree eyed stags.
(13). At least a jug’s worth of the honey is required to create
The Wayward Son. The Hag Queen Griselda (86) is the
a honey golem. Once the ritual is complete, the honey go-
mother of all ogres in the Runewild, but sometimes even
lem serves its master unquestioningly, though it collapses
her children misbehave. When Iodun sought his mother’s
into a puddle of nonmagical (and disgusting) honey if its
help to win the heart of the dryad Merivae (67), Griselda
creator dies. Like most constructs, a honey golem is mind-
laughed at her son’s foolishness and sent him away emp-
less and doesn’t require air, food, drink, or sleep.
ty-handed. Undeterred, Iodun snuck into his mother’s
Sticky. Over time, a layer of debris accumulates on the
house and stole her dryad lure (Magic of the Runewild,
honey golem’s sticky form. Most of this debris is worthless,
page 39), an enchanted music box whose melody enthralls
but at the GM’s discretion, the golem may have picked
dryads. Using the stolen lure, Iodun captured Merivae and
up some minor treasure: a handful of gold pieces, a gem
fled with her to his lair (66).
worth 10 gp, or a random item from the Goblin Market Trin-
Infuriated by her son’s treachery, Griselda cursed Io-
kets table on page 47.
dun with werestag lycanthropy (see page 282). Griselda’s
curse, however, was imperfect. Instead of becoming a stag
whenever he transformed, Iodun merely grew another

274
Richard Broadhurst (Order #23491769)
head, that of a stag. Iodun eventually learned to control At will: detect magic, see invisibility, shocking grasp (2d8
his transformations, but not before four stag heads shared lightning damage)
his body with his own. 3/day each: bestow curse, confusion, darkness
Iodun no longer seeks to end his curse. Instead, he 1/day each: gaseous form (self only), glyph of warding (5th
works to spread werestag lycanthropy into the mortal level, explosive runes only)
settlements that border the Runewild. Thus far, Iodun has
Many Heads. Iodun has advantage on Wisdom (Percep-
infected the hermit Murgrin Two-Face (24) and Covenant
tion) checks and on saving throws against being blinded,
Hall mercenary Dade Ironstar (see 64), as well as Brando-
charmed, deafened, frightened, stunned, and knocked un-
lyn Thistlewhip, one of the missing halfling children from
conscious.
Kidwelly (19).
Strange Magic. Iodun inherited from his mother a tal- Actions
ent for magic, and his gifts have only grown more potent Multiattack. Iodun makes one glaive attack and 1d4 bite
since Griselda disowned him. Iodun’s magic allows him to attacks.
see invisible objects and creatures, create shrouds of mag- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one crea-
ical darkness, and transform himself into a cloud of mist. ture, Hit: 11 (2d6 + 4) piercing damage. If the target is a
More cunning than his simple-minded brothers, Iodun humanoid, it must succeed on a DC 14 Constitution saving
wards his lair with magical traps to deter intruders and throw or be cursed with werestag lycanthropy.
thieves. An ogre cursed with lycanthropy, with a bit of hag Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
magic thrown in for good measure, makes Iodun a formi- creature, Hit: 15 (2d10 + 4) slashing damage.
dable and unpredictable foe.

Iodun
Lepidopteran
Large giant (shapechanger), neutral evil This slender humanoid floats on silken green wings. Its eyes
Armor Class 11 (hide armor) are faceted like an insect’s, and a pair of feathery antennae
Hit Points 110 (13d10 + 39) sprout from its brow.
Speed 30 ft. Lord of the Lepidopterans. Centuries ago, a mortal named
STR DEX CON INT WIS CHA Linneus ventured into the Runewild seeking to break the
19 (+4) 11 (+0) 16 (+3) 12 (+1) 14 (+2) 14 (+2) curse a coven of moon hags (Runewild Bestiary, page
299) had cast on him. Intrigued by Linneus’s plight, the fey
Saving Throws Con +6, Wis +5, Cha +5 of the forest delivered the man to their lord, King Imago, to
Skills Arcana +4, Intimidation +5, Perception +5 see what could be done for him. Unfortunately for Linne-
Damage Immunities bludgeoning, piercing, slashing us, Imago had never encountered a human before. Believ-
from nonmagical weapons that aren’t silvered ing the man to be some sort of insect that had not yet fully
Senses darkvision 60 ft., passive Perception 15 formed, Imago removed the pieces of Linneus he found
Languages Common, Giant unnecessary—his eyes, his mouth, his heart—and made
Challenge 7 (2,900 XP) him into something better.
Distracting Chorus. Iodun’s stag heads emit a constant, Imago’s experiments ended Linneus’ curse but
distracting cacophony of snarls, bleats, and grunts. Crea- changed him into a fey creature. At first, Linneus hated his
tures within 5 feet of Iodun have disadvantage on attack new form, but in the decades since escaping King Imago,
rolls against him. In addition, spellcasters (other than Io- he’s forgotten his mortal life. Linneus now helps those in
dun) who start their turn within 30 feet of Iodun must make need by transforming them into fey like himself. Unlike
a successful DC 10 Constitution saving throw to maintain Imago, Linneus and his fellow lepidopterans perform their
concentration on their spells. Creatures who can’t hear the magic only on willing subjects. Those too sick or cursed to
stags are immune to this effect. go on living, Linneus believes, may find new hope once
Imperfect Shapechanger. Though cursed with werestag they shed their mortal bodies. (For more information on
lycanthropy, Iodun’s curse doesn’t allow him to change his how a mortal becomes a lepidopteran, see encounter
form (other than to grow additional heads). Nonetheless, 110.)
Iodun is considered a shapechanger for the purposes of Curse Carriers. Despite their good intentions, lep-
magic that specifically targets shapechangers (such as the idopterans are widely believed to be harbingers of ill
moonbeam spell). fortune. Though curses don’t affect lepidopterans, their
Innate Spellcasting. Iodun’s spellcasting ability is Charis- touch spreads bad luck like disease. In addition, wherever
ma (spell save DC 13, +5 to hit with spell attacks). He can lepidopterans go, moon hags are sure to follow. Perhaps
innately cast the following spells, requiring no material because they still remember how Linneus escaped their
components:

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Richard Broadhurst (Order #23491769)
curse, moon hags hate lepidopterans and work tirelessly you struggle to make sense of how this happened, you begin
to undo the good deeds they perform. Finally, not all lep- to suspect the stranger put you into an enchanted slumber.
idopterans are as kind and gentle as Linneus. A rare few A quick search of your campsite reveals the stranger’s trail,
become twisted by the magic that erases their humanity. but you give it up when you discover the man’s boot prints
Cursed mortals attract these evil lepidopterans like moths become paws as they reach the trees, then disappear entirely.
to a flame.
Creatures of Magic. The magic of the Fey Realm affects no
Lepidopteran animal more profoundly than foxes. Even foxes not born
Medium fey, chaotic good (75%) or chaotic evil (25%) in the forest spontaneously become magic foxes the mo-
Armor Class 13 ment they enter the Runewild. Consummate tricksters,
Hit Points 49 (9d8 + 9) magic foxes can speak, adopt the forms of humans, and
Speed 30 ft., fly 40 ft. weave illusions to vex unwitting mortals. It’s said a fox’s
ability to perform magic resides in its tail, and some hu-
STR DEX CON INT WIS CHA mans hunt magic foxes for this reason, believing their tails
10 (+0) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 14 (+2) bestow good luck (indeed, a tail cut from a magic fox func-
Damage Vulnerabilities radiant tions as a stone of good luck). Severing a fox’s tail, howev-
Senses darkvision 60 ft., passive Perception 12 er, is an undeniably evil act. A fox without its tail loses its
Languages Common, Elvish, Sylvan magic (including its ability to speak) and inevitably sickens
Challenge 3 (700 XP) and dies.
Foxhall. Magic foxes are encountered throughout the
Curse Sense. The lepidopteran can sense the location of Runewild, but their true home is Foxhall (22), a dizzying
cursed creatures and objects within 60 feet of it. The lep- maze of parlors, drawing rooms, and dining halls that ex-
idopteran automatically understands the effects of any ists inside an elm tree in the southeast corner of the for-
curse it senses. est. Every seven years, the inhabitants of Foxhall elect a
Drawn to the Flame. A lepidopteran that starts its turn new leader of the enclave. In her human form, Foxhall’s
within the illumination radius of magical light (such as that current leader, Princess Sava, appears as a willowy wom-
created by the light spell) must make a DC 10 Wisdom sav- an in her late-20s. Sava has proven to be a capable leader
ing throw. On a failure, the lepidopteran becomes incapac- of the foxes, but when her successor, Prince Kumo, went
itated and must spend its turn moving toward the source missing, she found herself in the odd position of having
of the light. On a successful saving throw, the lepidopteran to govern Foxhall without the authority to do so. Recently,
acts normally and can’t be drawn to that light source again Sava learned a witch named Ma Spriggins captured Prince
for 1 hour. Kumo. Sava now seeks adventurers to rescue Kumo from
Immune to Curses. The lepidopteran can’t become cursed. the hag’s floating cottage (36).
Speak with Butterflies and Moths. The lepidopteran can Friends to None. When Griselda and her kin declared
communicate with butterflies and moths as if they shared war on the Aosidhe and their Aruandan allies, Foxhall re-
a language. fused to become involved in the hostilities. This decision,
though prudent, won the foxes no friends on either side.
Actions
To this day, the Ruasidhe elves (see 34) distrust magic fox-
Cursed Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
es and drive them off whenever they find them in their
one creature, Hit: 10 (3d6) necrotic damage. If the target
territory. At the same time, witches often go out of their
is a humanoid, it must succeed on a DC 12 Charisma sav-
way to hunt down magic foxes, either as revenge for their
ing throw or be cursed. While cursed, the target takes a -1
inaction during the Witch Wars or to collect their tails as
penalty to ability checks, attack rolls, and saving throws. If
arcane components.
the target already has this curse, increase the penalty by 1
Magic foxes also have an enemy among the fey: Sev-
instead. The curse lasts until a remove curse spell or similar
en-Tail, the Pooka King (page 280). No one knows for
magic ends the effect.
certain how the feud between the foxes and the fey lord
Healing Antennae (3/Day). The lepidopteran brushes an-
started, but Princess Sava will tell you it began when Sev-
other creature with its antennae. The target magically re-
en-Tail stole the tails of seven magic foxes to become the
gains 16 (3d8 + 3) hit points.
Runewild’s first pooka. Seven-Tail remains quiet on the
matter (as he does with many things), but he certainly
Magic Fox
affords the inhabitants of Foxhall none of the concern he
You awake to find your valuables gone, no doubt stolen by shows the pooka or the Runewild’s other fey.
the red-haired wanderer who visited your camp last night. As

276
Richard Broadhurst (Order #23491769)
Magic Fox Apex Predators. Owlbear paragons feed on the largest
Medium fey (shapechanger), neutral prey their habitat has to offer. In the Runewild, this typi-
Armor Class 13 cally means elk, moon bears, dire wolves, and forest sloths
Hit Points 18 (4d8) (Runewild Bestiary, page 270). Despite their prodigious
Speed 30 ft. size, owlbear paragons are accomplished predators, ca-
pable of stalking even intelligent prey with terrifying skill.
STR DEX CON INT WIS CHA
While no owlbear is a match for a fully grown dragon, wise
11 (+0) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 17 (+3)
dragons looking for a place to raise their young steer clear
Skills Arcana +3, Perception +3, Stealth +5 of a paragon’s territory for fear of losing their wyrmlings to
Senses darkvision 60 ft., passive Perception 13 the beast.
Languages Common, Elvish, Sylvan
Challenge 1 (100 XP) Owlbear Paragon
Keen Hearing and Smell. The magic fox has advantage on Huge monstrosity, unaligned
Wisdom (Perception) checks that rely on hearing or smell. Armor Class 14 (natural armor)
Innate Spellcasting. The magic fox’s spellcasting ability is Hit Points 147 (14d12 + 56)
Charisma (spell save DC 13). It can innately cast the follow- Speed 40 ft.
ing spells, requiring no material or somatic components: STR DEX CON INT WIS CHA
At will: detect magic, minor illusion 22 (+6) 12 (+1) 18 (+4) 5 (-2) 12 (+1) 7 (-2)
3/day each: misty step, sleep, speak with animals Saving Throws Con +7
1/day each: pass without trace, see invisibility Skills Athletics +12, Perception +4
Shapechanger. The magic fox can use its action to poly- Senses darkvision 60 ft., passive Perception 14
morph into a specific Medium human or back into its true Languages —
form, that of a fox. Other than its size, the fox’s statistics Challenge 5 (1,800 XP)
are the same in each form. Any equipment it is wearing or Legendary Resistance (3/Day). If the owlbear paragon
carrying merges with its new form. The magic fox reverts fails a saving throw, it can choose to succeed instead.
to its true form if it dies. Keen Sight and Smell. The owlbear paragon has advan-
Lucky Tail. In any form, the magic fox has a +1 bonus to tage on Wisdom (Perception) checks that rely on sight or
ability checks and saving throws. smell.

Actions Actions
Bite (Fox Form Only). Melee Weapon Attack: +5 to hit, Multiattack. The owlbear makes two attacks: one with its
reach 5 ft., one creature, Hit: 4 (1d4 + 3) piercing damage. beak and one with its claw.
Rapier (Human Form Only). Melee Weapon Attack: +5 to Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one crea-
hit, reach 5 ft., one creature, Hit: 7 (1d8 + 3) piercing dam- ture, Hit: 17 (2d10 + 6) piercing damage.
age. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
creature, Hit: 19 (3d8 + 6) slashing damage.
Owlbear Paragon Legendary Actions
A terrifying screech announces the owlbear’s arrival. Over The owlbear paragon can take 3 legendary actions, choos-
twelve feet tall at its shoulder, the beast is as large as an el- ing from the options below. Only one legendary action
ephant, with a beak capable of crushing a man’s skull like a can be used at a time and only at the end of another crea-
walnut. Its claws are long black sickles that slice through ar- ture’s turn. The owlbear paragon regains spent legendary
mor as easily as flesh and bone. actions at the start of its turn.
One of Its Kind. Owlbears are already legendary for their Detect. The owlbear paragon makes a Wisdom (Percep-
size and strength, but occasionally one grows so large tion) check.
it becomes an exemplar of its kind. These owlbears are Claw. The owlbear makes a claw attack.
known as paragons. Owlbear paragons that hunt near Swat (Costs 2 Actions). The owlbear makes a claw attack.
human settlements often earn some sort of nickname, On a hit, the target takes an additional 9 (2d8) slashing
like Eviscerator, the Great Howler, or Grandfather Screech. damage and must make a DC 17 STR saving throw. On a
Such nicknames are superfluous, as an owlbear paragon failure, the owlbear pushes the target 5 feet away from it
is surely the only one of its kind in its territory. Even the and knocks it prone.
largest forest is incapable of supporting the voracious ap-
petites of multiple owlbear paragons for long.

277
Richard Broadhurst (Order #23491769)
Pooka Pooka Trick. The pooka possesses
You would have mistaken the pooka for a minor magical ability that sets
a human child, were it not for its ani- them apart from other pooka. The
mal-like features and just-a-bit-too-large nature of this trick is determined by
eyes. Colorful flowers and vines adorn its the GM.
ragged clothes. Actions
Lost Children. Some say that when a child Bite. Melee Weapon Attack: +6 to hit,
becomes lost in the Runewild, the fey reach 5 ft., one creature, Hit: 7 (1d4 + 4)
transform the child into a pooka. Oth- piercing damage.
ers claim parents of unwanted children Pooka Dust (3/Day). The pooka tosses a
sometimes abandon their offspring at handful of magical dust into the face of
the forest’s edge so that Seven-Tail, a creature within 5 feet of it. The crea-
the Pooka King (Runewild Bestiary, ture must make a DC 12 Constitution
page 280), can raise the child as saving throw. On a success, the tar-
his own. Perhaps both these tales get is incapacitated until the end of
are true. When it comes to pooka, its next turn. On a failure, the target
only one thing is certain: you nev- falls unconscious for 24 hours, until
er know where you stand with the it takes damage, or until a creature
mischievous creatures. within 5 feet of it uses an action to
awaken it.
Pooka Traits. The origins of the poo- Shapechanger. The pooka can use
ka may be shrouded in mystery, but an action to polymorph into one type of
all pooka share a few common traits. First, harmless, Tiny creature (such as a mouse, rab-
every pooka can magically transform into a small a n - bit, or frog), or back into its true form. Nothing the pooka
imal, such as a mouse or a songbird. Even in its child carries is transformed. The pooka reverts to its true form if
form, a pooka retains some characteristic of this animal. it dies.
A cat-pooka might keep its whiskers, for example, while a
monkey-pooka might sport a long, prehensile tail. Pooka Prismatic Centipede
in their animal forms are always cute and lovable: even a The centipede’s body is as long and thick as a human arm. Its
bear- or wolf-pooka appears a harmless cub while trans- carapace catches light in a scintillating pattern as it moves.
formed.
Runewild Native. Scholars believe prismatic centipedes are
Second, every pooka has a magical ability unique to it.
giant centipedes that have evolved into a new sub-spe-
One pooka might always sense when its name is spoken,
cies due to their exposure to the Runewild’s magic. Pris-
while another turns invisible when it walks backwards.
matic centipedes are found everywhere within the forest,
Like a pooka’s animal form, these tricks are usually harm-
dwelling in the hollows of uprooted trees, beneath rock
less, although some pooka have learned to put their tricks
falls, and among the ruins of Aosidhe temples. The pests
to good use when playing pranks on hapless mortals.
are particularly common in the Cronemarsh, where the
Finally, all pooka names begin with the letter H. Why
watery terrain and Griselda’s ever-present magic create for
this must be is a mystery that has eluded scholars for cen-
them a perfect breeding ground.
turies. (If the pooka know the answer, they’re certainly not
Pearls of Power. The prismatic centipede’s most nota-
telling.)
ble feature is its ability to generate a pattern of multicol-
Pooka ored light that magically hypnotizes its prey. Though the
Small fey (shapechanger), chaotic neutral centipede prefers to hunt rodents and small birds, its spray
Armor Class 14 can subdue a fully grown human. Prismatic centipedes
Hit Points 7 (2d6) have been known to dine on kills much larger than them-
Speed 30 ft. selves for days or weeks at a time.
The wizards of the Council Arcane theorize the cen-
STR DEX CON INT WIS CHA tipedes’ hypnotic spray is connected to the pearl-like be-
5 (-3) 18 (+4) 10 (+0) 12 (+1) 13 (+1) 14 (+2) zoars which form inside their gullets. If removed shortly
Skills Perception +3, Stealth +8 after the centipede’s death, these bezoars function as one-
Senses passive Perception 13 use pearls of power. A spellcaster who holds a bezoar can
Languages Common, Elvish, Sylvan use an action to regain an expended spell slot of up to 3rd
Challenge 1/4 (50 XP) level. A rare few of these bezoars (1 in 20) aren’t expended
when used and otherwise function as a true pearl of power.
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Richard Broadhurst (Order #23491769)
Prismatic Centipede Damage Resistances acid, cold, lightning, thunder; blud-
Medium beast, unaligned geoning, piercing, and slashing from nonmagical weap-
Armor Class 13 (natural armor) ons that aren’t silvered
Hit Points 11 (2d8 + 2) Damage Immunities fire, necrotic, poison
Speed 30 ft., climb 30 ft. Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 12
7 (-2) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
Languages the languages it knew in life
Senses blindsight 30 ft., passive Perception 8 Challenge 5 (1,800 XP)
Languages —
Death Burst. When it dies, the pyre wraith explodes in a
Challenge 1/2 (100 XP)
shower of sparks, leaving behind a witch ember (Magic of
Actions the Runewild, page 45). Each creature within 5 feet of the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- pyre wraith when it explodes must make a DC 14 Dexter-
ture, Hit: 5 (1d6 + 2) piercing damage. ity saving throw, taking 35 (10d6) fire damage on a failed
Hypnotic Spray (1/Day). The giant prismatic centipede save, or half as much damage on a successful one.
emits a spray of multicolored light in a 15-foot cone. Each Incorporeal Movement. The pyre wraith can move
creature in the area must make a DC 11 Wisdom saving through other creatures and objects as if they were diffi-
throw or become stunned for 1 minute. A stunned target cult terrain. It takes 5 (1d10) force damage if it ends its turn
can repeat the saving throw at the end of each of its turns, inside an object.
ending the effect on itself on a success. Inferno. A creature who touches the pyre wraith or
hits it with a melee attack while within 5 feet of it takes 7
Pyre Wraith (2d6) fire damage.
An inferno in the shape of a tormented woman appears on Sunlight Sensitivity. While in sunlight, the pyre wraith
the hilltop. Her ghostly form sends out waves of heat that dis- has disadvantage on attack rolls, as well as on Wisdom
tort the air around her. Everywhere she moves, fire follows. (Perception) checks that rely on sight.

