Rune Wild
Rune Wild
Campaign Setting
          Like us on Facebook
          Follow us on Twitter
          www.sneakattackpress.com
     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
                                                                                                     5
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.
                                                                                                                                        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
    10
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
                                                                                                                                            11
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
    12
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
                                                                                                   13
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-
    14
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
                                                                                                                                           15
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)
            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
                                                                                               23
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
    24
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
                                                                                                                            25
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.
                                                                                                                                                                                       27
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.
    28
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)
            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.
                                                                                                                                         37
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.
                                                                                                                                                          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).
                                                                                                                                             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.
                                                                                                                                                51
Richard Broadhurst (Order #23491769)
    52
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
    58
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).
    60
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.
                                                                                                                                              61
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
    62
Richard Broadhurst (Order #23491769)
                                       63
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.
    64
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.
    66
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).
    68
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.
    70
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.)
                                                                                                                                               71
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
    72
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.
                                                                                                                                            73
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.
    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.
                                                                                                                                             79
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.
    80
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:
                                                                                                                                               81
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
    82
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.
                                                                                                                                             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.
    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.
    86
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.
    90
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.
                                                                                                                                             91
Richard Broadhurst (Order #23491769)
          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.
    92
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
                                                                                                                                          93
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.
    94
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
                                                                                                                                            95
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,
    96
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.
                                                                                                                                              97
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.
                                                                                                                                              99
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.
   100
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.
   102
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
                                                                                                                                               103
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.
   106
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
                                                                                                                                           107
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
   108
Richard Broadhurst (Order #23491769)
                                       109
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.
   110
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
                                                                                                                                              111
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.
   112
Richard Broadhurst (Order #23491769)
                                       113
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.
   114
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
                                                                                                                                               115
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
   116
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.
                                                                                                                                            117
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.
   118
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.
                                                                                                                                            119
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
   120
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-
                                                                                                                                                121
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,
   122
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.
                                                                                                                                              123
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.
   124
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)
                                                                                                                                           125
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.
   126
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.
                                                                                                                                            127
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
   128
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.
                                                                                                                                             129
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.
   130
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.
                                                                                                                                            131
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.
   132
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.
   136
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
                                                                                                                                               137
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.
   138
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.
                                                                                                                                            139
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.
   140
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
                                                                                                                                                          141
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.
   142
Richard Broadhurst (Order #23491769)
            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.
                                                                                                                                                        143
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.
   144
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.
                                                                                                                                            145
Richard Broadhurst (Order #23491769)
   146
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.
                                                                                                                                                    147
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.
   148
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.
                                                                                                                                              149
Richard Broadhurst (Order #23491769)
              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-
   150
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.
                                                                                                                                            151
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-
   152
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.
                                                                                                                                           153
Richard Broadhurst (Order #23491769)
          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.
   154
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.
                                                                                                                                            155
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
   156
Richard Broadhurst (Order #23491769)
                                       157
Richard Broadhurst (Order #23491769)
          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
   158
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.
                                                                                                                                                       159
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.
   160
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-
                                                                                                                                               161
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-
   162
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.
                                                                                                                                            163
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.
   164
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
   166
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
                                                                                                                                              167
Richard Broadhurst (Order #23491769)
          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.
   168
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
                                                                                                                                            169
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.
   170
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)
                                                                                                                                                                171
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.
   172
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.
                                                                                                                                          173
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
   174
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
                                                                                                                                           175
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-
   176
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.
                                                                                                                                                         177
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
   178
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.
                                                                                                                                           179
Richard Broadhurst (Order #23491769)
          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
   180
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).
   182
Richard Broadhurst (Order #23491769)
          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.
                                                                                                                                             183
Richard Broadhurst (Order #23491769)
   184
Richard Broadhurst (Order #23491769)
          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!
                                                                                                                                                                   185
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.
   186
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).
                                                                                                                                            187
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
   188
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.
          •    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
                                                                                                                                          189
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
   190
Richard Broadhurst (Order #23491769)
                                       191
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
   192
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).
                                                                                                                                               193
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
          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.
   196
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)
                                                                                                                                              197
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
   198
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.
                                                                                                                                         199
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
   200
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
                                                                                                                                            201
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.
   204
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.
                                                                                                                                             205
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.
   206
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.
