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Pendrake Encounter Collected

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59 views36 pages

Pendrake Encounter Collected

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Jonathan Dias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Pendrake

Encounters
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The Pendrake Encounters: Bite Club
By Privateer Press on August 10, Encounter Start: The
2021 by Matt Goetz
Most of my exploits have occurred beyond the walls of First Rule of Bite Club
civilization. When I’m not in the University’s library, I daresay There are numerous ways to get the characters involved in
I’m more comfortable swatting mosquitos in the this encounter. Suggested options include:
Bloodsmeath Marsh than hemmed in on all sides by my
fellow man. However, a student of extraordinary zoology A friend or contact of one of the characters goes missing
must pursue the opportunity to observe such creatures when the Clement Street Cutters abduct them to act as
wherever they are found, be that in the depths of a gnarled Stinktooth’s nightly opponent.
forest, or, as was the case with one particularly irascible and Rumors in the city tell of a lucrative opportunity for
foul-smelling gorax, an abandoned factory in Filcher’s fighters who can last three minutes in the ring with the
Crossing… Clement Street Cutters’ “champion.”
—Professor Viktor Pendrake, Department of Extraordinary The characters discover a handwritten notice on a bulletin
Zoology, Corvis University board declaring, “Every night at 8 bells: See the strength
Renowned expert in all matters of unusual beasts, there of nature test the cunning of a man! Good pay for the
are few individuals who have seen as much of Immoren as strong of arm and bold of heart! Face the Wurm’s
has Professor Viktor Pendrake—the High Chancellor of champion in single combat!” The notice includes a rough
Corvis University’s Department of Extraordinary Zoology— map pointing to a location in one of the seedier parts of
and fewer still who have survived the experience and town.
chronicled the tale. His foundational work, the The encounter begins when the characters enter the
Monsternomicon, gives a detailed account of the many Clement Street Cutters’ arena before the fight. Read or
unusual encounters he has faced in his journeys across the paraphrase the following:
Iron Kingdoms and beyond.
To get the most out of these encounters, you will need a Beyond the doors of the dilapidated warehouse, you enter a
copy of Iron Kingdoms: Requiem and the Monsternomicon. mob of excited people. The crowd creates a wall of flesh
This encounter is suited for a group of 5th level characters,
though only one character is likely to engage in dangerous between you and the center of their collective attention: a
combat. crude sand-floored arena set into the center of the warehouse
floor. The stink of sweat, cheep beer, and cheaper cigars
Background permeates the air, floating up to where more agile observers
sit in the rafters to better see the space below.
Criminal enterprises do anything in their power to make
money. Some groups explore methods beyond simple heists
and muggings and find other ways to earn coin. A few Ten members of the Clement Street Cutters (gang cutthroats)
enterprising gangs have set up spectacular pit fights in which keep the peace among the onlookers and accept wagers from
contestants engage in gladiatorial combat, surrounded by a those who want to place bets. If the characters try to interfere
howling mob of onlookers who place bets on the victor—or with the fight or are otherwise hostile, the Cutters converge
survivor—of each bout. and fight to incapacitate them—why kill those nuisances
One of the most popular spectacles pits a fighter against a when they can add a bit of extra spectacle to the night by
ferocious wild beast. This format is more common in the feeding rowdy attendees to Stinktooth?
pirate city of Five Fingers, but the practice has spread
throughout the underbelly of the Iron Kingdoms. Arena The Arena
beasts range from packs of blasting-powder-stuffed skiggs to The arena is a simple fighting pit built into the warehouse’s
captured gatormen and beyond, but among the most popular lower floor and is about 10 feet deep. A 5-foot-high railing
remain the vicious gorax. encircles the 20-foot by 40-foot rectangle. A ladder on the
The Clement Street Cutters is a relatively minor gang that east side allows fighters to climb down into the pit. A heavy
has gotten its hands on a large male gorax they have named metal gate on the west side can be hauled open with a winch
“Stinktooth.” After smuggling the beast into the city, the set above it and leads to where the Cutters keep Stinktooth.
Cutters began setting up nightly matches to pit humanoid
fighters against Stinktooth. If the gang is lacking for
volunteers, they simply kidnap an unsuspecting civilian off
the streets, tie a knife into their hand, and toss them into the
pit.

13
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Stinktooth’s Lair Stinktooth uses the rules for the gorax presented in the
The cage set on the western wall of the arena is a simple 10- Monsternomicon with the following changes.
foot square where the gorax barely has room to lie down. The Increase its hit points to 60 (8d10 + 16)
floor of this cage is littered with matted hair, bones of Increase its CR to 3 (700 xp)
previous fighters, and clumps of the gorax’s waste. Add the following Action option:
Choosing to Fight Foul Breath (Recharge 5–6).
Depending on why the characters are at the arena, one or The gorax bellows producing a stinking cloud of breath in a
more of them might want to participate. If the characters are 15-foot cone that smells of rotting meat and decaying tusks.
investigating the disappearance of an associate, they see their Each creature in the area must make a DC 14 Constitution
compatriot led through the crowd hooded and shackled by a saving throw or be poisoned for 1 minute. The creature can
group of four Cutters and armed with a dagger before being repeat the saving throw at the end of each of its turns, ending
sent into the arena. A character can choose to fight in the the effect on itself with a successful save.
place of a captive—the Cutters don’t care too much who does
the fighting, just that it happens. Playing the Crowd
If the characters came to the warehouse intending to fight,
they simply need to announce this to any one of the gang Fighters in the arena can try to get the crowd on their side.
members, who are fairly obvious as they work the crowd. During the bout, as a bonus action, a character can attempt a
When a character enters the arena to fight, read or Charisma (Performance) or Charisma (Intimidation) check to
paraphrase the following: rile the crowd and gain their support. The DC begins at 15
and increases by +1 for each subsequent attempt, either
A hush falls over the crowd as a member of the Clement Street
successful or failed. If a character attempts to rile the crowd
after dealing 5 or more damage to Stinktooth, the character
gang calls for quiet. Clearing his throat, the Cutter cries out, makes this check with advantage.
“Place your final bets, ladies and gentlemen! Who will be our
victor tonight: a warrior with a bit of sharp steel or the very Rewards.
fury of nature itself? Three minutes will tell! Raise the gate and The following are some potential rewards for successfully
ring the bell!”
riling the crowd to a character’s favor.
With a cry of, “Get back in there!” one of the onlookers
tosses a potion of healing to the character. It lands in a
At that, a pair of Cutters crank a winch attached to the iron random space 1d4x5 feet from the character.
gate on the west wall of the arena. As it opens, a foul odor An onlooker draws a simple melee weapon and tosses it
escapes from the darkness. A moment later, a hulking, hairy to the character. The weapon lands in a random space
brute emerges, dragging a length of chain from its neck. It within 5 feet of the character.
squints up at the mob above as they howl in greeting. The The crowd begins jeering Stinktooth and hurling empty
beast responds with a call of its own, a deep roar that sends mugs, bits of litter, and other debris at the gorax. The
foamy spittle flying. enraged beast ignores the character on its next turn,
Rules of the Arena instead hurling itself at the wall of the arena and trying to
The Cutters’ rules are simple: no magic and the only weapon attack the mob.
allowed in the pit is a dagger. Bouts last for three minutes (30 In the excited crush of bodies, one of the onlookers is
rounds) or until Stinktooth or his opponent is victorious. To pushed into the arena. Roll 1d4 and consult the following
prevent fighters from escaping, once the bout begins, the table.
ladder on the eastern side of the arena is retracted for the
duration of the fight.
At the end of the three minutes, the gorax is hauled back
into his cell by a chain locked around his neck. The Cutters
are trying to make a profit with each fight, however, and will
abide by the mood of the crowd. (Nearly every rule of the
arena is treated more like a guideline. Should the crowd
begin to favor a fighter and try to provide them assistance,
the gang is likely to look the other way.)
Stinktooth
The gorax is a large, older male specimen with streaks of
silver in its mane. Ropes of scar tissue crisscross both of its
arms, badges of battle earned battling against a constant
stream of contenders. A heavy chain attached to an iron
collar around Stinktooth’s neck drags behind it, leading back
to the cage on the western side of the arena.