A Burning Hatred. During their occupation of the Runewild, Actions


the Aruandans burnt witches in droves, but a hag’s spir- Claw. Melee Weapon Attack: +6 to hit, range 5 ft., one tar-
it isn’t easily destroyed. Even when their bodies were re- get, Hit: 30 (6d8 + 3) fire damage. If this damage reduces
duced to ashes, many witches refused to pass into the the target to 0 hit points, it must make a DC 14 Constitu-
afterlife and still haunt the Runewild to this day. These un- tion saving throw. On a failure, the target dies, its body re-
quiet souls remember little of their former selves. Instead, duced to a pile of ash.
they burn everything around them, even the ground they Invisibility. The pyre wraith magically turns invisible until
float above, leaving only an unnatural black scar behind. it attacks or until its concentration ends (as if concentrat-
Witch Embers. When a pyre wraith is destroyed, it ex- ing on a spell).
plodes in a spectacular shower of sparks. Some of these
sparks become witch embers, magical gemstones prized Redcap
for their ability to break curses (Magic of the Runewild, With its sinewy limbs and hunched gait, the creature looks
page 45). Wise folk are cautious when handling a witch something like a monkey, but its guttural chuckle makes you
ember, for sometimes the witch’s spirit lingers inside the certain this is no natural beast. Coarse fur covers every inch of
ember and escapes once the ember’s magic is used. The the redcap’s body, except at the top of its head, where its scalp
hearth hag Strega Rakka (104) collects witch embers, is torn away to expose a raw and bloody wound.
though what she plans to do with the spirits of her fallen
Redcap’s Bargain. A redcap desires only one thing: a mortal’s
sisters remains unknown.
scalp to hide its bloody pate. A humanoid who removes its
Pyre Wraith own scalp and willingly places it on a redcap’s head enters
Medium undead, neutral evil an unspoken agreement with the redcap. While this bar-
Armor Class 13 gain lasts, both the humanoid and the redcap shrug off
Hit Points 67 (9d8 + 27) all but the gravest injuries. The bargain ends if the scalp
Speed 0 ft., fly 60 ft. (hover) is ever removed, however, and the humanoid can’t enter
another such bargain, even with another redcap.
STR DEX CON INT WIS CHA Invited Guests. Redcaps are encountered so rarely that
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) scholars believe only magic can summon the fey creatures
to the mortal realm. Witches are particularly fond of sum-

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Richard Broadhurst (Order #23491769)
moning redcaps to tempt humans into entering bargains More mysteriously, Seven-Tail seems to have some
with them. The redcap the Daughters of the Chimera re- connection to the clock-bound hag Korthsuva (Runewild
cently summoned for Ianto the Red (see 89) is one such Bestiary, page 291). Those who seek Korthsuva’s cottage
creature. invariably encounter Seven-Tail along their journey. Sev-
en-Tail goes to great lengths to discourage travelers from
Redcap visiting Korthsuva. When asked why he doesn’t want the
Small fey, chaotic evil hag disturbed, Seven-Tail simply replies that visiting Korth-
Armor Class 14 suva brings nothing but “great ruin.”
Hit Points 33 (6d6 + 12) Seven Tails. Each time the PCs encounter Seven-Tail,
Speed 30 ft. roll 1d6 + 1 to determine the number of fox tails he cur-
STR DEX CON INT WIS CHA rently possesses. If the result is less than seven, Seven-Tail
12 (+1) 19 (+4) 14 (+2) 10 (+0) 12 (+1) 9 (-1) has removed the other tails and transformed them into gi-
ant foxes using his Summon Fox ability. Seven-Tail often
Skills Acrobatics +8, Stealth +6 sends his foxes across the Runewild to gather information
Senses darkvision 60 ft., passive Perception 11 or to lend aid to pooka in need. If his life is threatened, Sev-
Languages understands Sylvan en-Tail can magically teleport and swap positions with any
Challenge 2 (450 XP) of these foxes. Some believe Seven-Tail can be destroyed
Red Cap. A humanoid who removes its own scalp and will- only by first killing each of his seven foxes, but so far this
ingly places it on a redcap’s head enters a bargain with the theory has gone untested.
redcap. While the bargain lasts, both the redcap and the
humanoid regain 5 hit points at the start of their turns. The
redcap and humanoid die only if they start their turn at 0
hit points and don’t regenerate. If the scalp is removed, the
bargain ends and the humanoid can’t enter another such
bargain, even with another redcap.
As an action, a creature within 5 feet of the redcap can
steal the scalp it wears by making a successful Dexterity
(Sleight of Hand) check opposed by the redcap’s Dexterity
(Acrobatics) check.

Actions
Multiattack. The redcap makes one bite attack and one
claw attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one crea-
ture, Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one crea-
ture, Hit: 6 (1d4 + 4) slashing damage. On a critical hit, the
redcap rolls damage dice three times, instead of twice.

Seven-Tail
In his human form, Seven-Tail possesses the white beard,
crooked staff, and friendly smile of a kindly hermit. In his ani-
mal form, he’s a fox the size of a dire wolf. His true form is that
of a fox that stands upright like a man, but whatever shape he
takes, he has several tails of bushy red fur tipped with white.
Grandfather Pooka. The denizens of the Runewild often
refer to Seven-Tail as Grandfather Pooka, both because of
his fondness for the mischievous fey creatures and for his
ability to change his shape into an animal, a trait all poo-
ka possess (see page 278). Whether Seven-Tail is a pooka
himself is unknown, but he’s certainly protective of his
“grandchildren,” delighting in their pranks and wreaking
vengeance on anyone who harms them.

280
Richard Broadhurst (Order #23491769)
Seven-Tail Summon Fox. Seven-Tail removes one of his tails and
Medium fey (shapechanger), chaotic neutral transforms it into a large fox (use dire wolf stats). The fox
Armor Class 14 (natural armor) appears in an unoccupied space within 5 feet of Seven-Tail.
Hit Points 45 (7d8 + 14) Seven-Tail can communicate telepathically with the fox
Speed 30 ft. over any distance and shares the fox’s senses. The fox acts
on Seven-Tail’s initiative count and follows Seven-Tail’s
STR DEX CON INT WIS CHA
telepathic commands. As a bonus action, Seven-Tail can
12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)
teleport, swapping positions with any of his foxes.
Skills Animal Handling +5, Perception +8, Stealth +6 Seven-Tail can have a maximum of seven foxes (one for
Damage Resistances bludgeoning, piercing, and slashing each of his tails) summoned at once. The fox remains until
from nonmagical weapons that aren’t silvered Seven-Tail dismisses it as a bonus action or until it is killed.
Condition Immunities charmed, frightened If Seven-Tail dismisses the fox, he regains one of his tails
Senses truesight 60 ft., passive Perception 18 and can use it to summon the fox again. If the fox dies,
Languages Common, Elvish, Sylvan Seven-Tail loses that tail but can regrow it after 24 hours.
Challenge 5 (1,800 XP)
Thrushkin
Keen Hearing and Smell. Seven-Tail has advantage on
Wisdom (Perception) checks that rely on hearing or smell. The thrushkin gazes down at you from its perch in the
Shapechanger. Seven-Tail can use his action to poly- branches above. Its body is that of a wiry humanoid, but it
morph into an elderly male human, a Large-size fox (as a has the orb-like eyes and narrow beak of a sparrow or thrush.
dire wolf), or into his true form, a fox-human hybrid. Any Weak-looking wings sprout from its shoulders, and tufts of
equipment Seven-Tail is wearing or carrying merges with pale speckled feathers cover its head and chest. The rest of its
his new form. He reverts to his true form if he dies. Regard- body is nude save for a simple loincloth. It brandishes a crude
less of his form, Seven-Tail possesses seven fox tails, less javelin in its human-like hands.
one for each fox currently summoned by his Summon Fox A Flock of Exiles. The thrushkin are a race of primitive
ability. bird-people that dwell within the Runewild. Long ago, the
Shielded Mind. Seven-Tail is immune to scrying and thrushkin ruled the Palace of Water, Wind, and Stone (57),
any other effect that would sense his emotions, read his but they became exiles when the green dragon Apophix
thoughts, or detect his location. attacked the palace and captured the thrushkins’ god, a
Lucky Tails. In any of his forms, Seven-Tail gains a bonus to fey lord known as the Feathered Serpent. The thrushkins’
ability checks and saving throws equal to the number of current inability to fly is a result of this exile. Some scholars
tails he currently possesses. believe that freeing the Feathered Serpent would restore
the thrushkins’ once-bright plumage and allow the bird-
Actions folk to return to the sky.
Staff (Human or Hybrid Form Only). Melee Weapon Attack: Unlikely Allies. Thrushkin are naturally suspicious of
+4 to hit, reach 5 ft., one creature, Hit: 4 (1d6 + 1) blud- outsiders, but those who earn their trust find the thrush-
geoning damage. kin to be an honest and honorable people. Thrushkin are
Pooka Curse. Seven-Tail selects up to 3 humanoid crea- always on alert for invaders into their territory, particularly
tures he can see within 30 feet of him. Each creature must goblins, which the bird-folk regard as vermin. Thrushkin
make a successful DC 15 Wisdom saving throw or be have an intense hatred for witches and sometimes offer
cursed. Seven-Tail can end one creature’s curse as an ac- protection to those who’ve fallen victim to a hag’s curse.
tion, and a remove curse spell or similar magic also ends the They’re hesitant to make lasting alliances with other rac-
effect on one creature. When a creature becomes cursed, es, however, unless those strangers perform some service
roll randomly to determine the curse’s effect: that puts the thrushkin in their debt. Anyone who helps
1. Complete Transformation: The creature is polymorphed the thrushkin return to the Palace of Water, Wind, and
into a harmless Tiny beast. Stone, for example, secures the bird-folk’s gratitude for
2. Animal Head: The creature’s head transforms into that generations to come.
of a beast. While transformed, the creature can’t speak
or cast spells requiring verbal components. Thrushkin
3. Animal Arms: The creature’s arms transform into those Medium humanoid (thrushkin), lawful neutral
of a beast. While transformed, the creature can’t wield Armor Class 12
weapons, carry items, or cast spells requiring somatic Hit Points 13 (3d8)
components. Speed 30 ft.
4. Minor Transformation: The creature gains a minor phys-
STR DEX CON INT WIS CHA
ical trait of a beast, such as a pig’s tail or donkey’s ears.
The change is purely cosmetic. 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0)
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Richard Broadhurst (Order #23491769)
Skills Perception +4, Stealth +4 Hit Points 65 (10d8 + 20)
Senses passive Perception 14 Speed 30 ft. (50 ft. in stag form)
Languages Thrushkin STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP)
15 (+2) 12 (+1) 15 (+2) 10 (+0) 11 (+0) 8 (-1)
Glide. The thrushkin can’t fly, but its wings allow it to glide Skills Perception +2, Stealth +3
one foot horizontally for every foot it falls vertically. The Damage Immunities bludgeoning, piercing, and slashing
thrushkin never takes damage from falling. damage from nonmagical weapons that aren’t silvered
Speak with Birds. The thrushkin can communicate with Senses passive Perception 12
birds as if they shared a language. Languages Common (can’t speak in stag or hybrid form)
Actions Challenge 4 (1,100 XP)
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Charge (Stag Form Only). If the werestag moves at least
ft. or range 30/120 ft., one target, Hit: 5 (1d6 + 2) piercing 20 feet straight toward a target and then hits it with an
damage. antlers or hooves attack on the same turn, the target takes
an extra 7 (2d6) damage. In addition, it must succeed on a
Werestag DC 12 Strength saving throw or be knocked prone.
The elk’s crazed eyes are as red as the blood that stains its Shapechanger. The werestag can use its action to poly-
saw-like teeth. The blood clearly isn’t its own . . . as the corpse morph into a stag-humanoid hybrid or into a stag, or back
lying beside the elk attests. into its true form, which is human-
oid. Its statistics, other than its
A Mother’s Curse. When her son Io-
AC, are the same in each form.
dun (66) stole one of her most
Any equipment it is wearing or
prized possessions, the ogre hag
carrying isn’t transformed. It re-
Griselda (86) cursed him with an
verts to its true form if it dies.
odd form of lycanthropy, one that
causes its victims to transform not Actions
into naturally vicious animals, but Multiattack (Humanoid or Hybrid
deer. Though his mother’s curse had Form Only). The werestag makes
only a limited effect on Iodun (see two attacks, only one of which can
his entry on page 274), ever since he’s be a bite.
sought to spread his curse to others. Thus Antlers. Melee Weapon Attack: +4 to
far, Iodun has infected three unfortunate hit, range 5 ft., one target, Hit: 5 (1d6 + 2)
souls: the hermit Murgrin Two-Face (24); piercing damage.
Brandolyn Thistlewhip, one of the missing Bite (Stag or Hybrid Form Only). Melee
Thistlewhip children of Kidwelly (19); and Weapon Attack: +4 to hit, range 5 ft., one
Dade Ironstar (64), a former Covenant Hall target, Hit: 6 (1d8 + 2) piercing dam-
mercenary. While Murgrin and Brandolyn age. If the target is a humanoid, it
resist their murderous impulses, Dade has must succeed on a DC 12 Constitu-
been driven mad by them. If Dade isn’t put tion saving throw or be cursed with
down soon, Iodun’s curse is sure to spread werestag lycanthropy.
into the mortal settlements that border the Hooves (Stag Form Only). Melee Weap-
Runewild. on Attack: +4 to hit, range 5 ft., one target, Hit:
Unnatural Savagery. Despite the fact deer aren’t nat- 5 (1d6 + 2) bludgeoning damage.
ural predators, werestags are as savage and bloodthirsty Slam (Humanoid or Hybrid Form Only). Melee Weapon At-
as werewolves. Those infected with werestag lycanthropy tack: +4 to hit, range 5 ft., one target, Hit: 4 (1d4 + 2) blud-
become overwhelmed by a hunger only human flesh can geoning damage.
satisfy. In both their stag and hybrid forms, a werestag’s
teeth transform into fangs. In their human forms, were- Wild Folk
stags retain the antlers of a stag, regardless of their gender. The man’s eyes stare out at you from behind a mask of dirt
In any form, a werestag’s eyes burn red with the madness. and filth. Blood paints his fingers red, but the unicorn horn
Werestag he clutches is as black as ink. As he leaps forward, the man
Medium humanoid (human, shapechanger), chaotic evil lets out an inhuman howl. In the distance, others answer the
Armor Class 11 in humanoid form, 10 in stag or hybrid man’s call, filling the midnight air with a terrifying chorus.
form
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Richard Broadhurst (Order #23491769)
Servants of Evil. In the village of Ill Hollow (76), there have this attack must make a DC 13 Constitution saving throw.
always been stories of those who abandon civilization to On a failure, the target can’t regain hit points for 1 minute.
live within the Runewild. It’s said such folk become more At the end of each of its turns, the target can repeat the
animal than human—or, more accurately, more nature saving throw to end the effect.
than human. For while even animals possess some sense
of self, those who choose to live as wild folk lose their iden- Worry-Cow
tities completely, becoming personifications of the forest “Tell me your troubles,” the woman says, patting your hand in
itself. a way that is both coy and reassuring. “The more you let your
In truth, wild folk are anything but natural. These worries bother you, the stronger they become.”
cursed creatures are undead servants of the Black Unicorn
(126), the last living unicorn in the Runewild. Though hu- Fear Leads to Anger. Worry-cows are created when a witch
man once, wild folk lose their personalities shortly after the listens to a mortal’s troubles, then whispers those worries
Black Unicorn transforms them into undead. Within days, into the ear of a cow. This process transforms the cow irre-
they become mindless monsters whose only purpose is to vocably into a fey creature and magically binds the mortal
satisfy the Black Unicorn’s desire to end all living things. to the worry-cow. For as long as the worry-cow lives, the
The Black Rite. The process by which a mortal becomes mortal is charmed by it and feels compelled to protect the
a wild folk is known as the Black Rite. During the rite, the creature at all costs. Meanwhile, the worry-cow grows in-
mortal is buried alive in the raw earth, stripped of every- creasingly ill-tempered. At first, the cow’s transformation
thing but a severed unicorn horn clutched its hands. When manifests as simple stubbornness, but over the course of
the mortal dies, the Black Rite’s magic binds their life force several weeks the beast becomes murderous. Eventually,
to the horn they hold. The now-undead creature digs itself the cow attacks any creature it sees, other than the mortal
free of the soil and joins the ranks of the Black Unicorn’s and the witch who created it.
minions. So long as it holds the horn with which it was bur- Anger Leads to Suffering. If the mortal whose fears
ied, the wild folk can’t be killed—or returned to life—by were used to make the worry-cow escapes its influence
any means short of a wish. (if a greater restoration spell ends the cow’s charm effect,
for example), the worry-cow shrinks to nothingness and
Wild Folk is destroyed. If the mortal dies, however, the worry-cow
Medium undead, neutral evil transforms yet again. This time, the cow melts into snake-
Armor Class 13 like shadows that slither away faster than the eye can fol-
Hit Points 45 (6d8 + 18) low. The following night, the shadows reform into seven
Speed 30 ft., burrow 60 ft. (with Black Horn only) new worry-cows. These cows plague the surrounding area,
spreading fear and violence wherever they go. Thankful-
STR DEX CON INT WIS CHA
ly, the worry-cows can’t duplicate again. Once killed, the
15 (+2) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
newly created cows—and the fear that gave them life—
Skills Perception +3, Intimidation +2, Stealth +5 are put to rest.
Damage Resistances necrotic
Damage Immunities poison Worry-Cow
Condition Immunities exhaustion, poisoned Large fey, neutral evil
Senses darkvision 60 ft., passive Perception 13 Armor Class 11 (natural armor)
Languages Common Hit Points 76 (8d10 + 32)
Challenge 3 (700 XP) Speed 40 ft.