                                                                                                                                            207
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:
   208
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.
                                                                                                                                            209
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.
   210
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.
                                                                                                                                            211
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.)
   212
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
                                                                                                                                                     213
Richard Broadhurst (Order #23491769)
            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).
   214
Richard Broadhurst (Order #23491769)
          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.
                                                                                                                                            215
Richard Broadhurst (Order #23491769)
               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.
   216
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.
                                                                                                                                            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.
   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
                                                                                                                                             221
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.
   222
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)
                                       225
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.
   226
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
                                                                                                                                           227
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.
   228
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.
                                                                                                                                                       231
Richard Broadhurst (Order #23491769)
   232
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.
                                                                                                                                               233
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
   234
Richard Broadhurst (Order #23491769)
                                       235
Richard Broadhurst (Order #23491769)
          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.
   236
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
                                                                                                                                           237
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-
   238
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.
                                                                                                                                             239
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.
   240
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-
                                                                                                                                             241
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’
   242
Richard Broadhurst (Order #23491769)
          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
                                                                                                                                           243
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,
   244
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.
                                                                                                                                                             245
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-
   246
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.
                                                                                                                                              247
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.
   248
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
                                                                                                                                              249
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.
                                                                                                                                                               251
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.
   252
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.
   256
Richard Broadhurst (Order #23491769)
              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-
                                                                                                                                                257
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.
   258
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.
                                                                                                                                             259
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:
   260
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.
                                                                                                                                                     261
Richard Broadhurst (Order #23491769)
          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
   262
Richard Broadhurst (Order #23491769)
          (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.
                                                                                                                                                263
Richard Broadhurst (Order #23491769)
          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.
   264