42 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Onlooker Entry
d4 Result Conclusion
A commoner is accidentally pushed into the arena over The conclusion of the encounter depends a great deal on the
1 the western railing, landing prone in a random space actions of the characters.
on that side.
An Offer You Can’t Refuse
A commoner is accidentally pushed into the arena over
2 the eastern railing, landing prone in a random space on If a character fights and defeats the gorax, the Clement
that side. Street Cutters are faced with a difficult proposition: their
A gang cutthroat near the southern railing falls into the
main source of income is either dead or too wounded to fight
arena, landing prone in a random space on that side.
for some time. The gang might try to recruit the character
3
The cutthroat is friendly to the character and hostile to
who defeated the gorax as a new champion or could try to
Stinktooth. convince the characters to go find a new replacement beast
for the arena. If the characters refuse and leave the Cutters
A gang cutthroat plummets over the northern railing in empty-handed, the gang members might become rivals while
4
a shower of coins and falls into the arena, landing the characters remain in the city.
prone in a random space on that side. The cutthroat is
friendly to the character and hostile to Stinktooth. The Arena Circuit
Stinktooth’s Chains The Clement Street Cutters aren’t the only group of ne’er-do-
Next to the winch that opens the gorax’s pen is another, wells who orchestrate pit fights against wild creatures. A
sturdier one with a ratcheting mechanism on its toothed character who proved skillful enough to defeat a gorax might
wheel linked to the chain holding the beast. As an action, a be recruited to fight against other, more dangerous creatures
character can wind the chain in by 10 feet, shortening with an increasing profit for each victory.
Stinktooth’s chain. The gorax starts the fight with 40 feet of Making a Name
slack chain, enough to reach the entire arena. Shortening the
chain limits how far it can travel away from its pen. If the characters are part of an adventuring company like a
Interfering with the gorax’s chain during a bout draws the Mercenary Charter, Outlaws, or Pirate Crew, defeating the
attention of the Cutters and is likely to lead to a fight. gorax in combat is a good reason to award prestige to the
company. Depending on how well a character fared in
Playing the Odds combat, you can award the company 1d6 or more Prestige.
Characters can try to make some money by betting on the
fight. Prior to the fight’s start, any one of the Cutters will Monster Rights Activists
accept a bet and give a character a marker that can be cashed Should the characters find the prospect of killing animals for
in after the fighting ends. sport distasteful, they will discover that they are not alone in
The minimum bet is 5 gp. The payout amount varies the world. There are groups who seek out arena fights like
depending on who the characters bet on and who is facing the one run by the Cutters hoping to release the captive
Stinktooth. beasts and punish those responsible for their mistreatment.
Betting Payout After the encounter in the Cutters’ warehouse, the characters
Combatant Payout could receive a message from an unknown individual asking
them to join this noble cause.
Stinktooth Amount bet + 10%
Ogrun or Trollkin fighters Amount bet + 25%
Human, Iosan, Nyss, or Rhulic fighters 2x amount bet
Gobber fighters or children 5x amount bet

Treasure
A character who volunteers to fight Stinktooth—and who
survives the bout—earns 100 gp from the Clement Street
Cutters in addition to any gold earned from placing bets.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Pendrake Encounters:
Bogged Down on the Bayou
By Privateer Press on November 12, This encounter is suited for a party of four 3rd-level
characters.
2021 by Matt Goetz
Few things are exactly as they seem, and our first Encounter Start
assumptions about them rarely get to the deeper root of the There are numerous ways to get the characters involved in
matter. We, of course, can approach situations only with what this encounter. Suggested options include:
perspectives and experiences we possess. However, one will
find that a bit of patience and closer examination can reveal A Cygnaran or Ordic job posting that details the recent
the perils we encounter in the field of extraordinary zoology assaults offers a bounty of 25 gp per bog trog hide claimed
hiding most unexpected root causes. For instance, allow me in the affected region.
to tell you a story about a most unusually named bog trog… One of the recent victims of Blubb’s attacks was an
—Professor Viktor Pendrake, Department of Extraordinary associate of the characters. The associate survived the
Zoology, Corvis University assault but pleads with the characters to investigate the
Renowned expert in all matters of unusual beasts, there senseless assault.
are few individuals who have seen as much of Immoren as The characters could be present in one of the affected
Professor Viktor Pendrake—the High Chancellor of Corvis communities when Blubb’s forces attack in the night. After
University’s Department of Extraordinary Zoology—and a rapid ambush on the town, the bog trogs dash back into
fewer still who have survived the experience and chronicled the wilderness, leaving without claiming any prize.
the tale. His foundational work, the Monsternomicon, gives a
detailed account of the many unusual encounters he has Soggy Bottom
faced in his journeys across the Iron Kingdoms and beyond. The encounter begins when the characters set out into the
To get the most out of these encounters, you will need a copy wilderness to find the bog trog attackers. This won’t present
of Iron Kingdoms: Requiem and the Monsternomicon. too much of a challenge: Blubb and his fighters want to be
found, but they are looking for a group they believe are
Background capable of dealing with their gatorman oppressors.
Blubb is a bog trog with a plan.
Read or paraphrase the following:
This mist speaker’s tribe has suffered under the oppressive
yoke of the Spadetail gatormen for generations. Forced to act The trail of the bog trogs who have been attacking random
as cannon fodder for the Spadetail, the bog trogs have seen villages in the Thornwood Forest leads into a boggy valley,
their numbers decimated in battle after pointless battle littered with thick patches of cattails and moss-covered fallen
against trollkin, human settlements, and the redouts of the logs. The dense forest above blocks out all but a few pinpricks
Circle Orboros in the deep Thornwood Forest. of light. From somewhere in the reeds, the trill of a creature
Blubb knows his tribe cannot endure another major and faint plop is the only sound.
assault. Rather than sit idly by and watch the last of his
people fall to the ambitions of the Spadetail, he has
concocted a plan: let someone else handle it. Five bog trogs and one bog trog trawler hide in the shallow
To that end, Blubb has struck out to the south and east, water and among the reeds, watching the characters’
staging rapid strikes against Cygnaran and Ordic approach. Their job is to evaluate the strength of the
settlements. His attacks aren’t meant to gain anything— characters by ambushing them in the forest.
instead, he’s looking to kick the hornets’ nest and force the
human kingdoms to respond to the aggression. Supporting
him are a small group of loyal bog trogs who are willing to
sacrifice their own lives if it means their families can live free
of gatorman cruelty.
After several of these unprovoked attacks, Blubb’s raiders
have left a string of broken villages and wounded victims
across the southern and eastern fringes of the Thornwood
Forest. Local communities have pleaded with their leaders
for assistance against the attacks. Because the targets lie so
far from major settlements, the kingdoms of humanity have
been slow to respond to this call for aid—leaving adventurers
like the player characters as the most likely to intervene.