Earth Glide. While the wild folk holds its Black Horn, it can STR DEX CON INT WIS CHA
burrow through natural earth. While doing so, the wild folk 20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 15 (+2)
doesn’t disturb the earth it moves through. Skills Intimidation +6
Regeneration. While the wild folk holds its Black Horn, Senses passive Perception 13
it regains 5 hit points at the start of each of its turns. The Languages —
wild folk dies only if it starts its turn with 0 hit points and Challenge 3 (700 XP)
doesn’t regenerate.
Bully. The worry-cow makes Charisma (Intimidation)
Actions checks with advantage. A creature within 30 feet of the
Multiattack. The wild folk makes two Black Horn attacks. worry-cow can use its action to make an opposed Intim-
Black Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one idation check against the worry-cow. On a success, the
target, Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) ne- worry-cow becomes frightened for 1 minute or until it
crotic damage. A target that takes necrotic damage from takes damage. While frightened, the worry-cow can’t use

283
Richard Broadhurst (Order #23491769)
reactions and must spend each of its turns moving away spit as if still alive. Moira is unnaturally beautiful, but her
from the creature that frightened it. On a failure, the crea- hands end in the lion’s claws. Blackbirds peck incessantly at
ture can’t intimidate the worry-cow again for 24 hours. her golden mane. Maude, the eldest of the Daughters, is also
Creature frightened of the worry-cow can’t attempt to in- the largest. As tall as a troll and nearly as ugly, her muscles
timidate it. bulge under a hide of crimson scales.
Feed on Fear. At the start of its turn, the worry-cow regains
The Daughters of the Chimera are a coven of green hags.
hit points equal to the number of frightened creatures it
Their cavern lair on Redcap Pass is described in location
can see. This trait doesn’t function if the worry-cow starts
89.
its turn frightened.
The Shifting Stone. In the days when the Aosidhe elves
Actions still ruled the Runewild, seven great chimeras terrorized
Multiattack. The worry-cow uses Worrying Form, then the forest, devastating elven and human settlements alike.
makes one bite and one hooves attack. Eventually, the Aosidhe defeated the chimeras, but instead
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, of killing them, the elves trapped the monsters inside an
Hit: 8 (1d6 + 5) piercing damage. artifact called the Shifting Stone and hid the stone in a cave
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one along Redcap Pass (89). In the years that followed, witches
target, Hit: 10 (2d4 + 5) bludgeoning damage. from across the Runewild took to using the Shifting Stone
Worrying Form. The worry-cow changes its shape into an as a focus for their foul rituals. The Aruandans scattered
unnatural, disturbing form. The transformation lasts until most these covens during the Witch Wars, but one—a trio
the end of the worry-cow’s turn. While the transformation of green hags known as the Daughters of the Chimera—
lasts, the worry-cow can move through openings as nar- still gathers at the stone.
row as 1 foot wide without squeezing. Foes of Order. The Daughters of the Chimera despise
Creatures who witness the transformation must make civilization and its trappings. They hate the Aosidhe for
a successful DC 12 Wisdom saving throw or become fright- imprisoning the chimeras, the Aruandans for slaughter-
ened of the worry-cow for 1 minute. The target can repeat ing their hag sisters, and Lord Caerfell for remaining in
the saving throw at the end of each of its turns, ending the the Runewild when the other Aruandan lords fled. The
effect on a success. If the target’s saving throw is successful Daughters refuse to rest until monsters rule the Runewild
or the effect ends for it, the target is immune to the wor- again. To this end, they’ve allied with the bandit Ianto the
ry-cow’s Worrying Form for the next 24 hours. Red. The hags have prophesied Ianto will overthrow Lord
Caerfell, the foremost champion of order in the region.
Witches of the Runewild The Daughters’ loyalties are fickle, though; once Ianto has
served his purpose, the Daughters will no doubt turn on
At the height of the Witch Wars, hundreds of witches in- him as they continue their mission of driving all mortals
habited the Runewild. Today, only a few dozen remain. from the Runewild.
Among these witches are two intact covens: the Daugh- Desires. The Daughters delight in causing chaos. PCs
ters of the Chimera and the Gunkpuddle Girls. A third co- who help the Daughters sow discord among the civilized
ven, the Misplaced Coven, is currently broken, although people of the Runewild may find the witches generous, if
the three witches who comprised the coven are still alive. demanding, patrons.
The moon hags of Raven’s Roost are not so much a coven In return for their help, the Daughters may ask the PCs
as an informal sisterhood. However, Sister New and Sister to perform a simple prank, such as unlatching a farmer’s
Full, the witches who lead the moon hags, share a unique gate or filling a guard captain’s boots with mud. As time
bond of their own. goes on, these pranks grow increasingly malicious.
The remaining witches work alone or in pairs. Of these, The Daughters want to scry on Lord Caerfell (102). Maude
the ogre hag Griselda is the most powerful. From her lair loans her magic goat (see Treasures below) to PCs who
within the Cronemarsh, Griselda works her foul magic de- bring her one of the young lord’s personal effects.
spite the defeat dealt to her during the Witch Wars. Cun- If the PCs help the Daughters free the chimeras impris-
ning and cruel, Griselda gathers her strength, patiently oned in the Shifting Stone, they receive seven favors from
awaiting the day she can once again muster the witches of the hags, one for each chimera released.
the Runewild and strike at the mortals who live along the Information. The Daughters are familiar with most of
forest’s borders. the monstrous creatures that inhabit the Runewild. In ad-
dition, they can share the following information with PCs
Daughters of the Chimera who befriend them:
Each of the three Daughters possesses some feature of their • The ogre Iodun (66) is the prodigal son of the ogre hag
namesake monster. Merta sports a set of curling ram’s horns. Griselda (86). Griselda cursed her son with lycanthropy,
Her squat frame is draped with animal pelts that snarl and but Iodun possesses magic of his own.

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Richard Broadhurst (Order #23491769)
• For the past few months, Merta has been scrying on can each cast the following spells but must share the spell
the elven druid Cloak-of-Feathers (35). She can provide slots among themselves:
any information the PCs seek about the druid or the near-
1st level (4 slots): animal friendship, identify, ray of sickness,
by Ruasidhe clans (34).
• Several days ago, the hearth hag Strega Rakka (104)
speak with animals
2nd level (3 slots): animal messenger, augury, beast sense
captured two of Ianto’s lackeys. Neither the Daughters
3rd level (3 slots): conjure animals, glyph of warding, remove
nor Ianto care much about the men, but they might offer
curse
a small reward for their return. The Daughters share that
4th level (3 slots): divination, dominate beast, polymorph
Strega Rakka can’t refuse a request from a courteous guest.
5th level (2 slots): greater restoration, scrying
Hag Magic. The Daughters of the Chimera draw their 6th level (1 slot): conjure fey
magic from the Shifting Stone and the chimeras impris-
oned inside it. As such, their Hag Magic is primal and Treasures. The Shifting Stone is the Daughters’ most valu-
strange. While within one mile of the Shifting Stone, the able possession. They don’t fear the stone’s magic and pro-
Daughters can produce the following effects: tect the artifact with their lives, if necessary. In addition,
• Animate Pelt: As an action, Merta can imbue life into the hags have the following treasures:
the pelt of an animal she touches. The animated pelt uses • Merta has the figurine of wondrous power (serpentine
the same statistics the animal did while it lived, though owl) Ianto stole from Amide Coslett (1). She uses it to scry
its speed and the effectiveness of its attacks might suf- on the elven druid Cloak-of-Feathers (35).
fer (GM’s discretion). Merta can animate as many as sev- • Although she gains no benefits from its magic, Moira
en pelts at a time. She’s rarely encountered without a few possesses a stone of good luck. She keeps the stone in a
such pelts draped across her shoulders. warded birdcage in her lair.
• Summon Blackbird: Using an hour-long ritual, Moira • Once per day, Maude’s pet giant goat can produce
can enchant one of the blackbirds that peck at her mane one of the following: one dose of basic poison, one dose of
to serve as a familiar (as per the find familiar spell). The antitoxin, one potion of healing, or up to 4 gallons of milk.
blackbird uses the statistics of a raven and serves Moira The liquids can be stored for later use, but the poison, an-
until it dies. There’s no limit to the number of blackbirds titoxin, and potion of healing become ineffective after 24
Moira can enchant in this way. hours (the milk spoils normally). Once the goat has pro-
• Unnatural Strength: The magic of the Shifting Stone duced any of the liquids, it can’t produce more until the
makes Maude supernaturally large and strong. Unlike typ- next dawn.
ical green hags, Maude is Large size and has a Strength
score of 22 (+6). Her enormous staff deals magical damage Weaknesses. Clever PCs can separate the Daughters of the
when she wields it (reach 10 ft., +8 to hit, 2d8 + 6 blud- Chimera or face them somewhere other than their lair. The
geoning damage). Her dragon-like scales increase her AC Daughters lose their Shared Spellcasting trait when more
to 18. than 30 feet away from one another, and they can’t pro-
• Chimera Creation: Working together, the Daughters duce their Hag Magic effects while more than one mile
from the Shifting Stone.
of the Chimera can create a chimera-like monstrosity by
merging the bodies of three living beasts of CR 2 or low- For reasons unknown, pooka (Runewild Bestiary,
er. The ritual takes 8 hours to complete. Once created, the page 278) have an enervating effect on the Daughters.
monstrosity serves the Daughters for 48 hours, at the end While within 30 feet of a pooka, the Daughters gain vul-
of which time it dies. The Daughters can command only nerability to all damage, and all damage they deal is re-
one such monstrosity at a time. The game statistics of the duced by half. The Daughters can’t use the conjure fey spell
monstrosity are left up to the GM; as a rule of thumb, the to summon a pooka.
creature has hit points equal to the combined hit points
of its constituent creatures and a Multiattack action that Goodie Sharktooth
allows it to make three attacks, one for each of its base Goodie Sharktooth stands barely five feet tall—unless you
creatures. include her preposterous top hat, which adds another ten
inches to her height. With a smile that reveals a mouthful
In addition to their green hag abilities and the abilities of sharpened teeth, Goodie bids you to sit down and begins
listed above, the Daughters are a hag coven, giving them shuffling a deck of well-worn playing cards.
access to the following trait:
Goodie Sharktooth is a green hag. Her lair is a half-day’s
Shared Spellcasting. While within 30 feet of one anoth- travel north of Caerfell, at location 115.
er, the Daughters of the Chimera are considered 12th-lev- A Bad Hand. Desperate to escape a loveless marriage
el spellcasters that use Intelligence as their spellcasting to a wicked Runish lord, Goodie Sharktooth offered her
ability (spell save DC 13, +5 to hit with spell attacks). They soul to a witch in exchange for her husband’s murder.
285
Richard Broadhurst (Order #23491769)
Goodie found her husband dead the next morning, but Roll Result
when the witch came to collect her debt, Goodie killed her 1 Blank Card: The cards forbid Goodie from seeing what the fu-
and stole the deck of magical playing cards that gave the ture holds. This result disturbs Goodie, who ends the reading
witch her power. Goodie’s cunning transformed her into immediately.
a green hag but also saddled her with the witch’s ghost, a 2 The Broken King (109): Jealously, wrath, a growing threat.
vengeful spirit that haunts Goodie to this day. Beware the veiled figure who stands behind the King.
A Wicked Pack of Cards. Goodie draws her magic from 3 The Golden Bodach (20): Vanity, madness, a reversal of
the deck of playing cards she stole many years ago. With fortune. Seek out King Wobbly-Odd.
her cards, Goodie can predict the future, alter a person’s 4 The Six Spires (Magic of the Runewild, page 42): Wisdom,
fortunes, and call up the spirits of the dead. The cards’ mag- actualization, magical knowledge. Prepare for a great journey.
ic functions only for Goodie; in anyone else’s hands, they’re 5 The Feathered Serpent (58): Imprisonment, ruin, nature
nothing but a deck of normal playing cards. The cards are brought to heel. When the spirits speak, take heed.
a mishmash of suits, face cards, and arcana, all unique to 6 False Cassandrae (10): Deception, false prophecy, an entice-
ment. Stay true to what is certain.
Goodie’s deck. As the players interact with Goodie, you’re
encouraged to make up fanciful names for her cards, such 7 The Werestag (66): Atrocity, witchcraft, family feuds. The
dryad Elenwen (41) can tell you more.
as the Seven of Crows, the Green Duchess, or the Nine of
Moons. 8 The Washer Widow (94): Tragedy, regret, a child’s death. Be
charitable to the poor.
Desires. Goodie likes nothing more than a game of
9 The Black Unicorn (126): Vengeance, corruption, undeath.
cards, and PCs must always play at least a hand or two with
Ask Old Mother Toombs (114) for answers.
her before she agrees to talk business. In addition, Goodie
10 Seven-Tail (143): Wonder, mischief, losing your way. Avoid
desires the following: the clock-bound hag (144).
• Several weeks ago, a pair of sprites stole one of Good- 11 The Archmage (139): Power, birth, a great work nears com-
ie’s playing cards (the “Two of Lamps”). Tracking down the pletion. The wizard Bormgastor (32) knows more.
card for Goodie puts the PCs into conflict with Sir Fulbright 12 Griselda (86): If Goodie draws this card, the ogre hag Grisel-
(128), who harbors the mischievous sprites. da takes an interest in the party’s actions. Goodie warns the
• Goodie trapped the ghost of the witch who haunts her
PCs of this fact. Griselda’s involvement in the campaign going
forward is left for you to decide.
in a shed behind her house, but she’s unable to destroy the
ghost outright. PCs who deal with the “Old Maid” can call Hag Magic. When she transformed into a hag, Goodie’s
on Goodie for a favor. teeth grew as sharp as a shark’s. Whenever she hits a crea-
• Goodie wants to read Lord Caerfell’s fortune ture with her claw attack, Goodie can use a bonus action
(101). Arranging such a meeting proves to make a bite attack against the same creature (+6 to
tricky, but if the party manages it, hit, 1d6 + 4 piercing damage).
Goodie lets the PCs draw from her Goodie possesses the abilities of a green hag. In
deck of many things (see Hag addition, she can use her deck of magical play-
Magic below). ing cards to produce the following magical
effects:
Information. The only secrets
Goodie knows are those her
• Fortune Telling: By studying her
cards for a few moments, Goodie can
cards reveal. If Goodie agrees divine the fortune of a willing crea-
to cast the PCs’ fortune, refer ture. This reading is much like a
to the Goodie’s Fortunes ta- tarot reading and can be as accu-
ble to compose her reading. rate and detailed as you choose
Before the reading begins, (see the Goodie’s Fortunes table
the PCs may inquire Good- for suggestions).
ie about a specific subject.
Alternately, Goodie may
• Deck-Bound Souls: When a
humanoid creature Goodie
perform a “cold reading”
can see dies within 30 feet
for the party. Feel free to of her, Goodie can use her
tailor Goodie’s readings to
reaction to trap the crea-
fit the party’s circumstances. ture’s soul inside her deck
Table: Goodie’s Fortunes of cards. Trapped souls
Roll a d12 one or more times on can’t be returned to life
the following table to determine by any means short of a
what secrets Goodie’s cards reveal.
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Richard Broadhurst (Order #23491769)
wish spell, although Goodie can release the soul whenev- The Hag Queen. For as long as the Aosidhe remember,
er she chooses. As an action, Goodie can summon a soul Griselda has been a blight upon the Runewild. However, it
from the deck. Treat these trapped souls as specters that wasn’t until her rise to power during the Witch Wars that
speak Common and retain the memories of their former Griselda earned her other title: the Hag Queen. Through
lives. Once summoned, the soul remains under Goodie’s magic and force of will, Griselda cobbled together a grand
control for 1 hour or until it is reduced to 0 hit points, at coven of witches and with it nearly took control of the for-
which point it returns to the deck and can’t be summoned est. Only by siding with the human kingdom of Aruanda
again for 24 hours. did the Aosidhe manage to drive Griselda back to her lair
• The Deck of Many Things: As an action, Goodie can within the Cronemarsh. Since then, Griselda has remained
touch her deck of cards, transforming it into a deck of many quiet, but the witches who survived the Aruandan Con-
things. The deck has all twenty-two cards when it appears. quest still swear fealty to their queen. Many await the day
Creatures who choose to do so may draw from the deck Griselda reemerges from the swamp to hatch another evil
for the next 24 hours, at which point the deck returns to its scheme.
original form. Once Goodie has transformed her cards in Griselda’s Heads. Unlike other ogres, whose heads die
this way, she can’t do so again for one year. shortly after being shed, Griselda’s heads live on indepen-
dent of her body. Griselda can see through the eyes of her
Treasures. Apart from her deck of cards, Goodie’s top hat
lost heads and knows everything they know. Statistics for
is her only possession of note. The hat functions as a bag
Griselda’s heads are provided here. A coven of three of
of holding. It contains 2,200 cp, 1,100 sp, 90 gp, assorted
Griselda’s heads serve the Hag Queen in her lair.
trinkets worth 75 gp, a potion of animal friendship, and a
Desires. Despite her recent setbacks, Griselda remains
potion of greater healing.
the mastermind of a thousand intrigues. Griselda loves
Weaknesses. Clever PCs may turn Goodie’s fondness for
tempting mortals with her magic, and her generosity
card games against her. Goodie can’t resist a bet, and PCs
makes her a tantalizing patron. Bargaining with the Hag
who beat her at a game of cards may win her services. Of
Queen is a dangerous proposition, however. The baleful
course, Goodie’s an expert gambler, and the PCs may find
consequences of a deal struck with Griselda almost always
the risk of losing a game to her outweighs the possible re-
outweigh the rewards.
wards.
Griselda is happy to help those in need, asking only for
The Old Maid—the ghost of the witch Goodie killed to
a future favor in return. It may be months or years before
gain her power—terrifies Goodie. If the PCs make a cred-
Griselda collects on her debt, but when she does, she may
ible threat to free the Ghost, Goodie throws herself at the
demand any of the following:
party’s mercy. If released, the ghost attacks Goodie in pref-
erence to all other targets.
• One of the PCs must “carry” a curse for Griselda. The
curse is so ancient even Griselda can’t break it, but she can
Griselda transfer it to another person for a time. The effects of the
curse, and how long the PC must carry it, are left for you
Griselda stands over ten feet tall, but her head is so enormous to decide.
it could rest atop a body twice as large. Her features are thick
and brutish, and yet her eyes glimmer with an intelligence
• Griselda wants to cast a spell contained within the
Twisted Tome (Magic of the Runewild, page 44). The tome
unlike any you’ve seen in an ogre. She wears a noblewoman’s is currently in the possession of Rikus, Lord Caerfell’s Coun-
finery, but with a brace of human skulls strung around her cilor Arcane, at Caerfell Keep (102).
neck. A longsword of Aosidhe make hangs at her side. • Griselda demands the party visit Goodie Sharktooth
Griselda, the Hag Queen, is an ogre hag. Her lair (86) is a (115) and draw from her deck of many things.
treehouse cradled in the arms of a black willow tree deep Information. No one knows the Runewild better than
within the Cronemarsh. Griselda. Assume Griselda knows all the information pre-
Mother of Ogres. Griselda is best known as the Mother sented in the Runewild Gazetteer and answers any ques-
of Ogres. Though not her literal offspring, all ogres in the tions the PCs have, although she may omit pertinent de-
Runewild are Griselda’s creations. To “give birth” to an ogre, tails if doing so endangers the party. For example, if the
Griselda removes the head of an evil humanoid, then uses PCs ask Griselda about the Highvale Blades (Magic of the
her magic to keep the body alive long enough for an ogre’s Runewild, page 40), she may tell them the location of the
head to grow in its place. As a side effect of this gruesome Giant’s Vault (120) but fail to mention the many traps that
ritual, Griselda’s children must occasionally shed their guard the place, as well as the fact that she also possesses
heads, a quirk only ogres in the Runewild possess. Why one of the blades.
Griselda must also shed her head is unknown, although it Hag Magic. Griselda has collected untold hexes and
might be the price she paid for her foul magic, or the result spells throughout the centuries. Even Griselda’s power,
of the curse that transformed her into a hag a millennia however, has its limits. With 10 minutes of preparation,
ago.
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Richard Broadhurst (Order #23491769)
Griselda can reproduce the effects of any spell, but she Weaknesses. As a CR 16 creature, Griselda is beyond the
must finish a long rest before she can do so again. In addi- ability of most parties to challenge directly. However, even
tion, Griselda can use her Hag Magic to create the follow- lower-level PCs may thwart Griselda’s plans if they take ad-
ing effects: vantage of her weaknesses. Defeating Griselda once and
• Animate Tree: While in the Cronemarsh, Griselda can
for all is a satisfying conclusion to a Runewild campaign.
While dealing with Griselda, the PCs may use the fol-
use an action to select one tree she can see, magically an-
lowing weaknesses to their advantage:
imating it as if by the awaken spell. The animated tree re-
mains charmed by Griselda for 30 days. There’s no limit to • An ancient curse compels Griselda to visit (via a dream
the number of trees Griselda can animate in this way. spell) anyone who slays a witch. During this visit, Griselda
• Create Portal: By knocking on a solid surface three must answer three of the dreamer’s questions truthfully.
times, Griselda can create a two-way portal to anywhere in If the dreamer annoys Griselda (by forcing her to reveal
the Runewild. The portal remains open until Griselda uses another of her weaknesses, for example), she turns the
a bonus action to close it. dream into a nightmare, preventing the dreamer from
• Decapitation Magic: Using a sword or similar imple- gaining any benefit from the rest and causing them to take
ment, Griselda can remove the head of a helpless creature 10 (3d6) psychic damage upon awakening.
without killing the creature outright. This allows Griselda • Griselda relies on her coven of disembodied heads
to produce all manner of magical effects, including trans- (see below) for much of her spellcasting ability. If the PCs
forming the creature’s body into an ogre; reattaching the destroy the heads, Griselda loses access to many of the
creature’s head backward on its body; keeping the two spells she uses to spy on the party, such as augury, speak
pieces separate but alive; or swapping the heads and bod- with dead, and scrying.
ies of creatures as she chooses. • Griselda’s life force is bound to the first head she shed
• Grand Hex: With a week’s work, Griselda can prepare a after becoming a hag. One of Griselda’s minions, a fey lord
curse that alters the course of the campaign itself. The ef- named Lord Raven (148), protects the head for his mis-
fects of this curse are left for you to decide; see the Curse of tress. If the PCs destroy Griselda’s original head, her maxi-
Caerfell at location 102 or The Doom of Lord Lionfell at 109 mum hit points are reduced to 1. Each time Griselda finish-
for inspiration. Once Griselda casts a Grand Hex, she can’t es a long rest, her maximum hit points increase by 1 until
do so for the remainder of the campaign. she returns to full strength (199 days later).
Treasures. Griselda possesses two treasures of note: Eclipse,
• Griselda fears the clock-bound hag Korthsuva (144),
and with good reason: if the PCs free Korthsuva from the
one of the Highvale Blades, and a dreaming stone. In addi-
clock to which she’s bound, her power grows to rival that
tion, Griselda owns many magic items not currently in her
of Griselda herself. An ancient oath forbids Griselda from
possession, such as the mirror of eight directions (on loan to
harming Korthsuva directly, and she’s unable to approach
Ghazrek the ghast at 8) and her dryad lure (which her son
within 1 mile of Korthsuva or even scry upon her cottage
Iodun stole and took to his lair at 66). See Magic of the
using magic.
Runewild for information about all these items.
Finally, Griselda can create the following treasures. Griselda
Griselda may trade these items to PCs in return for services Large fey, neutral evil
they perform or use the items to equip her minions. Armor Class 17 (natural armor)
• Brew Potion: By spending 24 hours gathering and Hit Points 200 (16d10 + 112)
brewing the proper ingredients, Griselda can create any Speed 30 ft., fly 30 ft.
elixir, oil, philter, or potion she chooses. Griselda always STR DEX CON INT WIS CHA
carries 1d6 such potions (of your choice). 24 (+7) 16 (+3) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
• Gauntlets of Ogre Power: As an action, Griselda can
transform a pair of gauntlets or gloves she touches into Saving Throws Con +12, Wis +11, Cha +12
gauntlets of ogre power. The enchantment lasts until Grisel- Skills Arcana +14, Deception +12, History +14, Insight
da uses this ability again or until she ends the effect as a +11, Perception +16, Stealth +8
bonus action. Senses darkvision 120 ft., truesight 120 ft., passive Percep-
• Ogre Hair Shirt: With 8 hours work, Griselda can weave tion 26
a shirt made from ogre hair. The shirt provides no bonus Languages Common, Elvish, Giant, Sylvan, telepathy 120
to Armor Class, but the wearer becomes immune to crit- ft.
ical hits from weapon attacks (a critical hit is treated as a Challenge 16 (15,000 XP)
normal hit instead). After 7 days, the smell from the shirt Hag Magic. Griselda can prepare various magical effects
becomes unbearable and must be removed, destroying its unique to her. These effects are detailed in her description
magic. (above).
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Richard Broadhurst (Order #23491769)
Innate Spellcasting. Griselda’s innate spellcasting ability is
Charisma (spell save DC 20, +12 to hit with spell attacks).
She can innately cast the following spells, requiring no ma-
terial components:
At will: darkness, detect magic, eldritch blast (3 beams), in-
visibility (self only), mage hand, prestidigitation
3/day each: black tentacles, charm person (up to 5 targets),
gaseous form (self only), glyph of warding, sleep (15d8 hit
points)
1/day each: dream, hold monster, power word stun
Legendary Resistance (3/Day). If Griselda fails a saving
throw, she can choose to succeed instead.
Eclipse. Griselda wields Eclipse, one of the legendary High-
vale Blades (Magic of the Runewild, page 40).
Regeneration. Griselda regains 10 hit points at the start of
her turn if she has at least 1 hit point.