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.
                                                                                                                                                265
Richard Broadhurst (Order #23491769)
          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
   266
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
                                                                                                                                               267
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-
   268
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-
                                                                                                                                                  269
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-
   270
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
                                                                                                                                                     271
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
   272
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.
          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.
                                                                                                                                         273
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:
                                                                                                                                               275
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.
   278
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.
                                                                                                                                                   279
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)
                                                                                                                                                   281
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
   282
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.
   284
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.
   286
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.
                                                                                                                                              287
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).
   288
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)
                                                                                                                                           289
Richard Broadhurst (Order #23491769)
          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
   290
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-
                                                                                                                                               291
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
   292
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
                                                                                                                                              293
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
   294
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.
                                                                                                                                                            295
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-
   296
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.
                                                                                                                                             297
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-
   298
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.
                                                                                                                                             299
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
   300
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.
                                                                                                                                                 301
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:
   302
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.
                                                                                                                                             303
Richard Broadhurst (Order #23491769)
          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)
          Thanks to our Kickstarter Backers
          @fionatheboardgamer, A Kelly, Aaron Frank, Abel Helt, Adam "Go Bears!" Sena, Adam Conlan, Adam Cooney, Adam Toulmin, Adam
          W. Roy, Aidan Grey, Alan T. Johnson, Alex Charbonneau, Alistair Lamb, Amadan, Anastasia Nugent, Andre McWu, Andreas Loeckher,
          Andrew J Walker, Andrew Magger, Andy McMillan, Anna Goldberg, anon, Anthony Holloway , Anthony M. Franklin, Anthony Neal
          Emmel, Any way is fine, Ardis Ramey, Aron Morris, Ashley Francis, Ashley Long, B. Djuretic, Barak Austin, Barry Ryan, Ben Armitage,
          Ben Evans, Ben Mandall, Ben McCabe, Ben McFarland, Benjamin Holty, Benjamin L. Eastman, Benjamin Powell, Bernie Siddall, Bob
          Huss, Bor, Brad Brauser, Brendon Croft, Brenna Painter, Brent Duncan, Brent Gregory Walker, Brett Gravett, Brett sapp, Brian, Brian
          Zuber, Brother Tom, Bryan Aragorn Pfeiffer, Calum Tyson, Capital City Comic Con, Lansing MI, Carrie Fowler!, Casey Allen, Cassandra
          Thrasher, Castreek, Cate Crowley, Chad Wierzbinski, Charlie Daniel, Chim, Chris "Moondog" Mooney, Chris “Baelian” Anderson, Chris
          Banks, Chris Cronen, Chris Kümmel, Chris Skuller, Chris Walker-Bush, Christian Caron , Christine Hall , Christopher & Megan Stoll,
          Christopher Griffin, Christopher Parisi, Chuck Poe, Cleston Carvalho, Cody Anderson, Cody Clayton, Colin, Colin Anderson, Connor
          Dixon, Corinstali, Cornelius, Curran Farnsworth, Dagda Honeybrew, Damion Meany, Dan Alban, Dan Layman-Kennedy, Dan Perrine
          , Dana Boychuk, Daniel Gregory, Daniel Hafeneder, Daniel, Trista, and Eleanor Robichaud, Danny Santiago, Danny Wilson, Darren
          Richley, Dave Bro, David Ackermann, David Chayet, David DeRocha, David Lewis, David P. Rea, David Rainsley, David Smith, David