17
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Environment.
The dense forest canopy blocks most light, and the valley is
dimly lit. A few fireflies buzz in the air, moving to avoid other
creatures where possible. A character can make a DC 10
Intelligence (Nature) check to notice areas the fireflies flit
away from, locations where undiscovered bog trogs might be
hiding.
The boggy floor of the valley is covered with a layer of cold,
muddy water. It is about a foot deep in most areas, with a few
deeper patches scattered around the valley, just enough to
conceal the bodies of the waiting bog trogs.
Tactics.
The bog trogs wait to spring an ambush until at least one of
the characters is within the range of the trawler’s harpoon. To
determine if the bog trogs surprise the characters, roll
Dexterity (Stealth) for the bog trogs opposed by the
characters’ passive Wisdom (Perception) scores. If a
character succeeds on the Intelligence (Nature) check to
notice the behavior of the fireflies, characters gain +5 to their
passive Wisdom (Perception). If the bog trogs’ check
succeeds, they surprise the characters.
The ambush commences when the trawler rises from a
thick patch of cattails and fires its harpoon at the lead
character, attempting to reel its target in. The remaining bog
trogs maintain their concealment until the characters engage
in combat, and they then move to outflank their targets.
Ending Combat.
When over half of the bog trogs are incapacitated, the
healthiest survivor begins to sprint away, using the Disengage
action (if needed). While it runs away to where the mist
speaker Blubb waits, the remaining bog trogs launch an all-
out attack on the characters. Any character who examines the mist speaker and succeeds
The fleeing bog trog cries out to Blubb and makes no effort on a DC 12 Wisdom (Perception) check notices thick scars
to conceal its trail as it runs. Characters with a passive on his chest and arms—marks left by the Spadetail gatormen
Wisdom (Perception) of 12 or more can hear the mist who have enslaved his people.
speaker calling back to its companions, giving away its When the characters arrive, Blubb speaks, using the voice
location deeper in the forest. granted by his talisman.
Blubb’s Last Stand “You have come to avenge your fallen? Know that the great
If the characters pursue the fleeing bog trog, the trail leads Spadetail gatormen ordered their deaths! And they will not
them to Blubb. stop until their bellies are bloated with the meat of the dead.”
The mist speaker waits not far from the ambush site,
perched atop the branches of a moss-draped tree with his
companions, a pair of bog constrictor snakes named Ashi and A character can make a** DC 12 Wisdom (Insight)** check to
Gara. His perch is 20 feet above the forest floor. determine that Blubb is withholding something. The
In preparation for the characters’ arrival, the mist speaker gatormen had no hand in the attacks, and the bog trog is
makes use of one of his prized possessions: a bone grinder simply trying to direct the characters’ hostility against his
talisman known as a speaker’s tongue. The mist speaker has people’s persecutors.
several of these items fashioned from the tongues of humans
from Ord and Cygnar. By consuming one, he gains the ability Fighting
to speak the language of its former owner for 1d4+2 hours. If the characters attack, Blubb responds in kind. He reasons
Blubb makes no effort to conceal himself. From his perch, that anyone he can defeat wouldn’t stand a chance against the
he studies the characters with an appraising eye as his gatormen, and if he manages to injure or kill a few of their
constrictors wind around his arms. companions, the survivors will be even more motivated to
take out their aggression against the Spadetails.

82 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blubb remains in his tree, relying on his spells in combat, but
sends his pet constrictors down to fight on his behalf. During
the combat, he makes frequent references to the Spadetail
gatormen, shouting that he acts as they have commanded
him. He goes so far as to work in references to where the
characters can find the “masterminds” of his attack, shouting
things like: “Their invincible army will march from the shores
of Lake Draywater where they make their home!”
Parlay
If the characters noticed Blubb lying earlier, they may try to
parlay with him instead. A successful DC 14 Charisma
(Persuasion) check convinces Blubb not to fight, but the mist
speaker seems to deflate in disappointment.
If the characters succeed on the check, use the following to
guide a conversation with the mist speaker:
Blubb provides any information from the Encounter
Background.
He would not have attacked the human villages if he could
think of any other course of action. The Spadetails have
gone a few weeks without a raid, and he fears a fresh
attack is on the immediate horizon.
He left only a few strong warriors behind with his tribe.
The rest are either old, infirm, or too young. Blubb fears
that the next time the gatormen call them to battle, their
tribe will be utterly destroyed.
If the characters can defeat the bokor of the Spadetails,
Blubb suspects it will cool their attacks, at least for a
while, and give his people enough time to find a new home
deeper in the forest, far away from Lake Draywater and
the gatormen.
Conclusion
The end of the encounter depends greatly on how the
characters resolved their meeting with the mist speaker.
If Blubb was defeated in combat,
his final words are once again an effort to direct the
characters’ aggression at the Spadetail tribe. Before
perishing, the bog trog looks toward the water and says,
“Ashiga, great spirit. I hope I did it right.” From there, the
characters might be curious about the gatormen of Lake
Draywater and choose to investigate on their own or
otherwise return back to civilization for their prize.
If the characters managed to parlay with
Blubb,
however, they have a number of ways forward. They might
want to assist the bog trogs in pulling up roots and finding a
new home far from the Spadetails—but the gatormen won’t
be happy to see their minions leaving and may launch a
pursuit to get them back. The characters might also try to
strike against the Spadetails with the surviving bog trogs
fighting by their side.
No matter what course of action the
characters take, conflict within the
Thornwood will continue, occasionally
spilling over into the lands of the Iron
Kingdoms.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Pendrake Encounters: Egg Scramble
Other places, Other Legends
By Privateer Press on Voorie is infamously located in the Widower’s Wood, but
September 10, 2021 by Matt there are many other bogs and marshes throughout the Iron
Kingdoms with their own legendary local drakes. If you want
Goetz to set this encounter elsewhere, consider renaming the drake
to better fit the local culture. Some options for alternate
One of the first lessons any student of extraordinary zoology names are: The Beast of Almare Wood, Black River Monster,
must learn is this: no matter how dangerous a beast may be, Gomar, Hogopago, Largarflut Wyrm, Moskrad Drake,
there is always some damned fool who wants to claim one as Muckie, Musyo, Old Ted, Tmosk.
a hunting trophy or, Morrow forgive me, a pet. People like this
are far more dangerous than any animal you might encounter Encounter Start
in your travels. In fact, I’m reminded of one damned fool in
particular… There are numerous ways to get the characters involved in
—Professor Viktor Pendrake, Department of Extraordinary this encounter. Suggested options include:
Zoology, Corvis University Rumors around town talk about the madman Wolfe
Few individuals have seen as much of Immoren as Kendrik who is planning an expedition into the Widower’s
Professor Viktor Pendrake—the High Chancellor of Corvis Wood. Locals begin betting on whether or not the man will
University’s Department of Extraordinary Zoology and return, with many wondering aloud who will inherit the
renowned expert in all matters of unusual beasts —and fewer man’s fortune if he goes missing.
still who survived the experience and chronicled the tale. His One of the characters’ contacts in town is a friend of Wolfe
foundational work, the Monsternomicon, gives a detailed and is concerned that the man is about to set off on a
account of the many strange encounters he has faced in his fool’s errand into the dangerous wilderness. The contact
journeys across the Iron Kingdoms and beyond. To get the implores the characters to travel with Wolfe and see that
most out of these encounters, you will need a copy of Iron he makes it back alive. The characters encounter a
Kingdoms: Requiem and the Monsternomicon. posting on a local job board offering work. “Stouthearted
By default, this encounter takes place in the Widower’s folk required for a venture into Widower’s Wood on a task
Wood near Corvis and is suited for 6th-level characters. undertaken by many and accomplished by none! Payment
upon successful return to Corvis. Must bring your own
Background weapons. SAFETY NOT GUARANTEED.”
There is a local legend told among the swampies who live in The characters simply notice the spectacle of Wolfe
the Widower’s Wood outside Corvis. They tell of a great fog Kendrik on the streets of Corvis as he prepares to head
drake that dwells somewhere in the marshy forest, an ancient out on his expedition.
beast they affectionately call “Voorie.” The encounter begins when the characters first meet Wolfe
For generations, people have sought this mythical beast, Kendrik. Read or paraphrase the following:
trekking deep into the Wood to catch a glimpse of it. Those
who return to the city have had no luck—but just as many fail Teetering under the burden of an oversized rucksack stuffed
to emerge from the forest again at all, having fallen victim to
foul play or hungry creatures waiting beneath the cypress high with gear, a Caspian man has drawn a small crowd of
trees. onlookers. They begin to offer mocking suggestions to him,
The lack of any clear evidence supporting Voorie’s each one prompting another heckler to join in.
existence (and the number of expeditions that have never
returned) has not deterred amateur monster hunter Wolfe “Don’t forget to bring a goosedown pillow, Kendrik!” “Ya’ll
Kendrik. Kendrik is the son of a minor noble family who need some waders to keep the leeches out o’ yer boots!”
considers himself a daring adventurer and has set his sights “Think you’ll need a ’jack to help you haul that load?”
on not only seeing Voorie himself but bringing back proof of
the beast’s existence. With no regard for the consequences of The man turns his attention to the crowd, oblivious to their
such a venture, Kendrik has put together an expedition into jibes. “Have no fear, neighbors. Though I travel today beyond
the Widower’s Wood. the walls of our fair city, a man of my talents is prepared to
face any danger in pursuit of adventure!”