Actions
Multiattack. Griselda makes two melee attacks with
Eclipse.
Eclipse. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 13 (1d8 + 9) slashing damage, or 14 (1d10 + 9)
slashing damage if wielded in two hands. If the target isn’t
in its true form, it takes an extra 7 (2d6) slashing damage
and must make a DC 12 Wisdom saving throw. On a failure,
the target reverts to its true form and can’t change to a
different form for 1 minute. At the end of each of its turns,
the target can repeat the saving throw to end the effect.
Change Shape. Griselda magically polymorphs into a within 30 feet of Griselda must make a DC 20 Wisdom sav-
Small or Medium humanoid or back into her true form. ing throw. On a failure, the target is cursed until a remove
Other than her size, her statistics are the same in each curse spell or similar effect ends the condition, or until
form. Any equipment Griselda is wearing or carrying ei- Griselda ends the curse as a bonus action. While cursed,
ther changes size or merges with her new form (Griselda’s the target can’t be awakened by any means.
choice). If she dies, Griselda reverts to her true form. Gaseous Flight. While in gaseous form, Griselda flies up to
Reactions 120 feet without provoking opportunity attacks.
Flying Head. When Griselda takes damage that would re- Invisibility. Griselda casts invisibility (self only).
duce her to less than half her maximum hit points, she can Griselda’s Heads
use her reaction to separate her head from her body. While Medium fey, neutral evil
separated in this way, Griselda’s head and body are consid- Armor Class 13
ered two separate creatures, although they share the same Hit Points 76 (9d8 + 27)
pool of hit points. The head and body each take a full turn Speed 20 ft. (rolling only)
on Griselda’s initiative count. Until they reunite, the head
can’t make melee attacks, and the body can’t cast spells. STR DEX CON INT WIS CHA
Griselda can reattach her head to her body over the 19 (+4) 10 (+0) 16 (+3) 19 (+4) 22 (+6) 25 (+7)
course of a long rest. Saving Throws Con +6, Wis +9, Cha +10
Skills Arcana +10, Deception +10, History +10, Insight +9,
Legendary Actions
Perception +12, Stealth +3
Griselda can take 3 legendary actions, choosing from the
Senses darkvision 120 ft., truesight 120 ft., passive Percep-
options below. Only one legendary action can be used at a
tion 22
time and only at the end of another creature’s turn. Grisel-
Languages Common, Elvish, Giant, Sylvan, telepathy 120
da regains spent legendary actions at the start of her turn.
ft.
Deep Slumber (Costs 2 Actions). One sleeping creature Challenge 5 (1,800 XP)

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Innate Spellcasting. The head’s innate spellcasting ability the sisters didn’t reveal their true evil until years later, when
is Charisma (spell save DC 18, +19 to hit with spell attacks). they were caught poisoning their village’s well. To punish
It can innately cast the following spells, requiring no mate- the Gunkpuddle Girls, the surviving villagers threw the sis-
rial components: ters into the very well they’d poisoned. As they drowned,
the Gunkpuddles swore vengeance on the townsfolk and
At will: darkness, detect magic, eldritch blast (2 beams),
transformed into sea hags. The three have haunted the
mage hand, prestidigitation
waters of the Runewild ever since.
1/day each: charm person, dream, sleep
Servants of Apophix. After they had their revenge on the
Rolling Charge. If the head rolls at least 20 feet straight townsfolk who killed them, the Gunkpuddle Girls trekked
toward a target and then hits it with a slam attack on the deep into the Runewild. They finally settled on the shores
same turn, the target takes an extra 7 (2d6) bludgeoning of Feather Lake, which at that time was still home to the
damage. If the target is a creature, it must make a success- thrushkin (Runewild Bestiary, page 281), a race of bird-
ful DC 14 Strength saving throw or be knocked prone. folk who served the Feathered Serpent (58). The thrush-
kin and the Gunkpuddles remained at odds for years, but
Shared Spellcasting. While three of Griselda’s disembod- when the green dragon Apophix arrived in the Runewild,
ied heads are within 30 feet of one another, they can each the Gunkpuddles saw their chance to defeat the thrush-
cast the following spells, requiring no material or somatic kin once and for all. The witches promised to help Apophix
components. The heads must share the spell slots among capture the Feathered Serpent if the dragon let them live
themselves. in the abandoned palace. Apophix agreed to the witches’
Each head is a 12th-level spellcaster. A head’s spell- plan, and the Gunkpuddles remain his loyal servants to
casting ability is Intelligence (spell save DC 15, +7 to hit this day.
with spell attacks). Desires. The Gunkpuddle Girls worship Apophix as a
god. All the Gunkpuddles seek to serve their master, but
1st level (4 slots): bane, comprehend languages, identify, each hag has her own motivations, as well:
witch bolt
2nd level (3 slots): augury, hold person, locate object • Foul Anne has grown tired of sharing the ring of water
3rd level (3 slots): animate dead, bestow curse, speak with elemental command with her sisters (see Treasures be-
dead low). Anne believes the thrushkin shaman Three-Feathers
4th level (3 slots): blight, locate creature, phantasmal killer (15) has a similar ring and wants it for herself. The PCs may
5th level (2 slots): legend lore, scrying find yet another such ring among the ruins of a thrushkin
6th level (1 slot): circle of death village on the lake’s southern shore (46).
• PCs who observe Dripping Jenny notice her gaze falls
Actions on the sack Fishbone Sue carries. Jenny knows Sue stole
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, the necklace of adaptation from Apophix’s horde (see Trea-
Hit: 11 (2d6 + 4) piercing damage. sures below) and longs to possess the necklace herself.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- • Fishbone Sue desires a pet, and only a pooka (Runewild
get, Hit: 7 (1d6 + 4) bludgeoning damage. Bestiary, page 278) will do. Sue has heard a turtle-pooka
lives south of Feather Lake (at location 5). She will trade
The Gunkpuddle Girls her necklace of adaptation to anyone who brings her the
In life, the Gunkpuddle Girls weren’t unattractive; only their creature.
wicked hearts made them ugly. As witches, the Gunkpuddles Information. The Gunkpuddle Girls aren’t inclined to share
appear as they did in death: a trio of drowned corpses with information with those who oppose their master, but if
lifeless eyes and lolling tongues. A noxious stench surrounds the PCs convince the Gunkpuddles they’re not interested
Foul Anne, the eldest Gunkpuddle. Damp footprints trail in crossing Apophix, the hags share the following informa-
Dripping Jenny, the middle sister. Fishbone Sue, the young- tion:
est of the three, drags a sack stuffed with the carcasses of
half-devoured fish.
• Apophix is always looking to grow his hoard. The
Gunkpuddles give directions to the Giant’s Vault (120) if
The Gunkpuddle Girls are a coven of sea hags. They serve the PCs promise to bring them one of the Highvale Blades
the green dragon Apophix at the Palace of Water, Wind, (Magic of the Runewild, page 40).
and Stone (58). • If the PCs need a curse removed, the Gunkpuddles re-
Bad from Birth. Some creatures are made wicked by fer them to the Whitebone Sisters (18) or the Daughters of
their circumstances, but others are simply born that way. the Chimera (89).
The hags known as the Gunkpuddle Girls are the latter. • Another sea hag, the Washer Widow (94), roams the
Even as children, the Gunkpuddles were mischievous, but banks of the Wendarin River. If one of the Gunkpuddles

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Richard Broadhurst (Order #23491769)
dies, the remaining sisters seek out the Widow to reform Treasures. Other than the trinkets they occasionally filch
their coven. from Apophix’s horde, the Gunkpuddle Girls have little
wealth to call their own. Their few possessions include:
Hag Magic. In addition to their sea hag abilities, the Gunk-
puddle Girls are immune to poison damage and the poi- • The sisters share a ring of water elemental command,
soned condition. The Gunkpuddles also created the egg although whose turn it is to wear the ring is a common
of magical force that imprisons the Feathered Serpent. Kill- source of contention.
ing one or more of the Gunkpuddles weakens the egg (see • Fishbone Sue stole a necklace of adaptation from Apo-
location 58 for details). If the PCs destroy the egg, the hags phix’s hoard several months ago. Its magic is useless to
can perform a ritual to create a new one within 7 days. Sue, but Dripping Jenny covets the necklace. Sue keeps
The Gunkpuddles are a hag coven, giving them access the treasure to torture her sister.
to the following trait: • Once per day, the Gunkpuddle Girls can combine their
spit into a dose of midnight’s tears. In addition to the poi-
Shared Spellcasting. While within 30 feet of one another,
son’s normal effects, sprinkling the poison on a holy site
the Gunkpuddle Girls are considered 12th-level spellcast-
(such as a shrine or graveyard) duplicates the effects of
ers that use Intelligence as their spellcasting ability (spell
a hallow spell. The poison can be stored in a vial or other
save DC 13, +5 to hit with spell attacks). They can cast the
container, but it loses effectiveness after 3 days. The hags
following spells, but they must share the spell slots among
will sell this poison to the PCs for 1,500 gp per dose.
themselves:
Weaknesses. Strange magic binds the Gunkpuddle Girls to
1st level (4 slots): create or destroy water, fog cloud, identify,
the well in which they drowned. The PCs can use the Whis-
ray of sickness
pering Well (30) to separate the Gunkpuddles, depriving
2nd level (3 slots): animal messenger, darkvision, protection
them of their Shared Spellcasting feature. In addition, the
from poison
Gunkpuddles feel a sense of camaraderie with those who
3rd level (3 slots): gaseous form, stinking cloud, water
have died as they did. The hags refuse to harm a creature
breathing
who has drowned and been restored to life, unless that
4th level (3 slots): control water, freedom of movement,
creature damages them or casts a spell that forces them to
phantasmal killer
make a saving throw.
5th level (2 slots): cloudkill, scrying
6th level (1 slot): eyebite Korthsuva, The Hag of Hours
Finally, each of the Gunkpuddle Girls has the ability to cast The clock-bound hag’s appearance changes with the time
a unique curse. The Gunkpuddles don’t need to see their of day. She is born at dawn, but by late morning she’s grown
victim in order to cast these curses, although they must into a lovely, black-haired maiden. In the afternoon, she’s a
know the victim’s name or possess an item tied to them matron, and as the sun sets she withers into a crone. At the
(such as a lock of hair or drop of blood). The hags can have stroke of midnight, the spark of life leaves her body. Foul
one curse of each type in effect at a time. magic animates her remains until the sun rises once again.
• The Dripping Curse: Dripping Jenny inflicts this curse Korthsuva, the Hag of Hours, is a clock-bound hag. Her cot-
upon those who steal from her or her sisters. Whenev- tage lies on the northern border of the forest, at encounter
er the victim of this curse attempts to remain silent, the area 144.
unmistakable sound of dripping water can be heard from Clock-Bound. The forest was still young when Korthsu-
their direction. While the curse lasts, the target has disad- va, the Hag of Hours, was born. As the first hag born in the
vantage on Dexterity (Stealth) checks. Runewild, Korthsuva was destined to wield great and ter-
• The Fishbone Curse: By uttering her namesake curse, rible magic. Knowing this, the fey of the forest stole Korth-
Sue can magically lodge a fishbone in her victim’s throat. suva from her cradle and used their magic to bind her life
The feeling the bone causes is unpleasant, but the curse force to an enchanted clock. For as long as the clock ticks,
isn’t harmful until 7 days later, when the victim takes 11 Korthsuva is cursed to be born, grow old, and die each day.
(2d10) poison damage, or half damage on a successful DC Korthsuva’s curse prevents her from escaping the
11 Constitution save. Until the curse is broken, the victim clock and makes her forget her predicament each morn-
takes this damage again each time it finishes a long rest. ing. However, as the sun sets—and particularly after mid-
• The Curse Most Foul: Foul Anne’s curse is the most ter- night, when she becomes an undead creature comparable
rible the Gunkpuddles know. While cursed, any water the to a lich—Korthsuva remembers her curse. Once she does,
victim touches becomes foul and undrinkable. A victim of she stops at nothing to trick, cajole, or outright force any-
the Curse Most Foul can survive by imbibing one flask of one she meets into destroying the clock that binds her.
holy water each day. Otherwise, they begin to suffer de- A Hag Apart. Korthsuva has been a part of the Runewild
hydration at the end of the first day they become cursed. since its beginning, but she knows little of the great for-