          Stephenson, Devon Walter , Dewayne Agin, Didier Chartrain, Diederik van Arkel, DJLProjects, Don Kidd , Dorian Wright , Doug
          Bailey, Douglas, Douglas Meserve, Dr. Glenn Sutton , Drake Schneider, DSH, Duane Costa, Dugalls, Duncan G, Dwayne Marlowe, Ed
          Phelps, Eduard Lukhmanov, EJ Boston, ELF Vesala, Ellijah Burgos, Emily C Roycraft, Emily Lutringer, Eric Moffitt, Eric Robbins, Eric
          Strom, Erik Hanson, Everett A Warren, Faye Rhodes, Fearchar Battlechaser, Florian 'Barathuur' Kastell, Frank Blazkiewicz, Gabriel
          Paduganan, Gauthier Descamps, George L Sullivan, Gilles Bourgeois, Golden Fury, Greg "Gergolot" Smith, Gregory Jennings, Guoc-
          camolé, Hamilton "Verdestrom" Spivey, Hellish-scyth, Howard Andrew Jones, Ian Becker, Ian Martin, Ian McFarlin, Ignatius Mon-
          tenegro, J. Evans Payne, J.A. Maro, Jake Soules, Jal Watson, Jam Ibanez, James Arnold, James Engleman, James Windridge , Jason
          'Jaynay' Hewett, Jason G_Q, Jason Hennigan, Jason Jordan, Jason Maynard, Jay Draper, Jay Schammert , Jed Ward, Jeff Black, Jeff
          Blackshear, Jeff Patterson, Jeff Scifert, Jeff Vandine, Jeffrey J Mcintire, Jeffrey Osthoff, Jennie Medrano, Jeremy Kear, Jeremy Welker,
          John 'johnkzin' Rudd, John Benjamin Landan, John Bowlin (virtuadept), John D Kennedy, John H. Bookwalter Jr., John M. Portley,
          John Sarte, Jon, Jon C Potter, Jon Leitheusser, Jonathan B, Jonathan Goodwins, Jonny Dimaline, Joran aus den Schatten, Jordan
          Nicholson, Jordan T, Joseph “Chepe” Lockett, Josh Windsor, Joshua Bla, Joshua Collins, Joshua Frady, Joshua Rosenberg, Joshua
          Seckel, Julia McKinney, Julien Brun, K.L.Svarrogh, Kaitlyn Phares, Kaleb Glass, Karen S., Karen Sparks, Karl Schmidt, Keven & Diana
          McBarnes, Kieran, Kingston Gaming Nexus, Kitty Langl, Kolariah , Krizmann, Kyle G. Crider, Kyle Hokanson, Kyle Zhang, Kyran, L
          Flood, Lari Lindholm, Larry Grant, Lauren Park, Leonard Lee, Leopold Goldimire, Liam Levi Talbot Stokes, Lisa Padol, Lloyd Rasmus-
          sen, LORD PIZZADAHUTTT , Lothdeam Cloudcaster, Luis Alvarez, Lukas Klapatch, Luke Chapman, Maggie Z, Marcus Good, Marie
          Lupia, Mariusz "Darklord" Ciolkowski, Mark Carter, Mark Tygart, Martin Blake, Martin Henkel, Martin St-Laurent, Marty Chodorek,
          Matt J Shade, Matthew C. Cutter, Matthew Edwards, Matthew Gagan, Matthew Jorgenson, Melissa White, Michael Allen Jr, Mi-
          chael Blanchard, Michael Carroll, Michael Moody, Michael Newman, Michael Spredemann, Michael Tremarche, Michelle E Hartley
          , Miguel F. Santiago Irizarry, Mike Sixel, Mister, Monty Pugh-Towe, Mordes, Nastimo , Natalia Pierson, Nate Wagstaff, Nathan Kellen,
          Nathan Turner, Nathaniel Bennett, Neal A Levin, Nelson Neves, Nerdarchy, Nicholas Harvey, nick pater, Nick Rice, Niels Torenbosch,
          Nik "The Viking" Chapman, Nina Dyer, Noemi Yost, Not, Oddtwang, Oliver Kidd, Oliver von Spreckelsen, Oscar "Ask" Wiberg, Oscar
          Matos, Pascal Daniel, Patrick E. Heflin, Paul Canosa, Paul Nyitrai, Paul Ryan, Paul Schifferer, Pearl Crandall , Perry Chalmers, Pete
          Gerasia, Peter Allen, Peter da Cruz, Peter Farsang, Phil Betley, Philip Hindley, Philip Smith, R Robinson, Rachael McCormick, Raman
          Seviaryn, Randy Smith, Raven Daegmorgan, Redfuji6, Richard Broadhurst, Richard J Rivera, Rico Gilbert, Rob DG, Rob Gale, Rob
          Thomas, Robert Bersch, Robert Fischer, Robert Karstenson, Robert Kukuchka, Robin 'Nom' Irwin, Rolf Peacey, Ronald Pyatt, Ross A.
          Isaacs, Rudy Tgau, Russell Reitsema, Russell Ventimeglia, Ryan "Rhino" Hixson, Ryan Kent, Ryann Makk, S J Jennings, S. Simmons,
          S.Sullivan, Sabrie Terrhisen, Sam Curry, Sam Ellis, Sam Rosenthal, Sandra Anderson, Santo Anzaldi, Sarah Riffe, Scott Barrie, Sean
          Holland, Sean V. Owen, Sebastian Müller, Selena Pappas, Sepp, Seraphim Town, Settiai, Simon Gelgoot, Skanah, Stefan Mucha,
          Stephan Szabo, Steve Arensberg, Steve Dodge, Steve Lord, Steve Roberts, Steven D Warble, Steven Vest, Stina Schwebke, Stuart
          Edmond, Sure, why not?, Tabletop Teambuilding LLC, Terran Empire Publishing , Thalji, Theo, theramblingraconteur, TheRealDave-
          MG , Theren Power, Thieves Guild, Tobias Heilos, Thomas Cruz, Thomas R., Tid.biT, Tidus Duplissis, Tim Fergestad, Tim Sanders, Tim
          the DM Elliott, Tim Woods, Timothy Baker, Timothy Baumgarten, Timothy S. Brannan, Timothy Schneider, Todd Seitz, Tom Hudson,
          Tom Ladegard, Tomasz"Syrob"Borys, Tommy Bennett, Tony Black, Trevpb_101, Trinket, Trip Space-Parasite, Tyler Matthews, Vassilis
          Chazapis, Virago, W Ryan Carden, Wanderer, Ward "wardbaby" Beishline, Warren C, Wayne Clemmer, Wayne Naylor, Will L., William
          Fischer, William Hart, William J. Scott III, William OBerry, William Walters, Wine Guy, WolfgangBaur, Wrathamon, Xan Larson, Yolande
          d'Bar, Z. Vanetti, Zach Miller, Zachary A. Hicks, Zachary Norwig, Zane Lee
                                                                                                                                                     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
          Product Identity: The following items are hereby identified as Product             4. Grant and Consideration: In consideration for agreeing to use
          Identity, as defined in the Open Game License 1 .0a, Section 1 (e), and        this License, the Contributors grant You a perpetual, worldwide, roy-
          are not Open Content: All trademarks, registered trademarks, proper            alty-free, non-exclusive license with the exact terms of this License to
          names (characters, religions, etc.), dialogue, plots, storylines, locations,   Use, the Open Game Content.
          characters, artworks, and trade dress. (Elements that have previously              5. Representation of Authority to Contribute: If You are contributing
          been designated as Open Game Content are not included in this dec-             original material as Open Game Content, You represent that Your Con-
          laration.)                                                                     tributions are Your original creation and/or You have sufficient rights to
          Open Content: Except for material designated as Product Identity (see          grant the rights conveyed by this License.