The man seems to notice you and beckons you with a wide
smile. “Hail, fellow travelers! Are you here for the expedition?”

111
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Wolfe (LN human noble) is convinced the characters are here Travel in the Wood
to sign up as members of his expedition and seems unable to
comprehend any protests regarding that point. A character Due to the thick tangles of underbrush, lack of significant
can make a DC 10 Wisdom (Insight) check to realize that roads, and swampy terrain, Widower’s Wood is considered
the would-be explorer is out of his depth and latching on to difficult terrain for the purpose of determining travel speed.
the characters as possible guides and/or bodyguards. In addition to this slower pace, Wolfe’s crude map does not
account for the territory, and he planned his route without
Wolfe busies himself with final preparations for the journey as consulting any more accurate references. The man is not a
he addresses the characters. talented navigator and defers to the characters’ judgment
when plotting his route.
“Yes, you’ve no doubt come in response to my postings At the end of each hour of travel, have a character who is
around town. What brave soul could turn down such an leading the journey make a DC 14 Wisdom (Survival)
opportunity: to venture into the heart of the Widower’s Wood
check. On a successful check, the party makes forward
progress without any complications from the terrain. On a
to, once and for all, discover the elusive beast Voorie and
failed check, the party must navigate through particularly
bring back irrefutable proof of its existence.” arduous conditions and are limited to a slow Travel Pace as
they pick their way through the swamp. Remember that the
swamp is still difficult terrain, reducing the distance traveled
If the characters have questions for Wolfe, he answers them by half.
while waving to his “adoring fans” and heading toward the
north gate of Corvis. Use the following information to guide
any conversations with Wolfe. Random Encounters
Wolfe purchased information about Voorie from a While moving through the Widower’s Wood, the characters
“reliable swampie fisherman.” The information amounts might face random encounters from the local wildlife and
to a scribbled map of the Widower’s Wood with a large inhabitants of the swamp. Roll a d20 to check for an
marked area the swampie claims is Voorie’s territory. encounter once during the day and once during the night. If
Payment for accompanying Wolfe on his journey is 200 the result is 18 or higher by day, or 16 or higher at night, a
gp, to be paid upon his safe return to Corvis. random encounter occurs. Refer to the encounter tables to
Wolfe has collected rumors, historical reports, and other determine what the characters face. You can reroll the result
bits of evidence pointing to Voorie being a “fog drake of if it doesn’t make sense in the current situation.
not insignificant size nor age” that has dwelled within the
Widower’s Wood for centuries.
Roleplaying Wolfe Kendrik
Wolfe is a naïve man of 50 years who spent too much time
reading stories of the grand adventures of people like
Professor Pendrake, Alten Ashley, and others but somehow
managed to skip over the parts of their stories that involved
the actual risks and challenges of their adventures. He
believes that any challenge can be negotiated with a
convincing argument backed by enough gold crowns.
Ideal. “I shall not rest until the entire kingdom can thrill at
the stories of my exploits.”
Bond. “When I am successful where others have failed, my
family will see that I am more than a wasteful fool.”
Flaw. “It’s an alchemical restorative. How much could it
cost, fifty crowns?”
Into the Woods
Wolfe plans to travel by foot into the woods, claiming that any
larger conveyance would draw unwanted attention from local
wildlife and run the risk of scaring off the elusive Voorie. He
has mapped a route to the suspected territory of the creature,
which will navigate him through the dense wooded swamp.
His planned route is about 25 miles from the city’s edge.

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Three days ago, the swampie fisherman Colm Unbrook
Widower’s Wood returned to Mud Holler after a confrontation with swamp
shamblers. He quickly died from his wounds and rose as a
Encounters shambler before rapidly spreading the infection to his former
d6 Encounter
family and neighbors. Within the first 48 hours, those who
were not already turned had fled into the swamp.
A pair of bog constrictors (use the stats for the giant Initially, none of the undead are visible to the characters
1
constrictor snake). The constrictors wait in the until Wolfe draws some undesirable attention.
branches of a cypress tree overhead in an effort to
ambush prey moving through the swamp below.
“Bloody swampies! I bet the lot of them would spend all day in
A bog trog territory marker constructed out of bed if they had the chance.” Raising his hands to his mouth,
humanoid and animal bones, with the head of a large Wolfe bellows, “Hullo! We’re here to trade!”
crocodile—or possibly gatorman—wearing a small
2
talisman. A creature wearing the talisman does not A moment later, shuffling figures emerge from the hovels,
have disadvantage on Charisma checks to interact with
arms hanging limply from their sides.
the bog trogs in the dead grove, below.
An area of noxious swamp gas that cannot be detected
until a creature enters it. The gas fills a 100-foot The swamp shamblers converge on the characters and
diameter, 20-foot-tall cylinder. A creature entering the attack. During the fight, Wolfe attacks with his rapier and
area who breathes in the gas must make a DC 15 pistol, but due to his general panic—and frankly absurd pack
3
Constitution saving throw or take 2d10 poison
damage and be poisoned for 1 hour on a failed save or
of supplies—he makes his attack rolls with disadvantage.
half as much damage and not becoming poisoned on a
successful save.A character with a Passive Wisdom of
Swamp Shamblers
16 or higher spots the bodies of several small birds, There are 15 swamp shamblers in Mud Holler. The undead
indicating the general area of the gas. move with a clumsy gait, rebounding off the corners of
4 A giant crocodile. shacks, tripping over irregularities in the ground.
Swamp shamblers are a strain of infectious undead. Use
1d4+1 gatormen. The gatormen are hunting for a the zombie stat block with a 20-foot swim speed and the
group of renegade bog trogs hiding somewhere nearby following trait.
5 (the tribe of the bog trogs in the dead grove). The
gatormen are not initially hostile toward the characters
but will fight if provoked. Create Spawn.
A 10×10 foot barge tangled in the roots of a large Any humanoid slain by a swamp shambler will arise
cypress tree. The barge has been badly damaged and is as a shambler in 1d4 minutes. The new shambler is
partially swamped, but a wooden box at the stern is not under the control of its creator and is
raised out of the water. A character can pick the locked immediately able to create spawn itself.
6 box with a DC 10 Dexterity check made with thieves’
tools or can break it open with a DC 15 Strength
check. The box contains a set of fine fishing lures, 5
gp and 11 sp in loose coins, and 1 container of bottled Treasure
light. If the characters defeat the shamblers, they can search
through the houses for any supplies left behind. Along with
Mud Holler pantries stocked with provisions enough to feed 30 people for
a week, the characters can find 220 sp and 30 gp stowed in
About 12 miles into the swamp, Wolfe’s route passes through the various hovels, the total wealth of Mud Holler. One of the
the modest swampie village of Mud Holler. Wolfe planned to hovels also has 1d4 hunting traps hanging on the outside
rest here before the second leg of his journey and to pick up wall.
any supplies he might need. However, his planning failed to
account for one of the many dangers of the swamp: the Lair of the Fog Drake
undead swamp shambler.
When the characters are in sight of Mud Holler, read or The fog drake’s territory is 13 miles out of Mud Holler. Roll
paraphrase: 1d4 every 6 hours and consult the Voorie Location table to
determine where Voorie is in its territory. If the same location
Sticking out of the mud of Widower’s Wood, the small
is rolled twice in a row, the fog drake settles in for a six-hour
swampie village of Mud Holler consists of a dozen wooden
nap at that location.
hovels on stilts. A rotting boardwalk meanders through the
village, connected to each home by sagging and waterlogged
stairs.