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Richard Broadhurst (Order #23491769)
est surrounds her. This is due in part to her curse, but also Clock-Bound Hag
to the great hedge that surrounds her cottage. A wall of Medium fey, neutral evil
brambles over 30 feet high, the hedge imprisons Korth- Armor Class 12
suva and turns back all but the most persistent intruders. Hit Points 99 (18d8 + 18)
Korthsuva’s only real connection to the outside world is Speed 30 ft.
the pooka king, Seven-Tail, who visits the hag occasionally,
STR DEX CON INT WIS CHA
even as he seeks to drive off travelers who stumble upon
10 (+0) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 20 (+5)
her cottage. Why Seven-Tail protects Korthsuva remains
uncertain, but the idea that he does so at the behest of the Saving Throws Int +7, Cha +9
fey who imprisoned her seems most likely. Skills Arcana +11, Deception +9, History +7, Perception +6
Desires. Korthsuva is uninterested in any bargain Damage Immunities necrotic, poison (undying form only)
that doesn’t her free from the clock that binds her. In the Condition Immunities charmed, exhaustion, frightened,
morning hours, Korthsuva’s desire to escape is muted by paralyzed, poisoned (undying form only)
her innocence and inexperience. As she ages, she grows Senses darkvision 60 ft., passive Perception 16
increasingly eager to break her curse. PCs may be able to Languages Common, Elvish, Sylvan
play upon her desperation, but those who push Korthsuva Challenge 12 (1,100 XP)
too far might also find themselves facing her wrath as the
Clock-Bound. The hag can’t willingly move more than
sun begins to set.
60 feet away from the clock to which it is bound. If an ef-
Information. Stolen away when she was only a baby,
fect would force the hag to move away from its clock, the
Korthsuva knows nothing about the Runewild or its den-
hag teleports to an unoccupied space of its choice within
izens. She has a vague idea she is a witch, and that there
range at the start of its turn.
might be others like her beyond the hedge. Otherwise, she
The time displayed on the clock determines the hag’s
likely knows less about the Runewild than the PCs them-
appearance and magical abilities (see Innate Spellcasting
selves. The only helpful information Korthsuva might pro-
below). From 6:00–8:00 a.m., the hag appears as a female
vide the party concerns Seven-Tail, whom she’s somewhat
child. From 8:00–12:00 noon, she’s a lovely young maiden.
fond of in the morning but grows to hate as the hours pass.
From 12:00–6:00 p.m., she’s a middle-aged woman. From
Hag Magic. From the moment she can speak, Korthsu-
6:00–12:00 midnight, she’s an ancient crone. From the
va can cast a variety of magical spells (via her Innate Spell-
stroke of midnight until dawn, the hag becomes an un-
casting trait). Her power only increases as she ages, and by
dead creature similar in appearance to a lich.
nightfall her magic rivals that of the greatest archmage or
Innate Spellcasting. The hag’s innate spellcasting ability
lich. Korthsuva doesn’t need the various trappings other
is Charisma (spell save DC 17, +9 to hit with spell attacks).
witches require to work their magic. Instead, her power is
It can innately cast the following spells, requiring no ma-
innate, as unpredictable and unknowable as the Runewild
terial components. The hag’s current form determines the
itself.
spells it can cast:
Treasures. Korthsuva owns nothing of value. While her
clock is priceless, she’s incapable of trading that away, at Child form and older (3/day each): augury, detect mag-
least while she remains bound to it. The only goods she ic, charm person, cure wounds, detect thoughts, sanctuary,
has to bargain with are the apples that grow on the tree sleep
outside her cottage (see 144). The apples are infused with Maiden form and older (3/day each): banishment, counter-
the same time-altering magic that curses Korthsuva, how- spell, dimension door, dispel magic, divination, remove curse
ever, so accepting the apples in return for Korthsuva’s re- Mother form and older (3/day): globe of invulnerability,
lease may be no bargain at all. greater restoration, raise dead, scrying
Weaknesses. To defeat Korthsuva, one need only be Crone form and older (1/day): dominate monster, feeble-
willing to murder a child. At dawn, Korthsuva is as help- mind, forcecage, maze
less—and as innocent—as any newborn. Her innocence Undying form (1/day): foresight, power word kill, time stop,
wanes as the hours pass, but challenging her becomes true resurrection
more dangerous the older she becomes. At all times,
Korthsuva’s clock remains her greatest weakness. Destroy- Magic Resistance. The hag has advantage on saving
ing the clock causes Korthsuva to age into a pile of dust throws against spells and other magical effects.
within moments. Doing so also releases a wave of strange Actions
magic that leaves no one in the area untouched (see the Stretch Time. The hag selects up to three creatures it can
Side Effects of Korthsuva’s Clock table on page 251 for more see within 30 feet of it. Each creature must make a DC 17
information). Wisdom saving throw. On a failure, the creature becomes
frozen in time (as the petrified condition) for 1 minute. At

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Richard Broadhurst (Order #23491769)
the end of each of its turns, the creature can repeat the course, to gain these benefits, one must first stomach the
saving throw, ending the effect on a successful save. A suc- sisters’ cooking, which is truly terrible.
cessful dispel magic (DC 19) also ends the effect. Desires. The loss of Fennysnake has diminished the
End Time (undying form only). One creature the hag scope of Woollybat and Frogtoe’s schemes. These days,
touches must make a DC 17 Constitution saving throw. On the two rarely leave their camp (134) and have few desires
a failure, the creature takes 21 (6d6) necrotic damage. At beyond gathering ingredients for their next meal.
the start of each of its turns, the creature takes an addi- • When the PCs first encounter them, Woollybat and
tional 21 (6d6) necrotic damage. If this damage reduces Frogtoe have captured a sporeling, a creation of Hartwort
the creature to 0 hit points, it dies. At the end of each of its (145). The hags look kindly on anyone who helps them
turns, the creature can repeat the saving throw, ending the cook the sporeling, but they distrust those who refuse the
effect on a successful save. A successful dispel magic (DC meal.
19) cast on the target also ends the effect. • The witches think the pooka Havrik (133) would make
a nice addition to their cooking pot.
Reactions • Reuniting Woollybat and Frogtoe with their sister puts
Reverse Time. Whenever a creature makes a successful at- the coven in the party’s debt for years to come.
tack roll against the hag, it can use its reaction to force the
creature to reroll the attack and use the second result. Information. Woollybat and Frogtoe usually forget each
moment as it passes. In their rare moments of clarity, the
The Misplaced Coven hags may impart any of the following information. A re-
move curse or greater restoration spell restores the hags’
These hags are an odd-looking pair, similar only in their ug-
memories entirely. What else Woollybat and Frogtoe re-
liness. Frogtoe, a sea hag, is an emaciated crone with wrin-
member once their curse is broken is up to you.
kled green-gray skin. A frog’s foot as large as a human hand
dangles from a leather thong around her neck. The green hag • Woollybat and Frogtoe know the gossamers who live
Woollybat is squat, hunched, and covered in fur. In place of in the ruins to the south (122) serve a fey lord named the
ears, bat wings flap against her meaty jowls. Red Rose Prince (118).
Woollybat’s and Frogtoe’s sister, the night hag Fenny- • While their coven was whole, Griselda shared some of
snake, is less comical. In her true form, she’s a monstrous her closest secrets with the Misplaced Coven, including
woman with purple skin and a pair of curling ram’s horns the location of her original head (at 148).
protruding from her brow. When she uses magic to conceal • If the Wollybat and Frogtoe recover their memories,
herself, she appears as a dusky-skinned maiden, her beauty they recall the details of Fennysnake’s capture and enlist
so alluring it sends a shiver up your spine. the party to recover their lost sister.
Two members of the Misplaced Coven, Woollybat (a green Hag Magic. Woollybat and Frogtoe have forgotten most
hag) and Frogtoe (a sea hag), are found in location 134. of the magic they once knew. Only their ability to pre-
Fennysnake, a night hag and the coven’s third member, is pare magical meals (as described above) remains. With an
held captive at Cankerworm Keep (139). hour’s preparation, the hags can prepare a meal capable
The Missing Witch. Woollybat and Frogtoe are two- of feeding up to five creatures and imbue the meal with
thirds of what was once one of the most powerful covens magic. Creatures who eat the meal gain a special property
in the Runewild. The wizard Montagne (139) broke their or ability of the meal’s main ingredient. The mechanics of
coven when he kidnapped Woollybat’s and Frogtoe’s sis- this effect are determined by the GM but may include re-
ter, Fennysnake, and cast a modify memory spell on the sistance to a type of damage, special senses, or the use of
hags to make them forget Fennysnake’s disappearance. a natural weapon such as a claw or bite attack. The effect
The spell seems to have scrambled the witches’ minds, fades after 24 hours.
as the two have grown increasingly senile over the years. If reunited, Woollybat, Frogtoe, and Fennysnake be-
Today, Woollybat and Frogtoe hardly remember having a come a coven again and gain the Shared Spellcasting trait
sister at all, let alone what became of her. described below.
Cauldron Bubble. Though their powers are in decline,
Shared Spellcasting. While within 30 feet of one another,
Woollybat and Frogtoe cling to the few hexes they remem-
the hags of the Misplaced Coven are considered 12th-lev-
ber. Their most impressive magic is their ability to render
el spellcasters that use Intelligence as their spellcasting
down any creature they cook into its essential elements.
ability (spell save DC 13, +5 to hit with spell attacks). They
The hags’ meals grant those who eat them an aspect of
can each cast the following spells but must share the spell
the dish’s main ingredient: thus, their ogre stew imparts
slots among themselves:
incredible strength, while a meal of roasted merfolk gives
those who eat it the ability to breathe underwater. Of

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Richard Broadhurst (Order #23491769)
1st level (4 slots): bane, identify shattered the mill’s grindstone and hung the witches from
2nd level (3 slots): augury, enhance ability its sails. Only Malicraft survived the slaughter. For the next
3rd level (3 slots): bestow curse, remove curse twelve nights, Malicraft visited her sisters and listened as
4th level (3 slots): arcane eye, locate creature the witches spoke their final words. Later, when the ogre
5th level (2 slots): contact other plane, scrying hag Griselda defeated Lord Widderspire at Widderspire
6th level (1 slot): eyebite Keep (38), Malicraft cut down her sisters’ bodies and took
the abandoned windmill as her lair. Though they are long
Treasures. If Woollybat and Frogtoe hid a cache of treasure
dead now, some say Malicraft’s sisters still whisper to her,
somewhere, they’ve forgotten its location. Characters who
sharing their secrets from beyond the grave.
search the hags’ camp uncover the following:
Both Friend and Foe. Malicraft is the most visible witch
• Frog’s Foot: The frog’s foot Frogtoe wears is a powerful in the Runewild and the one most likely to assist a mor-
magic item. The foot functions only for Frogtoe, but she no tal in need. Those desperate enough to petition Malicraft
longer remembers the magic words needed to activate it. can summon her by speaking her name three times into a
If the PCs restore her memory, Frogtoe can use the foot to fire lit beneath a full moon. Malicraft hears these calls and
cast raise dead on any creature that has died as a result of responds by flying to the mortal’s side on her enchanted
drowning or at the hands of a water-based creature (such broom. She brings with her all the magic of her former co-
as a water elemental). The foot can be used five times be- ven, which she can use to heal the sick, hex the wicked, or
fore it loses its magic, but Frogtoe can recharge all uses by break a fey lord’s curse, as needed. Of course, Malicraft’s
drowning a humanoid creature in a natural body of water. help always comes at a cost. Though her demands seem
• Gossamer Cloak: Before Montagne kidnapped her, reasonable at first, mortals who deal with Malicraft quick-
Fennysnake obtained this cloak of gauzy silk from the gos- ly discover the hag makes no bargain that doesn’t benefit
samers at 122. The cloak functions as a cloak of protection, her in the long run. That said, Malicraft is one of the few
except that it disintegrates the first time iron touches it. witches in the Runewild willing to oppose Griselda, the
Woollybat and Frogtoe have forgotten the cloak exists and Hag Queen. PCs who become the targets of Griselda’s
don’t notice if it goes missing. wrath may find themselves forced to ally with Malicraft,
despite the insidious nature of her bargains.
Weaknesses. Woollybat and Frogtoe’s addled memories
Desires. Malicraft detests all mortals, particularly the
cause them to suffer disadvantage on Wisdom (Insight or
Aruandans, who exposed and destroyed her coven. She’s
Perception) checks made to spot deceptions. They lose
willing to set aside even this hatred, however, to pursue a
this weakness if they recover their memories or reunite
higher goal. More than anything, Malicraft wants to take
with Fennysnake. In addition, the hags of the Misplaced
Griselda’s place as the Hag Queen of the Runewild. To this
Coven have the following individual weaknesses:
end, Malicraft employs a legion of servants, both mortal
• While within 60 feet of a living bat or giant bat, Wool- and fey, to spy on other witches and extend her sphere of
lybat is blind. influence over the forest. Malicraft may even ally herself
• Giant frogs have advantage on attack rolls against with a group of powerful adventurers (such as the PCs), if
Frogtoe, and they can swallow her even though she isn’t she believes doing so helps her unseat Griselda from her
a Small creature. throne.
• If Fennysnake fails a Constitution saving throw against Information. Malicraft has spent decades gathering in-
a snake’s poison, she dies. formation about the Runewild and its inhabitants. In addi-
tion, the spirits of Malicraft’s coven sisters (see Hag Magic
Malicraft below), know secrets about the forest both current and
A lone figure watches you from the rise on which the old mill long-lost. Assume Malicraft knows 1d4 facts about any lo-
sits. She is a middle-aged woman with dark, wavy hair just cation in the Runewild, or 1d4 + 1 facts if the subject is a
beginning to turn gray. She wears a long-sleeved, red linen hag. Malicraft usually shares what she knows for free, but
gown and holds a besom broom at her side. If the woman she may require a payment of up to 100 gp for information
notices the corpses that hang in nooses from the windmill’s that’s particularly interesting or hard to come by.
tattered sails, they do not faze her. Hag Magic. Whenever a mortal speaks Malicraft’s name
three times into a fire lit beneath the full moon, Malicraft
Malicraft is a green hag. She lives in an abandoned wind- hears their words, regardless of the distance between
mill at location 53. them. In addition, when answering such a call, Malicraft
A Coven’s Sole Survivor. The windmill in which Mali- can use her broom of flying to fly impossibly fast, arriving
craft lives was once the largest in the Runewild. Before at the mortal’s side within the hour.
the Aruandan Conquest, Malicraft and her coven sisters Finally, the souls of Malicraft’s coven sisters linger with-
gathered at the mill to practice their dark craft. But when in their physical remains. By speaking with the skulls of her
Lord Widderspire discovered the coven, he and his knights dead sisters for one hour, Malicraft gains the ability either
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Richard Broadhurst (Order #23491769)
to cast a specific spell or to perform a unique magic ritual. Weaknesses. Malicraft’s desire to overthrow Griselda
Once Malicraft has spoken with her coven, the skulls fall puts her at odds not only with the Hag Queen, but all the
silent until the following sunset. The names of Malicraft’s witches of the Runewild. Clever PCs could easily turn the
coven sisters, as well as the magic they grant Malicraft, are tables on Malicraft by providing evidence of her machina-
detailed on the Malicraft’s Coven table. tions to a rival hag. In addition, if the PCs steal (or destroy)
her coven sisters’ skulls, Malicraft loses access to their mag-
Malicraft’s Coven ic. PCs who draw Malicraft out of her lair should find steal-
Once per day, Malicraft can commune with her coven sis- ing her sisters’ skulls a simple enough task.
ters and gain the ability to cast a specific spell or perform
a unique ritual. Malicraft chooses the spell or ritual when Missus Switch
she speaks with the coven. Performing any of the rituals The crone’s black hair has been pulled back into a severe bun.
takes 1 hour. If Malicraft doesn’t cast the spell or perform She carries a supple switch that crackles with foul energy
the ritual by the following dawn, it is lost, although Mali- each time it strikes.
craft can speak with her coven again the following day.
Missus Switch is a swine hag. Her schoolhouse is found at
Roll Name grants… or a ritual to… location 63.
1 Granny bestow curse create a honey golem (Magic Born of Betrayal. Missus Switch wasn’t always a witch.
Treacle of the Runewild, page 41).
Once, she was a fresh-faced school teacher, widely held to
2 Nonny clairvoyance summon Carn the Hunter (78). be the prettiest maiden in her village. But Missus Switch’s
Ninetoes
hopes for a happy future were dashed when she discov-
3 Red Nora commune locate a Highvale Blade (Magic ered her fiancé in the arms of another woman. Maddened
of the Runewild, page 40).
by the betrayal, she sought the help of Griselda, the Hag
4 Eudora contagion make an instrument play out
Queen, who gave Missus Switch a potion that transformed
Pickle of tune.
her fiancé into an undead creature devoted to her and her
5 Flora cure wounds increase a humanoid’s Charis-
Skunkbone ma score to 20 for 24 hrs.
alone.
Teacher of Swine. When the townsfolk discovered her
6 Baba Anu greater create a worry-cow (Runewild
restoration Bestiary, page 283). crimes, they drove Missus Switch into the Runewild. There,
Griselda gave her a protégé a new assignment. “Turning a
7 Auntie Cobb lesser turn every fly inside a house
restoration into a giant fly (Runewild man into a pig is one thing,” Griselda cackled. “But teach-
Bestiary, page 270). ing a pig to be a man? Now that’s a clever trick indeed!”
8 Sister raise dead summon a killing frost to ruin Her work laid out for her, Missus Switch began gathering
Hoarfrost crops. boars to be her students and, with the help of her new
9 Nanny regeneration open a portal to the Goblin “husband,” built a school house where she could conduct
Sourfoot Market (page 45). her lessons.
10 Minerva sending enchant a seed so that it grows Desires. The education of her pupils consumes Missus
Nettle into a false creeper (page 268). Switch’s existence. Adventurers who come to her seek-
11 Corrina scrying brew a philter of love. ing aid must be prepared either to assist her in her work
Slivers (by bringing her more boars, for example) or leave emp-
12 Stumpwood speak with make an axe vorpal for 24 hrs. ty-handed. Missus Switch has also found her husband,
Bess dead Mister Switch, somewhat tiresome of late. A handsome
Treasures. Malicraft most significant treasure is her broom man brave enough to court the swine hag (in a modest
of flying. She stores her coins and other valuables inside and respectful manner, of course) might win her favor.
a bag of holding. In addition, Malicraft always has a col- Information. Missus Switch concerns herself with the
lection of potions available for sale. At any given time, education of her pupils and little more. She knows Griselda
Malicraft has 1d4 + 1 potions of healing and one of the fol- lives in the Cronemarsh to the north of her schoolhouse,
lowing potions on hand: 1) clairvoyance, 2) diminution, 3) and that Hoon’s Arch (62) lies somewhere to the west. Be-
gaseous form, 4) superior healing, 5) invulnerability, 6) mind yond that, her knowledge of the Runewild is meager, at
reading. She sells the potions of healing for 50 gp each and best.
the other potions for 2,500 gp each. Hag Magic. Missus Switch’s blasted switch gives her sig-
Finally, each time the PCs visit Malicraft, there’s a 1 in 6 nificant control over her pupils (as well as those she trans-
chance she offers to sell one of the following magic items forms into boars with piggy polymorph). This, along with
for 500 gp: 1) brooch of shielding, 2) ring of mind shielding, her ability to assume a gaseous form, makes Missus Switch
3) spell scroll of up to 3rd-level, 4) stone of good luck, 5) rope a dangerous foe.
of climbing, 6) wand of secrets. Malicraft may also purchase • Blasted Switch: In the hands of Missus Switch, any
magic items from the party at half their original cost.
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Richard Broadhurst (Order #23491769)
length of supple wood functions as a blasted switch, a Swine Hag
magical weapon that deals an extra 7 (2d6) necrotic dam- Medium fey, neutral evil
age on a hit. Armor Class 13
• Pig Magic: Missus Switch has learned the long and ar- Hit Points 82 (11d8 + 33)
duous process of transforming a pig into a human. To do Speed 30 ft.
so, Missus Switch must treat an otherwise normal pig like
STR DEX CON INT WIS CHA
a human, raising it as if it were an actual human child, over
12 (+1) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3)
the course of several years. Slowly, the pig transforms, first
into an orc, then a half-orc, then finally into a human. Thus Skills Animal Handling +6, Arcana +4, Intimidation +5,
far, Missus Switch has only managed to turn three boars Perception +4
into orcs . . . but she is nothing if not a patient tutor. This Senses darkvision 60 ft., passive Perception 14
magic is neither a curse nor a polymorph effect, but rather Languages Common, Elvish, Sylvan
a complete transformation of the target’s nature. Once the Challenge 4 (1,100 XP)
changes have begun, only a wish spell can undo them.
• Poison Pearls: As an action, Missus Switch can enchant
Hag Magic. The hag can prepare various magical effects
unique to it. These effects are detailed in the hag’s descrip-
a pearl worth at least 100 gp. Dissolving the enchanted
tion (above).
pearl in liquid (such as a goblet of wine) causes it to be-
Innate Spellcasting. The hag’s innate spellcasting ability is
come poisonous (as pale tincture poison). The pearl re-
Charisma (spell save DC 13). It can innately cast the follow-
mains enchanted for 7 days, after which time it loses its
ing spells, requiring no material components:
enchantment and becomes a normal pearl again.
• Silk Purse: With an hour’s work, Missus Switch can sew At will: detect magic, message, true strike
the ear of a pig into a small coin purse. The purse can pro- 3/day: gaseous form (self only)
duce coins magically in any denomination, up to a total
of 13 gp per day. Missus Switch can create only one such Magic Weapon. The hag’s weapon attacks with its Blasted
purse at a time; if she attempts to produce a second purse, Switch are magical and deal an extra 7 (2d6) necrotic dam-
the original ceases to function. age (included in the attack).
Mischief Sense. The hag has advantage on Wisdom (Per-
Treasures. Missus Switch places little value in magic items ception) checks made to notice mischief of any kind (such
and keeps her schoolhouse free of the oddities and trin- as the presence of a creature sneaking up on it).
kets that often clutter a hag’s lair. She does, however, pos-
sess two treasures of note: Actions
Multiattack. The hag makes two Blasted Switch attacks.
• A gem of seeing, a wedding gift from Griselda. Blasted Switch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
• Missus Switch’s wedding ring functions as a ring of one target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6)
x-ray vision. Mister Switch wears a similar ring, but his also necrotic damage. If the target is a boar, pig, orc, or half-
bears a curse. So long as Missus Switch wears her ring, she orc, it must make a DC 13 Charisma saving throw. On a fail-
senses when the other ring is activated and can see ev- ure, the target is charmed by the swine hag for 24 hours.
erything its wearer observes, if she chooses. Only Missus Whenever the hag or its allies harm the target directly, it
Switch can benefit from this effect. If she dies, each ring can repeat the saving throw to end the effect.
functions as a normal ring of x-ray vision. Piggy Polymorph (1/Long rest). One creature the swine
Weaknesses. Missus Switch can’t abide mischief. Generally, hag can see within 30 feet must make a DC 13 Charisma
her response to misbehavior is in reverse proportion to saving throw. On a failure, the target is magically polymor-
the crime committed. Thus, while she overlooks heinous phed into a boar. Any equipment the target is wearing or
deeds like murder, minor transgressions (such as sneaking carrying isn’t transformed. The target reverts to its original
out of bed at night) drive her into fits of uncontrollable form if it dies. Otherwise, the effect is permanent until a
rage. remove curse spell or similar magic ends it.
In addition, Missus Switch’s powers wain on the anni- A target that successfully saves is immune to Piggy
versary of her would-be wedding. On this day, she can’t Polymorph for 24 hours, but the swine hag doesn’t expend
cast gaseous form and becomes vulnerable to bludgeon- this ability until it successfully polymorphs a target.
ing, piercing, and slashing damage from silvered weapons.
Missus Switch keeps her wedding date a secret, but Grisel- Old Mother Toombs
da knows it, as does Hoon the pooka (62). (As GM, you’re A weeping veil covers the hag’s face like a black hood, ob-
free to set the date whenever you wish; if in doubt, the scuring her features completely. She moves slowly but with-
anniversary occurs in 1d20 days.) out pause, as though her feet never touch the ground. As she
makes her way among the crumbling tombstones, an obedi-