          above), the game mechanics of this Sneak Attack Press game product                 6. Notice of License Copyright: You must update the COPYRIGHT NO-
          are Open Game Content, as defined in the Open Game License version             TICE portion of this License to include the exact text of the COPYRIGHT
          1 .0a Section 1 (d). No portion of this work other than the material des-      NOTICE of any Open Game Content You are copying, modifying or dis-
          ignated as Open Game Content may be reproduced in any form with-               tributing, and You must add the title, the copyright date, and the copy-
          out written permission.                                                        right holder’s name to the COPYRIGHT NOTICE of any original Open
          OPEN GAME LICENSE Version 1.0a                                                 Game Content you Distribute.
              The following text is the property of Wizards of the Coast, Inc. and           7. Use of Product Identity: You agree not to Use any Product Iden-
          is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re-        tity, including as an indication as to compatibility, except as expressly
          served.                                                                        licensed in another, independent Agreement with the owner of each
              1. Definitions: (a) “Contributors” means the copyright and/or trade-       element of that Product Identity. You agree not to indicate compati-
          mark owners who have contributed Open Game Content; (b) “Deriva-               bility or co-adaptability with any Trademark or Registered Trademark
          tive Material” means copyrighted material including derivative works           in conjunction with a work containing Open Game Content except as
          and translations (including into other computer languages), potation,          expressly licensed in another, independent Agreement with the own-
          modification, correction, addition, extension, upgrade, improvement,           er of such Trademark or Registered Trademark. The use of any Product
          compilation, abridgment or other form in which an existing work may            Identity in Open Game Content does not constitute a challenge to the
          be recast, transformed or adapted; (c) “Distribute” means to reproduce,        ownership of that Product Identity. The owner of any Product Identity
          license, rent, lease, sell, broadcast, publicly display, transmit or other-    used in Open Game Content shall retain all rights, title and interest in
          wise distribute; (d) “Open Game Content” means the game mechanic               and to that Product Identity.
          and includes the methods, procedures, processes and routines to the                8. Identification: If you distribute Open Game Content You must
          extent such content does not embody the Product Identity and is an             clearly indicate which portions of the work that you are distributing are
          enhancement over the prior art and any additional content clearly              Open Game Content.
          identified as Open Game Content by the Contributor, and means any                  9. Updating the License: Wizards or its designated Agents may
          work covered by this License, including translations and derivative            publish updated versions of this License. You may use any authorized
          works under copyright law, but specifically excludes Product Identity.         version of this License to copy, modify and distribute any Open Game
          (e) “Product Identity” means product and product line names, logos             Content originally distributed under any version of this License.
          and identifying marks including trade dress; artifacts, creatures, char-           10. Copy of this License: You MUST include a copy of this License
          acters, stories, storylines, plots, thematic elements, dialogue, incidents,    with every copy of the Open Game Content You distribute.
          language, artwork, symbols, designs, depictions, likenesses, formats,              11. Use of Contributor Credits: You may not market or advertise the
          poses, concepts, themes and graphic, photographic and other visual or          Open Game Content using the name of any Contributor unless You
          audio representations; names and descriptions of characters, spells, en-       have written permission from the Contributor to do so.
          chantments, personalities, teams, personas, likenesses and special abil-           12. Inability to Comply: If it is impossible for You to comply with
          ities; places, locations, environments, creatures, equipment, magical          any of the terms of this License with respect to some or all of the Open
          or supernatural abilities or effects, logos, symbols, or graphic designs;      Game Content due to statute, judicial order, or governmental regula-
          and any other trademark or registered trademark clearly identified as          tion then You may not Use any Open Game Material so affected.
          Product identity by the owner of the Product Identity, and which spe-              13. Termination: This License will terminate automatically if You fail
          cifically excludes the Open Game Content; (f ) “Trademark” means the           to comply with all terms herein and fail to cure such breach within 30
          logos, names, mark, sign, motto, designs that are used by a Contributor        days of becoming aware of the breach. All sublicenses shall survive the
          to identify itself or its products or the associated products contributed      termination of this License.
          to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”           14. Reformation: If any provision of this License is held to be unen-
          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.
                                                                                                                                                                      311
Richard Broadhurst (Order #23491769)