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Voorie Location A character can try to convince the bog trogs that the party
d4 Location
is not there to claim the fog drake. This is going to be a
challenge, however, as the bog trogs are distrustful of others
Voorie is swimming in the lake at the center of its and only speak Quor-Og. Convincing them requires a DC 16
1 territory, consuming large bass. If the fog drake rests Charisma (Persuasion) check. Unless a character speaks
here, it floats on the surface of the lake. their language, this must be communicated through
Voorie is stalking through the marsh, hunting swamp pantomime or some other method, imposing disadvantage on
2 deer. If the fog drake rests here, it settles atop a small the roll.
knoll to sleep on the wet grass. If the check succeeds, the bog trogs cease being hostile
Voorie is in the dead grove, prowling its territory to
and become useful—if distrustful—allies. If the check fails,
3 keep out any intruders. If the fog drake rests here, it
the bog trogs refuse to listen to any further attempts to
moves under the shelter of a fallen tree.
communicate.
Voorie is in its den, carefully watching over its nest. If Lake
4 the fog drake rests here, it protectively curls up around
the nest. A calm lake sits at the heart of the fog drake’s territory.
A thin layer of swamp mist hangs over the glassy surface of
If the characters encounter the fog drake while it is awake, the lake. The call of water fowl and the chirp of frogs create a
it ferociously tries to defend its territory. If it is resting, the constant noise.
characters have advantage on Dexterity (Stealth) checks to If the characters encounter Voorie while it is in the lake,
avoid notice. either hunting or resting, a character who makes a DC 14
Wisdom (Perception) check spots the creature, either by
Locating Voorie noticing bubbles rising up from beneath the surface or
Finding the fog drake requires the characters to explore the recognizing its slowly floating form on the water. Characters
creature’s territory. Attempting to track the beast will be who fail the check don’t spot the beast and either fail to see
difficult, as it has meandered throughout the entire region the bubbles rising or mistake its body for a partially
multiple times and left behind an overlapping network of submerged tree.
tracks.
Tracking Voorie to its current location requires a character Marsh
to make a DC 16 Wisdom (Survival) check. If the check fails, The majority of the fog drake’s territory is a marsh filled with
the character follows an older set of tracks to a random tall reeds.
location where the fog drake is not currently located. On a Trees jut up from a blanket of swamp reeds that grow four
successful check, the characters manage to pick the correct feet tall in places. In the shallow, cold water by your feet, you
trail to follow and travel to the fog drake’s current location. feel the occasional disturbance of wriggling creatures that try
Each location is approximately one mile away from the to escape your presence.
others. If the characters encounter Voorie in the marsh, the
creature is creeping among the reeds as it stalks a small
Dead Grove family of 2d6 swamp deer. The deer flee if they spot either
A grove of dead trees creates the natural boundary of the fog the fog drake or the characters. If the deer run off, Voorie is
drake’s lair. happy to consume a different sort of meal—namely, the
Gnarled cypress trees, devoid of leaves and bleached to the characters.
white of old bones, rise up from the muddy waters on the
swamp floor. Voorie’s Den
Opportunists
The fog drake’s den is a partially submerged cavern set into a
A group of 2d4 bog trogs and 1d4 bog trog trawlers lurk in rocky bluff with a view of the west shore of the lake.
the dead grove, waiting for an opportunity to catch the fog Beyond a narrow cavern mouth, seeping groundwater fills
drake unaware. If the PCs encounter Voorie in the dead the center of a roughly circular den forty feet in diameter.
grove, the fog drake is fighting off the bog trog hunting party. Near the rear of the den, an oversized nest of matted reeds
The bog trogs are not friendly to the characters and contains a clutch of leathery eggs.
assume that anyone else in the fog drake’s territory is out to If the characters encounter Voorie in its den, the creature
claim the beast for themselves. The bog trogs are hoping to is either tending to or jealously guarding its eggs. There are
bring the beast back to their village as a much-needed meal, four eggs in all.
and they fight viciously to lay claim to it.
Voorie
When the characters encounter Voorie, the beast is
unrelenting in its intent to defend its territory—and its nest in
particular. If it is reduced to half or fewer hit points, the fog
drake retreats to its den, where it tries to block access to its
eggs.