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Richard Broadhurst (Order #23491769)
ent hound pads at her side. The hound’s fur is as black as the er Toombs likely steers the conversation toward one of the
hag’s dress, but its eyes burn like molten hellfire. following topics:
Old Mother Toombs is a tomb hag. She rarely leaves the • Mother Toombs knows the whereabouts of several
ancient Runish graveyard (114) that is her home. other witches, including Missus Switch (63), Woollybat
The Widowed Hag. Witches weren’t the only targets and Frogtoe (134), and Griselda herself (86).
of the Aruandans’ wrath during their conquest of the • Mother Toombs despises the Council Arcane. She sus-
Runewild. Anyone who practiced magic not sanctioned by pects Montagne, a former Councilor, kidnapped the night
the church of St. Adso or the Council Arcane was put to the hag Fennysnake and keeps her prisoner at Cankerworm
sword. Nevin Toombs was a necromancer and grave-rob- Keep (139).
ber in the village of Ill Hollow (76) when the Aruandans • Mother Toombs boasts that she once taught necro-
executed him for his crimes. As a kindness, the Aruandans mancy to Camadaithe, an Aosidhe wizard who now lives
allowed Nevin’s widow to bury her husband in Ill Hollow’s in the Cronemarsh (87).
cemetery, but instead she took his body to an ancient Run- • If asked a question she can’t answer, Mother Toombs
ish graveyard north of the village. There, she watched over directs the party to the owls at 99.
Nevin for 40 nights, never straying more than a few feet
Hag Magic. Old Mother Toombs’s powers are a combination
from her husband’s grave. Some say Nevin’s spirit whis-
of fey magic and the foul necromancy her late husband
pered dark secrets to his wife during this time, because
taught her. She can create the following magical effects:
when her vigil finally ended, Old Mother Toombs was no
longer human, but a foul fey creature known as a tomb
• Ever-burning Candle: With 8 hours of time and the prop-
er materials, Old Mother Toombs can create an enchanted
hag.
candle that allows her to maintain control over an unlim-
Eternal Mourning. When a mortal becomes so con-
ited number of skeletons with her animate dead spell. The
sumed with mourning that they literally die of grief, some-
candle never burns down but can be extinguished like a
times the fey grow jealous and interrupt the mortal’s soul
normal candle. Extinguishing the candle breaks Mother
before it departs to the afterlife. This woeful spirit becomes
Toombs’ control over any skeletons she has animated.
a tomb hag, a fey creature cursed to continue grieving for
all eternity. Tomb hags must maintain the burial sites of
• Shrouds That Walk: As an action, Old Mother Toombs
can enchant a burial shroud she has sewn, animating it
their loved ones. Should they ever stumble in their duties,
with necrotic energy. The shroud is identical to the ones
their loved ones rise from the dead and pursue the hag
described in location 113. The shroud uses stats for a
until one of them is destroyed.
cloaker, except that its type is construct rather than ab-
Desires. Fey magic binds Mother Toombs to her hus-
erration. Targeting the shroud with a dispel evil and good
band’s grave. Unwilling to leave her husband’s body,
spell causes it to collapse and become a normal shroud
Mother Toombs calls upon adventurers to help her when
again. It takes Mother Toombs 7 days to sew a shroud, but
she needs an errand done.
there’s no limit to the number of shrouds she can animate
• The Whitebone Sisters (18) possess a grave robber’s in this way.
spade (Magic of the Runewild, page 40), a magic item • Summon Hellhound: After his death, the ghost of Nev-
Mother Toombs wants for herself. She asks the PCs to fetch in Toombs taught his wife a ritual that allows her to sum-
the spade for her. mon a hell hound and bind it to her service. A hell hound
• Though she doesn’t serve the Black Unicorn (126) bound by Mother Toombs can’t be charmed or frightened.
directly, Mother Toombs supports the unicorn’s bid to The hell hound serves Mother Toombs until it is destroyed.
cleanse the Runewild of mortal life. Mother Toombs may If the hell hound dies, Mother Toombs must wait 30 days
try to trick the party into assisting the Black Unicorn, or at before she can summon and bind another.
least discourage them from interrupting his plans. Treasures. Other than the grave goods she sometimes
• On the rare occasions Mother Toombs leaves her hus- scavenges from her graveyard, Mother Toombs possesses
band’s grave, it’s usually to attend to the Illspire Guard three items of value:
(100). She enjoys her visits to the Illspire Guard but may
ask the PCs to go there in her place from time to time. • A black unicorn horn worth 750 gp. Mother Toombs
saves the horn to barter with the Black Unicorn and his
Information. Old Mother Toombs’s proximity to the village
cult, should the need arise.
of Ill Hollow (76) keeps her well-informed of the comings
and goings of its inhabitants. She knows the Black Unicorn
• Mother Toombs keeps her late husband’s spellbook.
It contains the following spells: animate dead, blight, dark-
is behind the recent rise of the Church of the Black Horn,
ness, darkvision, false life, phantom steed, protection from
but she won’t betray his secrets unless the PCs make it
evil and good, ray of enfeeblement, ray of sickness, sleep, and
worth her while. If asked about the unicorn directly, Moth-
vampiric touch.

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Richard Broadhurst (Order #23491769)
• A piece of ivory carved to resemble a miniature coffin. Visage of Death. The hag lifts her weeping veil, revealing
The trinket is a gift from the ogre hag Griselda and func- a hideous, worm-plowed face. Living creatures within 60
tions as a folding boat. feet of the hag who can see her must succeed on a DC
15 Wisdom saving throw or be frightened for 1 minute. A
Weaknesses. Old Mother Toombs’s greatest weakness is the
frightened target can repeat the saving throw at the end
curse that binds her to her husband’s grave. Disturbing
of each of its turns, with disadvantage if the hag is within
Nevin Toombs’s remains causes him to rise as a mummy.
line of sight, ending the effect on a success. If a target’s
Once awakened, Nevin hunts down and attacks Mother
saving throw is successful or the effect ends for it, the tar-
Toombs until either he or his wife are destroyed. Naturally,
get is immune to this effect for the next 24 hours.
Mother Toombs goes to great lengths to make sure this
never occurs.
In addition, Mother Toombs has the following weak-
Sister New and Sister Full
nesses: Cackling witches fill the sky, each astride an enormous raven’s
feather. The hags wear tattered robes and carry silver-bladed
• If presented with a memento mori, such as a locket sickles. Their chins and foreheads are comically distended,
containing the image of a dead loved one, Old Mother giving their faces the look of crescent moons.
Toombs must accept the gift and perform a favor in return. Two figures lead the flock. The first wears a white cloak
• If Mother Toombs sees her own reflection within 30 that glows with ethereal light. The second, flying just behind
feet of her in bright light, she must make a successful DC the first, is pitch black. An absence of light, her features are
15 Wisdom saving throw or be frightened, as if affected by entirely hidden beneath the shadows of her cowl.
her own Visage of Death ability.
The moon hags Sister New and Sister Full live atop the tall-
Tomb Hag est mountain in the Runewild, Raven’s Roost (148).
Medium fey, neutral evil An Enduring Sisterhood. Moon magic is an ancient tra-
Armor Class 15 (natural armor) dition in the Runewild, one even the Aruandan Conquest
Hit Points 77 (14d8 + 14) couldn’t fully stamp out. More of a sisterhood than an ac-
Speed 30 ft., fly 30 ft. (hover) tual coven, moon hags often gather in groups of up to sev-
eral dozen, either to trade secrets or to perform magic rites
STR DEX CON INT WIS CHA
tied to the phases of the moon. Such alliances are usually
14 (+2) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 14 (+2)
short-lived, but occasionally one of the hags claims lead-
Saving Throws Wis +5 ership of the gathering and bends the other moon hags to
Skills Arcana +10, Deception +5, Insight +5, Perception +5 her will. Only the leader’s death can disperse a moon hag
Damage Immunities necrotic coven once formed.
Senses blindsight 10 ft., passive Perception 15 Sister New and Sister Full. As mortals, the moon hags
Languages Common, Elvish, Sylvan known as Sister New and Sister Full were actual sisters,
Challenge 7 (2,900 XP) but now a bond even stronger than blood connects them.
Calling on baleful magic as ancient as the moon itself, the
Hag Magic. The hag can prepare various magical effects
sisters have linked their souls, becoming a single entity
unique to it. These effects are detailed in the hag’s descrip-
that resides in separates bodies. So long as both sisters
tion (above).
live, the two are more powerful than they could ever be
Hover. While the hag is in a graveyard or an area affected
alone. The sisters renew their bond on nights of the new
by her hallow spell, the hag’s feet never touch the ground.
and full moons with rites involving chanting, dancing, and
The hag gains a flying speed of 30 feet (hover), but she
blood sacrifice. So long as their souls remain entwined, Sis-
can’t rise more than 6 inches above the ground.
ter New and Sister Full are nearly indestructible (see Hag
Innate Spellcasting. The hag’s innate spellcasting ability is
Magic below).
Intelligence (spell save DC 15, +7 to hit with spell attacks).
The ritual the sisters use to join their souls is not the
It can innately cast the following spells, requiring no mate-
only magic they possess. Currently, the sisters prepare to
rial components:
activate the Moon Gate, an Aosidhe artifact capable of
At will: gentle repose, dancing lights, prestidigitation opening a portal to the moon itself. Once activated, the
3/day each: animate dead, hallow, speak with dead Moon Gate will allow an eldritch evil to enter the world
1/day: finger of death and lay waste to the Runewild. The sisters hope to become
the high priestesses of this entity when it arrives. Wheth-
Actions er these hopes are sensible—or whether the sisters are
Necrotic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., merely mad—remains to be seen.
one target. Hit: 18 (4d6 + 4) necrotic damage. Desires. Sister New and Sister Full share their lair with
Lord Raven, a fey lord who takes the form of a gigantic ra-
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Richard Broadhurst (Order #23491769)
ven. In decades past, the sisters served Lord Raven, • With 4 hours work on a moon-
but in recent months their desire to open the lit night, a moon hag can weave a
Moon Gate has supplanted their loyalty to the moonbeam into a moonbeam rope
fey lord. The sisters may enlist the PCs to slay (Magic of the Runewild, page 42).
Lord Raven, or at least keep him busy while • Sister New and Sister Full
they complete their work. recently came into the posses-
Information. Little beyond their lair sion of a relic called the mantle
interests Sister New and Sister Full. The of the moon bear (Magic of the
only useful information they can provide Runewild, page 42). After study-
the PCs involves Lord Raven. The sisters ing the star-patterns on the mantle,
know, for example, that Lord Raven pro- the sisters learned that a rare celes-
tects Griselda’s original head, and that tial conjunction—one that will allow
the ogre hag sometimes summons Lord them to open the Moon Gate—draws
Raven to serve as her mount. The Sis- near.
ters hesitate to share this information,
Weaknesses. The sisters’ greatest
for fear of angering Griselda, but they
strength is also their greatest weakness.
grow increasingly bold as the open-
If the PCs break the bond that con-
ing of the Moon Gate draws near.
nects them—either by interrupting
They believe that once they open
the ritual that renews the bond or by
the Moon Gate, neither Lord Ra-
killing one of the sisters outright—
ven nor Griselda will be able
the sisters become no more pow-
to oppose them.
erful than a typical moon hag.
Hag Magic. Sister New and
Sister Full draw their magic from Moon Hag
the ritual that binds their souls togeth- Medium fey, neutral evil
er. To maintain their bond, the sisters must spend 6 Armor Class 13
hours on the night of every full and new moon performing Hit Points 27 (5d8 + 5)
a ritual involving chanting, dancing, and blood sacrifice. Speed 30 ft.
So long as they maintain their bond, the Sisters gain the
following abilities: STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 16 (+3)
• They can communicate with each other telepathical-
Skills Arcana +4, Perception +4
ly over any distance, so long as the two are on the same
plane of existence. Senses darkvision 60 ft., passive Perception 14
• While Sister Full lives, Sister New gains immunity to all Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)
damage, except radiant damage.
• While Sister New lives, Sister Full gains immunity to Hag Magic. The hag can prepare various magical effects
unique to it. These effects are detailed in the hag’s descrip-
all damage. She loses this immunity while inside an area
of magical darkness (such as that created by the darkness tion (above).
spell). Innate Spellcasting. The hag’s innate spellcasting ability is
• The first time either Sister New or Sister Full dies, the Charisma (spell save DC 13, +5 to hit with spell attacks). It
can innately cast the following spells, requiring no materi-
other sister is restored to maximum hit points.
al components:
Treasures. In addition to their worldly treasures, the sisters
possess the following magical items. At will: light, mage hand, prestidigitation, ray of frost
1/day: continual light, moonbeam
• Any moon hag (not just the sisters) can use an action
to enchant one of Lord Raven’s feathers. The enchantment Actions
gives anyone who sits astride the feather a flying speed of Multiattack. The hag makes two silver sickle attacks.
50 feet. If the hag who enchanted it is destroyed, the feath- Silver Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft.,
er loses its magic after 1d6 days. A dispel magic spell cast one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6)
on a feather also ends the enchantment, causing a crea- cold damage.
ture riding the feather to fall. A hag can create only one
such feather at a time.