4
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Use the stats for the fog drake with the Conclusion
following modifications. After encountering Voorie and collecting any trophies, Wolfe
Voorie has 142 (15d10 + 60) hit points. is ready to return to Corvis. The group can make its way back
to the city through the swamp. You can have the return trip be
Its Fog Breath has a recharge of 4–6. uneventful, or you can use the random encounter table to toss
a few more challenges at the party before they make it back
Voorie can take 2 legendary actions. Only one legendary to the city.
action option can be used at a time and only at the end of Upon their return, Wolfe rewards the characters with his
another creature’s turn. promised sum. If the characters prevented him from claiming
an egg, he pays them reluctantly. Otherwise, the noble is in
Voorie regains spent legendary actions at the start of its high spirits, suggesting he will enroll in Corvis University’s
turn. program of Extraordinary Zoology. He even suggests he
might pen a Monsternomicon of his own after he completes a
few new exploits.
Voorie has the following legendary actions. There are several ways you can follow up on this
encounter. Some possibilities include:
Attack. Voorie makes one bite attack or one After a period of several months, a messenger brings the
claw attack. characters a letter from Wolfe Kendrik. Surprisingly, the
man has made good on his pursuit of extraordinary
zoology and has completed several expeditions—his letter
includes broadsheet clippings of a few notable ones. The
noble-turned-adventurer is planning an expedition into the
Move. Voorie moves up to its current speed. Bloodstone Marches for research on his book, The
Drakecyclopedia, and he invites the characters to join him.
Survivors of Mud Holler arrive in Corvis, hats in hand,
looking for someone willing to help them retake their
Bellow (2 actions). Voorie immediately homes. It seems a group of displaced bog trogs have taken
recharges and uses its Bellow. up residence in the Holler and refuse to leave.
If Wolfe was able to return to the city with one of Voorie’s
eggs, it hatches after a few weeks. Wolfe begins to
campaign for a living exhibit of extraordinary zoology—a
zoo of monsters—and begins putting out the call to anyone
willing to help him capture more unusual beasts to round
out the exhibit’s offering. All his messages end with the
Wolfe’s Gambit same warning: SAFTEY NOT GUARANTEED.
Wolfe is not too terribly concerned with the fog drake itself:
he wants to bring something back to Corvis as proof of his
grand adventure. Rightly assuming that the creature must
have some sort of lair in its territory, his primary concern is
to recover something he can carry with him. Shed drake skin,
for instance—or an egg.
If Wolfe sees the nest and its eggs, he tries to collect them
to bring home with him. They are abnormally large for fog
drake eggs, each one being about 18 inches long and 9
inches in diameter. Wolfe dumps the contents of his
oversized pack, providing him enough room for him to carry
three of the four eggs. He also implores that one of the
characters grab the fourth and final egg, offering an extra 100
gp to anyone willing to do so.
If a character is holding one of Voorie’s eggs, the fog drake
has advantage on Wisdom (Survival) checks to track the
character. In combat, Voorie prioritizes a character carrying
an egg.

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The Pendrake Encounters: Grym Tidings
By Privateer Press on October 15, Those who tried to rise against him were systematically
rounded up and sent to punishment detail in work camps. He
2021 was distant enough from the seat of power in Llael and clever
The field of extraordinary zoology is not always as enough in his corruption that he avoided the scrutiny of
straightforward as we wish it to be. Those who consider us anyone who could bring him to justice.
simple monster hunters ignore the deeper quandaries we At least, so he thought.
must face in our research. For instance, what do you do when
you discover an extraordinary creature that is going to cause Marked for Murder
a person harm, but that person is themselves a harmful Due to the exploitation of the refugees in his town, Armel di
entity? What, in short, do you do if you agree with a creature’s Gygot has been marked by the grymkin of the Wicked
motivations, if not their actions? For a specific case study, I’d Harvest. A flock of Murder Crows, grymkin that punish those
like to bring your attention to the events that recently who abuse their authority over others, have started to appear
transpired in the Llaelese village of Inverglaes… around the town. Visible only to di Gygot, the Murder Crows
—Professor Viktor Pendrake, Department of Extraordinary stand as silent onlookers on rooftops and perched on lamp
Zoology, Corvis University posts, tracking his movements with their masked faces.
Renowned expert in all matters of unusual beasts, there As a result of his marking, di Gygot has the following
are few individuals who have seen as much of Immoren as effects:
Professor Viktor Pendrake—the High Chancellor of Corvis Disadvantage on checks made to resist the frightened
University’s Department of Extraordinary Zoology—and condition. Resistance to bludgeoning, piercing, and slashing
fewer still who survived the experience and chronicled the damage made by nonmagical attacks that are not caused by
tale. His foundational work, the Monsternomicon, gives a Murder Crows. The crows have chosen him as one of their
detailed account of the many unusual encounters he has own and mystically protect him from harm they do not inflict.
faced in his journeys across the Iron Kingdoms and beyond.
To get the most out of these encounters, you will need a copy
of Iron Kingdoms: Requiem and the Monsternomicon. Encounter Start
There are numerous ways to get the characters involved in
Background this encounter. Suggested options include:
Following recent events in the elven homeland of Ios, which Characters with ties to either Iosan or Nyss NPCs heard of
the expatriate populations of elves call “the Sundering” in an associate who settled in the town of Inverglaes. After
conspiratorial whispers, the former inhabitants of the nation several months of no contact, the character strikes out for the
have settled as refugees among the human populations of the town to see how their associate fares.
Iron Kingdoms in great numbers. Many of these displaced Rumors begin circulating in the urban centers of Llael
people wound up among Ios’ closest neighbors: the dwarven about a sudden uptick in production from the town of
kingdom of Rhul and human-dominated Llael. Inverglaes. To ensure nothing out of the ordinary is
Such is the case in the Llaelese town of Inverglaes, a transpiring there, authorities in the region have sent the
modest community on the road between Greywind Tower characters to investigate the town and report their findings.
and Merywyn among the northernmost reaches of the One of the expatriates from Ios has secretly put out a call
Glimmerwood. Several years ago, dozens of Iosan and Nyss for assistance at no small risk should they be discovered as
families fled the armies of the Skorne Empire that had being responsible. The message alludes to the cruel
spread throughout Ios. Within months, the elves had resolved conditions in Inverglaes and begs for anyone who is able to
to start new lives in the human kingdom. Their choice was provide assistance to make their way to Inverglaes.
cemented by reports of those who tried to return to Ios being An Iosan or Nyss NPC known to the characters traveled to
turned away at the border by legions of soulless warriors Inverglaes to check up on relatives who settled in the town.
garbed in the armor of the Houseguard. However, the NPC was caught up in di Gygot’s cruel
The elves had fled one peril but soon discovered another. mistreatment and has not returned. Now the characters travel
The magistrate of Inverglaes, Armel di Gygot (LE male Ryn to the town to investigate the disappearance of their
noble), wasted little time in take advantage of his town’s companion.
newest inhabitants. Levying exploitative taxes against the
elves and instituting unjust policies, di Gygot wrought every
bit of coin and labor he could from them while preventing
them from leaving Inverglaes.

117
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The encounter begins when the characters arrive in Bert can share the following information with the characters.
Inverglaes. As they enter the modest township in rural Llael,
the citizens of Inverglaes are taking in an unusual spectacle: Di Gygot wasn’t always like this. He was, in the gobber’s
the red-faced and panicked di Gygot is running through the words, “a bit of a bastard but not a mad bastard”
streets. Read or paraphrase the following: Things started to turn after the Iosans and Nyss arrived in
town. There were rumors that the magistrate was raising
On the cobbled main street of the small Llaelese town, a taxes on the elves—and only on them—as well as some
dozen onlookers stand in the doorways of their shops and darker stories about arrests and forced labor in the
homes to take in the spectacle. A man dressed in expensive Glimmerwood lumber camps. The gobber adds that
clothing dashes like a terrified rabbit, grabbing at the they’re difficult to verify, though: the elves are tight-lipped
townsfolk. His broad red face shines with sweat, and his wild
and insular.
eyes bore into everyone he manages to grab. As you get closer Di Gygot’s condition has gotten progressively worse in the
his screeched words become clear. past few weeks. The magistrate has become withdrawn
when he isn’t screaming in the faces of the citizens. He’s
“Don’t pretend you can’t see them, too! Right on top of barred his family in the mayoral estate at the north end of
your roof! I’m your damned magistrate! It’s your responsibility town and has begun neglecting his duties. When he isn’t
to protect me!” flapping scraps of parchment at people and accusing them
of leaving the notes on his desk, he’s out at night
The person this screaming figure accosted looks up to a drunkenly firing his pistol at the rooftops of Inverglaes.
gathering of crows perched on the eve of the building. “A’yup,
If the characters want to know more, Bert suggests they
di Gygot. I see ’em.” get it “from the gorax’s mouth” and points them to di Gygot’s
home (see “Di Gygot’s Estate”).
If the characters approach, the panicking di Gygot looks at Scraps of Evidence
them with horror before turning and dashing up the main
street, a few scraps of paper fluttering from the pockets of his The tattered bits of parchment that di Gygot dropped flutter
expensive great coat as he flees. The croaking of crows on on the street. A character who wishes to grab them before the
the city streets follows after the man, almost as if the birds breeze carries them off must make a DC 10 Dexterity check.
are laughing at his ungainly flight. On a successful check, roll 1d4 and consult the Note
Fragment table to determine which piece a character finds.
“I See You’ve Met the Mayor.” Shortly after di Gygot flees,
Each piece can be acquired only once. After 1 minute, the
wind carries the scraps away and they can no longer be
most of the locals go back about their business. One, a gobber
located.
named “Bert” Bertrenlokelekobalt, lingers nearby, tossing the
characters a conspiratorial smile. Note Fragment
d4 Fragment Discovered
The spectacle seeming to be over, the townsfolk go back
1 Top left
about their business. A gobber leaning against the wall of a
provisioner grins in your direction. 2 Top right
3 Bottom left
“I expect that wasn’t the sort of welcome you were hoping
to receive. That was di Gygot, magistrate of these parts. 4 Bottom right
Welcome to Inverglaes.”