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Richard Broadhurst (Order #23491769)
Strega Rakka Hag Magic. The magic of hearth hags is as old as civiliza-
The crone regards you from the threshold of her cottage, eye- tion itself, but most of it (charms involving cooking, house-
ing your dusty, road-worn clothes. Her humble dress, apron, keeping, and etiquette) is of little interest to adventurers.
and head scarf suggest she’s a simple peasant woman, but When interacting with the PCs, Strega Rakka uses the fol-
something about her gaze sends shivers up your spine. Final- lowing abilities:
ly, the woman ends her inspection. “Very well,” she says, ges- • Fumble Cup: As an action, Strega Rakka can imbue one
turing you inside. “But be sure to wipe your feet.” object (such as a cup or dish) she touches with a minor
hex. The next creature to handle the object must make a
The hearth hag Strega Rakka is found in location 104. successful DC 14 Dexterity saving throw or drop the ob-
Last of Her Kind. Not all witches seek misery and ject. Once the saving throw to avoid fumbling the object
misfortune. Hearth hags—kindly witches who welcome is made (success or failure), the effect ends. Strega Rakka
travelers into their homes—were once common in the can have only one object enchanted in this way at a time.
Runewild. However, the Witch Wars decimated the hearth • Hidden Hearth: Over the course of 7 days, Strega Rakka
hags’ numbers, and today only Strega Rakka remains. The can enchant a hearth so that it contains an extradimen-
last hearth hag in the Runewild, Strega Rakka remains sional space. This space can be up to 10 times larger than
bound by a strict code of hospitality, but her loneliness has the hearth itself, in any configuration Strega Rakka choos-
made her wicked and cruel. She now seeks to escape her es. The space can be entered and exited by any creature
ancient oaths by tricking visitors into acting discourteous- passing through the mouth of the hearth. Strega Rakka
ly. Ill-mannered guests allow Strega Rakka to drop the illu- can have only one hearth enchanted in this way at a time.
sion that conceals her true form—a spindly woman with If Strega Rakka dies, the extradimensional space slowly
the arms and head of a spider—and punish them for their shrinks, disappearing entirely after 24 hours.
rude behavior. • Intruder’s Feast: Whenever Strega Rakka casts the he-
Collector of Embers. Sometimes, the soul of a witch roes’ feast spell, she may alter the spell’s effect so that those
lives on after her body dies. Witch embers (Magic of the who consume the feast gain no benefits and must make a
Runewild, page 45) are one example of this phenomenon. DC 14 Wisdom saving throw instead. On a failure, the tar-
Strega Rakka collects such witch embers in the hopes she get is charmed by Strega Rakka for the next 24 hours or
might one day return her sisters to their mortal forms. Any- until Strega Rakka or her allies harms it. Charmed targets
one who brings Strega Rakka a witch ember instantly finds obey Strega Rakka’s spoken commands.
themselves in the hearth hag’s good graces. Strega Rakka • Spider Spy: As an action, Strega Rakka can enchant a
has even been known to allow her guests to use one of her spider to serve her as a spy. While the spider is enchanted
witch embers to break a curse they suffer, assuming they in this way, Strega Rakka can communicate telepathical-
are courteous and truly in great need. ly with the spider over any distance, and the spider obeys
Desires. Except when it comes to tricking her guests, Strega Rakka’s telepathic commands.
Strega Rakka rarely engages in the manipulative schemes
typical of other hags. She offers food and shelter to cour- Treasures. In addition to the witch embers she keeps in-
teous visitors, rarely asking for anything in return. When side her hearth, Strega Rakka possesses one other magi-
she does demand payment, it’s usually in the form of some cal treasure: an enchanted porridge pot. Placing the pot
benign chore, like sweeping the floor or fixing a broken above a fire and speaking the words “Cook, little pot” in
window shutter. For significant favors, Strega Rakka asks Sylvan causes the pot to fill with hearty porridge. If left
the party to retrieve a witch ember from the Ember Hills unattended, the pot overflows, covering the area around
(25). the pot with sticky porridge (as difficult terrain). After 1d4
Information. Visitors who pass muster with Strega Rak- rounds, a portion of the porridge animates as a black pud-
ka find the hag to be a font of information. Strega Rakka ding that attacks any creature within its reach. Saying the
can share the following information with the party: words “Stop, little pot” in Sylvan causes the porridge (and
the black pudding) to retreat into the pot.
• If the PCs are headed into the Runewild, Strega Rak- If the PCs bring Strega Rakka a witch ember, she offers
ka tells them about the magical properties of the Safety to enchant a similar cooking pot for the party. The PCs may
Stone (90) south of her cottage. choose what kind of food the pot creates when Strega
• Strega Rakka warns the PCs to stay clear of Iodun, one Rakka enchants it—porridge, stew, and pasta are popular
of Griselda’s children, who lives to the south (66). choices.
• If the PCs ever become lost in the Runewild, Strega Weaknesses. If you knock on her door and politely ask
Rakka tells them to find the Washer Widow (94), a witch to come in, Strega Rakka can’t turn you away. Furthermore,
who wanders the banks of the Wendarin River. so long as you remain courteous, she must provide you
with a meal and a place to sleep beside her fire. Asking

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Richard Broadhurst (Order #23491769)
for more risks violating Strega Rakka’s hospitality, but the visually inspect the illusion see through the disguise on a
hearth hag is generous toward well-mannered visitors and successful DC 16 Intelligence (Investigation) check. The ef-
may even create a heroes’ feast for them. fect ends if the hag takes a bonus action to end it or if the
hag dies.
Hearth Hag
Medium fey, lawful neutral The Washer Widow
Armor Class 17 (natural armor) The dirty shift the crone wears is thin and torn, and her bare
Hit Points 91 (14d8 + 28) feet are caked with mud. She carries a washboard on her back
Speed 30 ft., climb 30 ft. and drags a hempen sack behind her. The sack jingles as if
STR DEX CON INT WIS CHA filled with coins.
16 (+3) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
The Washer Widow is a sea hag who wanders the banks of
Saving Throws Wis +5 the Wendarin River. The PCs first encounter her in location 94.
Skills Deception +6, Insight +5, Perception +5 Crime and Punishment. When a harsh Runewild winter
Damage Immunities fire took her husband’s life, the woman now known as the
Senses darkvision 60 ft., passive Perception 15 Washer Widow chose to drown her three young children
Languages Common, Elvish, Sylvan rather than watch them starve. Unbeknownst to the Wid-
Challenge 7 (2,900 XP) ow, a coven of witches had stolen the Widow’s youngest
son and replaced him with a child of their own. As pun-
Hag Magic. The hag can prepare various magical effects
ishment for killing the infant hag, the witches transformed
unique to it. These effects are detailed in the hag’s descrip-
the Washer Widow into a sea hag and cursed her to carry
tion (above).
the bones of all three children for eternity.
Innate Spellcasting. The hag’s innate spellcasting ability is
The Widow’s Work. Before her transformation into a
Charisma (spell save DC 14, +6 to hit with spell attacks). It
hag, the Widow was a poor washerwoman, and she con-
can innately cast the following spells, requiring no materi-
tinues her work to this day. She wanders the banks of the
al components:
Wendarin River, washing clothes for travelers she meets.
At will: fire bolt (2d10 fire damage), mending, prestidigita- So long as the Widow is compensated for her work, she
tion brings no harm. Those who refuse to pay the Widow, how-
3/day each: create food and water, heat metal ever, find their newly-washed clothes begin to itch shortly
1/day: heroes’ feast after parting ways with her. Once cursed, the clothes must
be removed and burnt to ashes. Those who fail to do so
Actions risk disease and even death from the cursed garments.
Multiattack. The hag makes three claw attack. The hag Desires. The Washer Widow is either mute or chooses
can forgo one of these attacks to use Fiery Brand. not to speak, so her motivations remain mysterious. Her
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- curse compels her to continue washing clothes, and to
get. Hit: 10 (2d6 + 3) slashing damage, plus 3 (1d6) fire curse in turn those who refuse to pay her. The Widow often
damage. grants generous customers a small favor, such as showing
Cinder Breath (Recharge 5–6). The hag exhales a cloud them the way to an elfpath (see Information below).
of ash and smoke in a 15-foot cone. Creatures in the area Unbeknownst to the Widow, the human child stolen
must make a DC 14 Dexterity saving throw. On a failure, from her still lives. Kept alive over the centuries by the
the target takes 24 (7d6) fire damage and is blinded until Runewild’s magic, the boy—named Drake—is currently in
the end of its next turn. On a success, the target takes half location 43. If the PCs bring Drake to her, the Washer Wid-
damage and isn’t blinded. A target that fails this saving ow recognizes her son immediately and becomes indebt-
throw by 5 or more is blinded until cured by a lesser resto- ed to the party for the remainder of the campaign.
ration spell or similar magic. Information. The Washer Widow knows the Runewild’s
Fiery Brand. The hag selects one creature it can see within hidden ways. If the PCs treat her kindly, the Widow shows
30 feet of it. The creature takes 7 (2d6) fire damage and is them an elfpath (like those described in location 19) lead-
marked with a Fiery Brand. Whenever the hag takes dam- ing to one location of their choice.
age, the marked creature also takes 7 (2d6) fire damage. Hag Magic. Other than her sea hag abilities, the only
The Fiery Brand fades after 24 hours, when the hag dies, or magic the Washer Widow knows is the curse she casts on
if the hag uses this ability on another target. customers who refuse to pay her. The Widow’s Curse is de-
Illusory Appearance. The hag covers itself and anything it scribed below:
is wearing or carrying with a magical illusion that makes it
look like an elderly human woman. The effect doesn’t hold The Widow’s Curse: As an action, the Widow curses the
up to physical inspection. Creatures who uses an action to clothes of any creature who fails to pay her for her work.

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Richard Broadhurst (Order #23491769)
Within 1d4 minutes, the cursed garments become filthy • The sisters enjoy chatting with travelers and always
and lice-ridden. A creature that fails to remove the clothes want to hear the latest news about the Runewild. To en-
must make a successful DC 10 Constitution saving throw sure their visitors return, they offer them a meal of bone
or contract a disease (as sewer plague, except the symp- bread (see Hag Magic below).
toms manifest immediately). The disease is non-magical • The sisters accept bones as payment for most services.
and can be cured by any effect that removes a disease. Any bones will do, but they want the ones the Washer Wid-
The clothes remain cursed until they are burnt or until a ow (94) carries more than any others.
remove curse spell or similar magic ends the effect. • The Whitebone Sisters seek to complete their coven.
They’ve heard tales of the cursed children of Caerfell (101)
Treasures. In addition to the loose coins she’s received for
and want one of these un-aging children to keep them
her work over the years, the Washer Widow’s sack contains
company forever.
the following:
Information. The Whitebone Sisters rarely leave their cot-
• The bones of three young children. Most of the bones tage, but over the years they’ve picked up a number of in-
are the remains of Widow’s own children, while the rest be- teresting tales from travelers. PCs who chat with the sisters
longed to the child hag. The skull of the child hag bears a are sure to hear the following gossip:
curse. Creatures who touch the skull must make a success-
ful DC 11 Wisdom saving throw or become cursed. While • Old Mother Toombs (114) tends an old Runish
cursed, the creature is charmed by the skull, treating it as if graveyard north of Ill Hollow (76). The sisters lend their
it were the creature’s own living child. Destroying the skull grave-robbers spade (see Treasure below) to PCs looking
ends the curse, as does a remove curse spell. The child hag’s to do a bit of grave-robbing.
bones have no other magical properties, although many • The PCs can summon the Gunkpuddle Girls by speak-
witches could find a use for them, particularly the White- ing their names into the Whispering Well (30). The sisters
bone Sisters (18). give directions to the well but warn that the Gunkpuddle
• If you choose, the Widow’s sack may also contain 1d4 Girls aren’t as friendly as they are.
odd trinkets (roll randomly on the Goblin Market Trinkets • If the party seeks the missing Thistlewhip children (see
table found on page 47). 19), the sisters haven’t seen them. They suggest the PCs
ask Hori the pooka (5).
Weaknesses. If presented with a child’s toy, a baby blanket,
or similar symbol of childhood, the Widow weeps, unable Hag Magic. As one might expect, the Whitebone Sisters’
to take actions while the object is within her line of sight. magic revolves around bones.

The Whitebone Sisters • Bone Bread: The hag spends 1 hour baking a loaf
of bread from flour and ground humanoid bones. Any
The bone hags Clavia and Sterna, also known as the White- creature that eats the bread must make a successful DC
bone Sisters, are found at location 18. 12 Constitution saving throw or become cursed. While
Graveyard Orphans. Orphaned at a young age, Clavia cursed, the creature gains no sustenance from food that
and Sterna Whitebone spent their childhoods in cemeter- isn’t bone bread.
ies, squatting in abandoned crypts and living off the bas- • Magic Rib: The hag and another willing creature per-
kets of food they sometimes found left for them among form a ritual lasting 1 hour, during which the hag magical-
the graves. Years later, when the ogre hag Griselda re- ly removes one of the creature’s ribs. By snapping the rib,
vealed she was the one who had left them the food, the the hag can cast remove curse on the target. Ribs removed
Whitebone Sisters were happy to repay their benefactor’s by this ritual aren’t regrown; each time a creature under-
kindness. For decades, the sisters served Griselda faithful- goes the ritual, it must make a successful DC 12 Constitu-
ly, until finally they transformed into hags themselves. tion saving throw or its maximum hit point total is reduced
Obsessed With Death. The Whitebone Sisters look and by 1d4 permanently.
act like a pair of kindly grandmothers, but their fascination • Pouch of Bones: The hag spends an hour preparing a
with death borders on obsession. They collect skeletons pouch with the bones of a tiny humanoid. Thereafter, the
to fuel their foul rituals and mix the dust of ground bones hag can use an action to open the pouch and scatter the
into the bread they bake. The hags adore small children bones into an unoccupied space within 5 feet of it. A skel-
almost as much as they do death. When no living children eton controlled by the hag appears in that space. The skel-
are available, they animate the bones of dead ones to keep eton remains for 1 hour or until destroyed.
them company. • Symbol of Fracturing: The hag spends 1 hour to cast
Desires. Anyone willing to overlook the Whitebone Sis- glyph of warding without expending material components.
ters’ strange obsessions find the hags reasonable and hon- The hag can have only one such glyph active at a time. The
est. If the PCs bargain with them, the Whitebone Sisters glyph triggers when touched. When triggered, the glyph
want the following:
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Richard Broadhurst (Order #23491769)
deals 22 (5d8) blud- • The Whitebone
geoning damage Sisters can’t (or won’t)
to the creature that harm children. This al-
activated it, or half lowance extends even
as much damage on to child-sized human-
a successful DC 12 oids, such as gnomes
Constitution saving and halflings. The sisters
throw. A creature that always capture small-
takes damage from the sized PCs instead of killing
glyph is also incapaci- them.
tated until it regains at • The sisters are
least 1 hit point as it cra- terrified of anything that
dles its shattered limb. doesn’t have bones. A PC
• Summon Bone Dev- who uses their action to
il: By spending 8 hours present a boneless crea-
preparing the bones of ture (such as a worm) to
at least three evil human- one of the sisters can force
oids, the hag can sum- her to make a DC 15 Wisdom
mon a bone devil. For the saving throw. On a failure, the
next 3 days, the bone devil hag becomes frightened of the
serves the hag or another creature designated by the hag creature for 1 minute or until
at the time of casting. After 3 days, the bone devil gathers she takes damage.
the bones used to summon it and disappears. Once the
Whitebone Sisters have summoned a bone devil in this Bone Hag
way, they can’t do so again for 30 days. Medium fey, neutral evil
Armor Class 17 (natural armor)
Treasures. The Whitebone Sisters aren’t inclined to part Hit Points 82 (11d8 + 33)
with any of their treasures, but a person who shares a meal Speed 30 ft.
of bone bread with them can convince the hags to bargain.
The sisters trade their potions of superior healing for inter- STR DEX CON INT WIS CHA
esting bones or magical items of similar value. The hags 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
part with their other treasures only if they receive help Skills Arcana +3, Deception +4, Perception +4, Persuasion
completing their coven (see Desires above). +4
• Three potions of superior healing. Senses darkvision 60 ft., passive Perception 14
• A belt of hill giant strength, adorned with the finger Languages Common, Elvish, Sylvan
bones of an actual hill giant. Challenge 3 (700 XP)
• Both sisters possess a pestle staff, which the hags use Innate Spellcasting. The hag’s innate spellcasting ability is
to grind the bones needed for their bone bread. In the Charisma (spell save DC 12). It can innately cast the follow-
hands of the Sisters only, a pestle staff functions as a mag- ing spells, requiring no material components:
ical weapon that deals an extra 1d8 bludgeoning damage
on a hit. At will: disguise self, friends, mending
• A grave robber’s spade (Magic of the Runewild, page 1/day each: animate dead, speak with dead
40). Griselda, the ogre hag, gave the spade to the sisters Hag Magic. The hag can prepare various magical effects
when they transformed into bone hags. unique to it. These effects are detailed in the hag’s descrip-
• A mirror set into a frame made up of hundreds of tiny tion (above).
humanoid bones. As an action, the mirror’s owner can rec- Magic Weapon. The hag’s weapon attacks with its pestle
reate the likeness of any creature that has been reflected staff are magical and deal an extra 1d8 bludgeoning dam-
in the mirror (there are currently hundreds). The reflection age (included in the attack).
lasts only a few moments before its flesh rots and leaves Speak with Bones. Animated skeletons not under another
behind the image of a grinning skeleton. creature’s control must obey the hag’s spoken commands.
Weaknesses. PCs who come into conflict with the White- When the hag casts speak with dead, the corpse doesn’t
bone Sisters might use the following weaknesses to their need to have a mouth or speak a language the hag under-
advantage: stands.