Bert (CN male gobber commoner) is one of Inverglaes’ many


merchants. He’s a shrewd gobber who can spot adventuring
types a mile off, and he is eager to make friends with anyone
who might have goods they’re looking to offload. He takes
offense to anyone who calls him a “fence,” but the term is
close to the truth.
Bert strikes up a conversation with the characters. He
wants to get on their good side as fast as possible and figures
that providing information is a sure-fire way to do so.

2
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A fine drift of shredded paper litters the wooden floors and
Di Gygot’s Estate mounds of it cover almost every surface. If the characters
The magistrate’s home is at the end of the main road in failed to locate one of the scraps the man left on the street,
Inverglaes. When the characters approach the building, read they can find a missing piece by sifting through one of the
or paraphrase: many piles and succeeding on a DC 12 Wisdom
The magistrate’s home is a large, boxy structure. Along its (Investigation) check.
face, tall many-paned windows would allow bright southern Meeting with the Mayor
light into the interior, but each one has been shut off by heavy
drapes. As you draw near, one of those drapes twitches as if Di Gygot’s manservant escorts the characters into the
someone is watching you from within. mayor’s study. The man himself sits behind a large desk
Standing on either side of the heavy oaken door, a pair of covered with even more scraps of parchment. In the brick
scarred and rough-looking mercenary types watch you fireplace on the wall, ashes of similar papers are built up in a
approach with appraising glowers. huge pile. While the characters enter the room, di Gygot
The men guarding the door are Pulin and Yves (NE male mindlessly shreds pieces of paper into a fine drift that he
Rynnish mercenary veterans). Di Gygot has paid them to sprinkles onto the desk.
keep watch and protect his household in the event of an
attack. Di Gygot’s manservant announces the characters to his
Pulin and Yves are gruff and demand to know why the employer and excuses himself. Before he can leave, the mayor
characters are at the mayor’s home. The standoffish pair may tugs at the man’s sleeve.
seem like they’re ready to turn away any visitors, but they are,
in fact, just holding out for a bribe. Unless a character A look of genuine concern crosses the face of the glassy-
convinces them with a successful DC 13 Charisma eyed mayor. “Have the children eaten?” di Gygot asks in a soft
(Intimidation or Persuasion) check or offers them at least a 5 voice. His manservant lays a white-gloved hand on the mayor’s
gp bribe, they stonewall attempts to speak to di Gygot. shoulder and responds in a gentle voice, “They have, sir.
The Manservant. Master Bren is seeing to his studies. Mistress Emile is helping
If the characters convince the guards to let them through, her mother.”
Pulin bangs rudely on the door to summon the magistrate’s
manservant Aber, who leads them inside. A bit of the tension goes out of di Gygot’s face before he
Otherwise, if the characters fail (or refuse) to convince or turns his attention back to you.
bribe Pulin and Yves, before they are turned away the door to
the estate cracks open. Di Gygot is more composed than when the characters first
Read or paraphrase: saw him, but the man is still on edge.

Groaning under its weight, the heavy door cracks open to


reveal the face of a sharp-eyed man wearing a servant’s
What is with the torn paper?
“A trickster has decided to make me the subject of his fun.
uniform. Looking beyond the guards, he addresses the group.
He’s been stuffing these forgeries under my door, sprinkling
“You are the newcomers,” he says. His tone makes it clear
them down my chimney, and placing them in my coat pockets
while I’m out on the street. I arrested the likely culprits, but it
that it is not a question. “My employer has informed me to
seems they have…accomplices.”
bring you to his office upon your arrival. Please, follow me.”
Why did you want to see us?
Aber then turns and walks into the estate, expecting to be
“Providence. I see it as providence that you arrived today, so
followed. close to the…ultimatum that my trickster has recently
announced. I am offering you a chance to prove your talents,
protect the leadership of this town, and earn some coins in
Estate Interior the process.”
The once-refined interior of di Gygot’s home has become a What ultimatum?
dark, stuffy place. Despite the expensive furniture and ornate “This one.” Di Gygot passes a single sheet of crumpled
wall hangings that dominate every space, what little light the parchment with scratchy lettering at its center (see “The
gas lamps provide have stifled the air. As the characters Ultimatum”). “It arrived this morning, under my breakfast tea.
follow di Gygot’s manservant to his study, a character with a Dear Aber says that it wasn’t there when he was preparing
passive Wisdom (Perception) of 14 or higher notices that the meal, so whatever miscreant is doing this was in my
most of the first-floor doors and windows have been barred house.”
and boarded over. A DC 14 Wisdom (Insight) check made while talking with
di Gygot reveals that the man is withholding something. He
can be convinced to say what with a DC 14 Charisma
(Persuasion) check.