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Actions of the Runewild (both mortal and fey) may regard gnome
Pestle Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one PCs as fey creatures and interact with them accordingly.
target. Hit: 13 (2d8 + 4) bludgeoning damage. The deep gnomes of Deepdoom Hall (129) and East-Doom
Bone Shattering Strike (Recharge 5-6). The hag makes an (138) are the only gnomes presented in this book, but at
attack with its pestle staff. On a hit, the target takes an ex- your discretion gnomes of other subraces may live in the
tra 18 (4d8) force damage, or half as much damage with a Runewild.
successful DC 14 Constitution saving throw.
Goblins
The goblin tribes of the Runewild are ruled by goblin
Monster Variants broodmas (Runewild Bestiary, page 271), cunning ma-
Many of the monsters found in the Runewild take unfa- triarchs who wield magic like witches. Without its brood-
miliar forms. Except where noted, any differences between ma, a goblin tribe turns feral, its members losing the ability
standard monsters and their Runewild variants are only to wield weapons or even speak after a few days. Recently,
cosmetic. the Broken King (109) subsumed most of the Runewild’s
goblins into his army. The Broken King’s ally, the fey lord
Animals
Medusa, uses her magic to “bless” these goblins with the
The magic of the Runewild has touched many of the ani-
following trait:
mals who live there (see Animals in the Runewild table on
page 20 for examples). Recently, some of the forest’s more Medusa’s Blessing. The goblin turns to stone when re-
intelligent beasts have banded together to oppose Lord duced to 0 hit points. If the goblin was reduced to 0 hit
Raven (see 148). points by a weapon attack dealing piercing or slashing
damage, the attacker must make a DC 14 Dexterity saving
Elementals throw. On a failure, the weapon becomes lodged in the
Common folk rarely make a distinction between the fey creature’s petrified corpse and can’t be used to make at-
of the Runewild and creatures from the elemental planes. tacks until it is freed. As an action, a creature within 5 feet
Elementals often guard locations of importance to the fey of the weapon can attempt a DC 14 Strength (Athletics)
(see 39) or serve them directly (57). You may decide that check to pull it free.
elementals encountered in the Runewild have the fey, as
well as the elemental, type. Nearly all goblins in the Runewild serve the Broken King.
A notable exception are the goblins of the Goblin Market
Elves (Magic of the Runewild, page 45).
The elves of the Runewild are divided into three subrac-
es. The Aosidhe (or high elves) abandoned the Runewild Grimlocks
at the end of the Witch Wars, retreating to a hidden glade Grimlocks are the degenerate descendants of mortals who
called Highvale (150). Aosidhe who chose not to join their became lost in the darkest corners of the forest. Grimlocks
kin at Highvale became Ruasidhe (or wood elves). A hand- are often found in the service of witches; the green hag
ful Ruasidhe tribes still range the southern reaches of the Malicraft (Runewild Bestiary, page 294) has a special
forest (see 34). The Drosidhe (or drow) are followers of Si- fondness for the brutes. A grimlock that starts its turn
bra, a drow matron (Runewild Bestiary, page 267) who within the illumination radius of a sprite lamp (Magic of
turned against the Aosidhe a century ago. The Sunken the Runewild, page 43) takes 7 (2d6) radiant damage.
Tower (142), a former Council Arcane stronghold, is now
under Drosidhe control.
Hags
Many of the hags encountered in the Runewild were once
Elves from other parts of the world are exceedingly
human, until a curse, exposure to fey magic, or their own
rare in the Runewild. How the inhabitants of the Runewild
misdeeds transformed them into hags. PCs who explore
react to elf PCs (of any subrace) is left for you to decide.
the Runewild long enough may eventually transform into
Fey Lords hags themselves (see the Fey-Touched feat on page 37).
Fey lords are powerful entities from the Fey Realm who In the Runewild, the terms “hag” and “witch” are inter-
now live within the Runewild. This book represents many changeable.
of these lords by reskinning classic monsters. Examples of
such fey lords include Lord Raven (a roc), the Feathered
Medusa
There is only one medusa in the Runewild, and her name
Serpent (a couatl), and Medusa (a medusa).
is Medusa. Unbeknownst to many of his followers, Medusa
Gnomes is the true power behind the Broken King (109). Any mon-
Like elves, gnomes have a close connection to the Fey ster capable of turning another creature to stone (such as
Realm and its magic. At your discretion, the inhabitants a basilisk or cockatrice) is Medusa’s creation. Of all her off-

304
Richard Broadhurst (Order #23491769)
spring, Medusa holds her child Gorgon (a bodies. They rarely wear clothes,
gorgon) most dear. and none have learned to play
Like many of the fey lords presented pipes or other instruments. Cra-
in this book, Medusa’s type is fey instead ven and cruel, they’re often
of monstrosity. Although she wields found in the service of witches
strange magic, including the ability to cre- and other wicked fey creatures.
ate monstrous offspring (see the Medusa’s
Offspring table on page 186), she is other- Sprites
wise treated as a normal medusa. In the Runewild, sprites are
born from light. The glimmer
Moon Bears of starlight on a midnight
Moon bears are the same size as brown pond, the rays of the sun flash-
bears and share a similar tempera- ing off a sword’s edge, even a
ment. Moon bear pelt are marked candle burning atop a high
with silver patterns that become in- tower can give birth to one of
creasingly elaborate as the bear ages. the diminutive fey creatures. In-
Sunbursts, moons of all phases, and fant sprites remain indistinguish-
constellations both real and imagined able from the light that birthed
are typical. Some human astrologers be- them until their transformation into
lieve the bear’s markings mirror the move- fully-grown adults several weeks
ments of the firmament and use the animals’ later. Some say a sprite’s “birth-light”
pelts for divination. Elves, however, view this determines its temperament. Sprites born
practice as barbaric. from sunlight, for example, are believed to be
Moon bears regard anyone who wears the mantle of kinder than their moon-born cousins, while those
the moon bear (Magic of the Runewild, page 42) as their born from artificial light (such as a lantern) are more in-
king or queen. The moon hags Sister New and Sister Full clined to develop bonds with mortals.
(148) currently possess the mantle. Sprite arrows are invisible and curse those struck by
Some moon bears like to dance (54). them until the tiny missiles are located and removed. Ar-
rows that put their targets into an enchanted slumber are
Ogres most common, but other cursed arrows exist, as well.
Like snakes shed their skin, ogres native to the Runewild
must occasionally sluff off their heads to make room for Treants
the new one growing underneath. An ogre’s head usual- If treants ever grew in the Runewild, they died off long
ly dies soon after being shed, but occasionally a head will ago. Hartwort (145) is the forest’s closest parallel. Hartwort
live on (independent of its body) for days, weeks, or years. uses stats for a treant, but instead of a treant’s Animate Tree
Griselda, the Mother of Ogres, set this process in motion ability, Hartwort creates sporelings (as animated shrubs)
centuries ago, and her offspring have been losing their to serve him.
heads ever since. The walking trees encountered in the Cronemarsh
(83) aren’t treants, but rather normal trees the ogre hag
Orcs Griselda (86) awakens with her magic.
The swine hag Missus Switch (63) raises orcs from boars.
These orcs are as savage as their counterparts elsewhere, Unicorns
but Missus Switch endeavors to civilize them and com- The Black Unicorn (126) is the last living unicorn in the
plete their transformation into humans. Runewild. The Black Unicorn once protected the forest but
If any of the PCs are half-orcs, you may want to de- went mad when humans slaughtered his kin during the
cide whether witches created all orcs in your campaign, or Aruandan Conquest. The Black Unicorn now seeks to de-
merely those found in the Runewild. stroy all living things.

Owlbears Will-o’-wisps
The owlbear paragon (Runewild Bestiary, page 277) at In the Runewild, will-o’-wisps take many forms. Some ap-
location 81 has driven all other owlbears from the forest. pear as cackling skulls, others like cats made of moonlight.
Whatever form they take, will-o’-wisps delight in leading
Satyrs heedless mortals deep into Runewild. Though undead,
The satyrs of the Runewild are more monstrous than those will-o’-wisps have a strong connection to the fey of the
found in other parts of the world. They have goat-like forest, and are often found serving hags and other wicked
heads as well as legs, and shaggy fur covers their entire creatures.
305
Richard Broadhurst (Order #23491769)
Index
C encounter locations 23
A encounters
Caerfell 168 Caerfell Keep 170
Abrif 228 Caerfell Keep 169 Deepdoom Hall 213
adsonian devotee 30 Camadaithe 154 Goblin Market 51
adventure hooks 18 Cankerworm Keep 229 in Foxhall 78
Aldor Macson 54 Captain Bronzegear 236 in Ruasidhe territory 87
Amadan 217 Carn the Hunter 138 random 12
Amdu 240 Cassandrae 65, 264 encounter scenery 19
Amide Coslett 56 Cassandra Thrasher 171 Eri Price 60
animals 20, 304 Cenrig Hughes 86 Esme 8
animated objects 262 centipede, prismatic 278 exploration 12
harp 263 Chapel of St. Adso 169
throne 263 Charm Breaker 40, 206 F
Ansol Thistlewhip 50 charms, goblin 49
Aosidhe elves 261 Church of St. Adso 9, 55 false creeper 268
Apophix 115 Church of the Black Horn 136 Feathered Serpent 116
art objects 21 Cloak-of-Feathers 88 Fenny 230, 237
Aruanda 7 clock-bound hag 292 Fennysnake 230, 233
Aruandan Conquest 7 clockwork dwarf 265 fey-blooded 30
Ashwhen Bark 56 Conner Thistlewhip 15 fey boons 38
Awaina, the Licorice Knight 175 Coppertank Hall 137 fey lion 268
Coppertank Mine 121 fey lords 304
B Council Arcane 9 fey pranks
Covenant Hall 135 19
backgrounds 30
create honey golem (ritual) 41 Fey-Touched (feat) 37
adsonian devotee 30
Crypts of Maythorn Dun 198 fiddlehead 269
fey-blooded 30
curses 38 Firba 214
hag-owned 31
Caerfell 168 fly, giant 270
outlawed apprentice 32
Flyspeck Hill 66
polymorphed animal 33
Runewild folklorist 34
D forest sloth 270
Foxhall 77
Runish scion 35 Dame Briar 259 fox, magic 276
time-lost knight 36 Daughters of the Chimera 156, 284 Frogtoe 218
Basilisk Cave 69 Deepdoom Hall 213 frostbite 39
beckoning candle 39 deep gnome queen 265
Bertram Howell 56 Derrog Gandrin 56 G
Blackfell Tapestry 188 Donamae 221
Blackmace the False 230, 233, 237 Drake 98 Gabbie Bleech 189
Blackmace the True 230 dreaming stones 39 Ghazrek 60
Black Unicorn 209 drow 266 giant fly 270
Blaedyn Mabbot 56 corruptor 267 Giant’s Vault 203
bone hag 303 matron 267 Glimmer Bane 40, 206
Bormgastor’s Tower 83 scout 268 gnarl 270
Bormgastor the Brass 85 dryad lure 39 gnomes 304
Brackenglyph 97 Drysi Hughes 86 goblin
Brandolyn Thistlewhip 127 basilisk rider 271
Breowen 166 E broodma 271
Broken Keep 178 Goblin Market 45
East-Doom 222 charms 49
Broken King 183
Eclipse 40, 288 encounters 51
Brokenspire 43, 124
elementals 304 treasures 49
Brynmai Maythorn 201
Elenwen 95 trinkets 47
Bungo Thistlewhip 103
Elfpath Destinations 75 vendors 50
Burly Point 137
Elfspire 43, 261 goblins 304
Taverns 138
elves 304 Goji Oddarrow 56
Aosidhe 261 Golden Bodach (creature) 74, 273
Ruasidhe 87 Golden Bodach (tavern) 74

306
Richard Broadhurst (Order #23491769)
golem, honey 274 Illspire 43, 167 Montagne 230, 238
Goodie Sharktooth 193, 285 Iodun 124, 275 moonbeam rope 42
Goodwife Thaea 162 Iron’s Oath 40, 206 moon bears 305
Goodwife Tree 162 Isabel Howell 56 moon hag 299
Goren Ballard 172 Morninghorn 220
Grand Broodma Oona 272 J Mulrands 57
grave robber’s spade 40 jug of shrinking and swelling 40 Murgrin Two-Face 80
Grayspire 43
grimlocks 304 K N
Griselda 152, 287 Nanny Toadwart 165
Griselda’s Treehouse 144 Kergan Dartell 90
Ketil Sighvatsson 253 Nanny Tremble 117
Gunkpuddle Girls 115, 290 non-player characters, random 21
Gwendolyn Maythorn 201 Kidwelly 74
King Ormer 240 O
H King Wobbly-Odd 75
tale of 74 ogres 305
hag King Wobbly-Odd’s Crown 41 Ogre’s Den 161
bone 303 Korthsuva 250, 291 Old Hobb 134
clock-bound 292 Kumo 90 Old Mother Toombs 190, 296
hearth 301 Oona 272
moon 299 L optional rules
swine 296 curses 38
tomb 298 Labyrin 129
Lady Ursula 256 long rests 12
hag-owned 31 random encounters 12
hags 304 Last Tower 56
lepidopteran 186, 275 travel and exploration 11
Hamfast Thistlewhip 120 orcs 305
harp, animated 263 Liam Drither 137
Licorice Knight 175 Ormer 240
Hartwort 252 Oscar Coslett 56
Havrik 218 Linneus 187
long rests 12 outlawed apprentice 32
hearth hag 301 owlbear paragon 277
Heartnettle 71 Lord Caerfell 168
Lord Cankerworm 230, 234 owlbears 305
Heat Death 40, 134
Heek 139 Lord of the Lepidopterans 186 P
Hettie Price 55 Lord Raven 258
Hezra 127 Lord Raven’s Roost 254 polymorphed animal 33
Highvale 260 Lord Widderspire’s Cittern 41 pooka 278
Highvale Blades 40 pranks 19
Charm Breaker 206 M Price farm 60
Eclipse 288 Mabbot Crypts 69 prismatic centipede 278
Glimmer Bane 206 Macson’s mill 54 Prospero Piggyback 96
Heat Death 134 magic fox 276 pyre wraith 279
Iron’s Oath 206 magic honey 41
Sin Reaver 212 Q
tree 69
Truth Teller 183 magic items 39 Queen Abrif 228
Hildaya Earthdragon 137 Malicraft 103, 294 Queen Esme 8
history of the Runewild 7 Ma Morba 161 Queen Firba 214
Hobb 134 mantle of the moon bear 42
honey golem 274 Ma Spriggins 89 R
creation 41 Matron Sibra 247
Hoon 118 random encounters 12, 18
Maythorn Dun 198 random NPC 21
Hori 59 Medusa 185, 304
Hort Thistlewhip 160 redcap 279
Medusa’s Blessing 304 Redcap Pass 155
House in the Clouds 88 Merivae 128
Humdrum 100 Red Rose Prince 202
Merric 200 Repeating Glade 72
Merrowyn Maythorn 201 Ricca Arcingstaff 100
I mirror of eight directions 42 Rietta Arcingstaff 100
Ianto the Red 156 mirror of opposition 42 Rolf, Sir 57
Ian Whitehall 56 Misplaced Coven 218, 293 Ruasidhe elves 87
Ill Hollow 135 Missus Switch 119, 295 Rufus Ambercomb 81
Moira Bivins 56 Runewardens 8

307
Richard Broadhurst (Order #23491769)
Runewild T V
animals 20
curses 38 Taverns vendors, goblin 50
map. See 52 Burly Point 138 Verloun Cankerworm 230, 234
strangeness 20 Tergodan Maythorn 199
Runewild folklorist 34 Theodin Thistlewhip 102 W
Runish scion 35 The Palace of Water, Wind, and Stone 111 Waithrik the Conqueror 7
Thistlewhip family 75 Wall’s End 57
S Ansol 50 Washer Widow 163, 301
Brandolyn 127 werestag 282
Saggers Farm 155 Bungo 103
sandbox campaign 9 Wersig Earthdragon 169
Conner 15 Wersig’s Bridge 207
satyrs 305 Hamfast 120
Sava 78 Wexmore Abbey 61
Hort 160 Whispering Well 82
Seven-Tail 249, 280 Theodin 102
Shadownest 69 Whisperwink 81
Thistlewhip Hill 75 Whitebone Sisters 72, 302
shifts 11 Thoren Frost 188
Shrack 203 Whitespire 43, 84
Three-Feathers 70 White Tower 83
Silenus 137 throne, animated 263
Sin Reaver 40, 212 Widderspire 43, 54
Throne War 8 Widderspire Keep 92
Sir Edmund 76 thrushkin 281
Sir Fulbright 211 Widderspire Wood 55
time 11 wild folk 282
Sir Morley 153 time-lost knight 36
Sir Rolf 57 will-o’-wisps 305
Tishvaya 247 Winn Weatherbee 56
Sister New and Sister Full 257, 298 Toadwart’s Crossing 165
Six Spires 42 witch ember 45
tomb hag 298 witches 284
sloth, forest 270 Tomb of the Feathered Serpent 106
sprite lamp 43 Witch Wars 7
tracking time 11 wizard’s weed 45
Sprite Nursery 71 travel 11
sprites 305 Wobbly-Odd Wood 75
treants 305 Woollybat 218
Squaller 90 treasures, goblin 49
St. Adso 9 worry-cow 283
Tree of Dead Men 221 wraith, pyre 279
Chapel of 169 trinkets, goblin 47
Church of 55 Wyvern Stones 60
Truth Teller 40, 183
Wexmore Abbey 61 Twig-Legs 143
staff of clarity and confusion 43
Y
Twisted Tome 44
staff of nethermancy 44 Yazzak 230, 236
Stone Fish Fountain 117 U
strangeness 20 Z
Strega Rakka 173, 300 unicorns 305
Ursula 256 Zabreen 216, 247
Stump Home 133
Sunken Tower 241
Sweet-Tooth Keep 176
swine hag 296

308
Richard Broadhurst (Order #23491769)
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309
Richard Broadhurst (Order #23491769)
A 5e adventure set in the decadent and decaying
city of Drakonheim for heroes level 1-5.

Now available on
DriveThruRPG
310
Richard Broadhurst (Order #23491769)
Open Gaming License
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means to use, Distribute, copy, edit, format, modify, translate and oth- forceable, such provision shall be reformed only to the extent necessary
erwise create Derivative Material of Open Game Content. (h) “You” or to make it enforceable.
“Your” means the licensee in terms of this agreement. 15. COPYRIGHT NOTICE
2. The License: This License applies to any Open Game Content that Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
any Open Game Content that you Use. No terms may be added to or Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
subtracted from this License except as described by the License itself. Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
No other terms or conditions may be applied to any Open Game Con- Chris Sims, and Steve Townshend, based on original material by E. Gary
tent distributed using this License. Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You indi-
cate Your acceptance of the terms of this License. The Runewild Campaign Setting, Copyright 2020, Sneak Attack Press;
Author William Fischer.

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Richard Broadhurst (Order #23491769)

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