319
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Pulin and Yves. The pair of mercenaries are tough when it
“There is, of course, one more thing. The stress must have
comes to normal, mortal troubles, but in the face of
been getting to me. Yes. Stress. I’ve started seeing…figures. otherworldly grymkin, their resolve crumbles almost
Standing on the rooftops. Waiting and watching me. No one immediately. Unless convinced to stand their ground with a
else claims to be able to see them. Not my wife, children, DC 14 Charisma (Persuasion) or (Intimidation) check, the
Aber. No one. But I do.” pair run off at the sight of the grymkin.
Fate of the Magistrate.
Di Gygot describes the figures as lanky, masked men and The fate of the di Gygot family is in the characters’ hands. If
women wearing tattered clothes with crude blades strapped they manage to defeat all of the grymkin, the family lives for
to their arms. A DC 15 Intelligence (Arcana or Religion) another day. If they fail to (or refuse to), then the murder
check recognizes the creatures’ description as Murder crows break into the estate, lay waste to the magistrate’s
Crows, a type of grymkin fabled to visit punishment on family with their blades, and drag him into the street where,
corrupt bureaucrats. in a frenzy of pecking crows and slashing blades, they reduce
Di Gygot then makes his offer: he doesn’t trust his him to a bloody ruin in moments.
hirelings to hold the line in the event of an attack on his
home, and he is willing to pay 50 gp a head to anyone who
will protect him—and his family. The threatening ultimatum Conclusion
says the attack will come “when the clock strikes doom,” After the night of the attack, events in Inverglaes can unfold
which di Gygot believes is a fanciful way of saying midnight. in a number of ways.
Should the characters accept, they have until midnight to
prepare for the assault. Allow them to purchase supplies Dead Man Walking
from Bert, construct fortifications, or pursue any other plans If the characters managed to save the di Gygot family, Armel
they can cook up.
isn’t out of the woods. The grymkin will continue to harass
The Ultimatum and stalk him until he either sacrifices himself or they
You have been warned and given a chance to do what you harvest him. Despite having changed for the experience, the
know you must. Wicked Harvest will have its due. In order to protect himself
We have waited but you chose to hide. and his family, the magistrate will go looking for esoteric
The woman and children now sit at our feast. means of breaking his curse, and offers to pay anyone willing
Tonight, when the clock strikes doom, you join the murder. to help him.
Something Wicked
A Murder of Crows Despite their good intentions, if the characters interfere with
When the sun sets on Inverglaes, flocks of crows settle on the the work of the Wicked Harvest the grymkin will be annoyed.
rooftops and perch on the gas lamps all across the town. The characters will begin to experience more frequent and
Their collective cawing fills the town, prompting the escalating encounters with grymkin who seek to punish them
townsfolk to shutter their windows and lock their doors. The for their meddling.
people of Inverglaes don’t know what is about to happen, but
they can feel the dread portent in the air. Hey, About those Elves…
To determine the number of Murder Crows that appear at The Iosans and Nyss living in Inverglaes still need someone
midnight, consult the Murder Crows Flock table below. to champion them and liberate the wrongfully imprisoned
Murder Crows Flock laborers working in the Glimmerwood. If he is saved, di Gygot
PC Level Flock Composition will seek to free them as well, but the boss of the camp might
not appreciate losing a sizeable crew of free laborers.
1–2 1 Murder Crow, 1 swarm of ravens Conflict between the boss and the characters can lead to a
3–4 2 Murder Crows, 3 swarms of ravens large-scale jailbreak set in the Glimmerwood.
5 4 Murder Crows, 4 swarms of ravens

The Murder Crows and their raven companions gather


atop buildings outside the di Gygot estate when the town
clock chimes the midnight hour. The grymkin are not initially
interested in the characters or di Gygot’s hired thugs, but they
viciously fight anyone who tries to stand between them and
their quarry.

4
20 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used 21
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Pendrake Encounters: A Midwinter
Night’s Dream
By Privateer Press on December 3, Rumors of a string of unusual deaths have spread like ugly
gossip through the broadsheets. “The victims are
2021 by Matt Goetz discovered as statues of pure coal.” “They come from all
Music is meant to lift the spirits, not crush the soul. The first walks of life, and the only common thread among them is
time I heard the cacophony of The Grim, I turned to my that they were known for being stingy and not well liked
traveling companions and asked, “Do you hear what I hear?” by their neighbors.”
Their blood-drained faces assured me they did. During their travels, the characters meet an unusual
—Professor Viktor Pendrake, Department of Extraordinary young woman with a distant, almost dreamy personality.
Zoology, Corvis University She tells them all, “She didn’t mean to dream him up. She
Renowned expert in all matters of unusual beasts, there plucked him out of naughty children’s minds as they slept
are few individuals who have seen as much of Immoren as and gave him flesh.” The woman leaves each of the
Professor Viktor Pendrake—the High Chancellor of Corvis characters with a red rose before drifting away, singing a
lullaby under her breath.
University’s Department of Extraordinary Zoology—and One of The Grim’s victims was recently discovered in their
fewer still who survived the experience and chronicled the home, a statue of black coal huddled in the corner of their
tale. His foundational work, the Monsternomicon, gives a house. The family of the victim has posted a reward from
detailed account of the many unusual encounters he has the estate of the deceased, valued at over 10,000 gp, for
faced in his journeys across the Iron Kingdoms and beyond. any mercenaries or investigators who can bring the
To get the most out of these encounters, you will need a copy perpetrator to justice.
of Iron Kingdoms: Requiem and the Monsternomicon.
The encounter begins when the characters arrive at the
Background site of The Grim’s most recent killing. Read or paraphrase the
following:
The midwinter festival of Giving Day approaches. As the
people of western Immoren prepare for an exchange of gifts A crowd of onlookers gather around the front door of an
and warm nights indoors around the fire, a strange new ostentatious home. Standing in the doorway is a perfect
creature rises from the sleeping mind of the Dreamer to
punish all who act wickedly and greedily toward their fellow sculpture made in coal of an older human male. The statue’s
man. arms are crossed over its face in a defensive posture, as if to
This nightmare, known by the nickname “The Grim,” is an ward off a deadly attack. Carved into the wall above the open
unusual Skin & Moans. The faces that cover its body drone doorway is a short message: “Give Freely.”
out festive carols in all the languages of western Immoren, Nearby, a group of uniformed men and women are gathered
rising to a fever pitch when the creature goes in to slaughter around a young girl, barking questions at her.
the greedy and miserly. By its side is a capering nightmarish
hound called Slay-Belle, the bell on its collar providing an
unharmonious counterpoint to its master’s maddening songs. A group of city watch are on-site to interview one of the
In its wake, the nightmare leaves a string of petrified bodies witnesses, a young girl named Thea Breen (NG female
turned to coal by its wicked blades and confused stories of human commoner), who sells matchsticks on the street. The
the townsfolk who have witnessed it stomping forth from a girl is distraught, and the aggressive questions from Gilbert
recent victim’s home accompanied by its strange hound. Barelby, the watch inspector, are not helping her condition.
Now the creature descends on a modest village where the Convincing the girl to talk will require the characters to
townsfolk don’t have enough money to even consider giving intervene. A DC 12 Charisma (Persuasion) check can calm
gifts, thanks in large part to the recently deceased Angus her down enough to share information, or a character with
Parson, the stingy employer of most of the town’s inhabitants. the Vagabond background or with a background suggesting a
similarly challenging upbringing can convince her to talk
Encounter Start without a check.
This encounter is suited for four characters with an average Thea Breen knows the following information:
party level of 11. While characters of lower levels may be able She was selling matches on the street the night of the
to overcome Grim and Slay-Belle, it will be challenging. It can attack.
take place in any community that observes (or is aware of) She heard the man in the house shouting at his servant. It
the Morrowan tradition of Giving Day. sounded like the servant had asked for the evening off,
There are numerous ways to get the characters involved in and the man said he could have every evening off because
this encounter. Suggested options include: he was no longer employed.

123
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shortly after, the gas lamps went dark. There were heavy A character who makes a DC 12 Wisdom (Insight) check
footfalls and the sound of a bell ringing, and she saw “a discovers that, while he might be a bit unhinged, Edwin fully
giant with too many voices and an ugly dog” enter the believes what he says. The old man begins to empty his
man’s home. The man came out a moment later, looking pockets and strips off his boots and socks, pressing
scared. impromptu “gifts” upon any onlookers he can. Stripped to the
The giant left the statue in the man’s doorway. Before it waist and shoeless, the man stalks back to his home with a
left, it looked at her with its purple eyes, left something on shout of “Get to gifting or face The Grim!”
the street, and said in its strange voice, “Don’t forget to Grymkin Tales. One of the characters might have heard a
give a gift.” version of the story of The Grim and attempt to recall
Thea’s Gift. Thea shows the characters what she was information with a DC 14 Intelligence (History) check. It is
given: a small box with red wrapping paper and a white bow. most often told among rural Morrowans on the eve of Giving
Inside are a man’s pair of silver and pearl cufflinks—taken Day as a cautionary tale to young children who might be
from the victim’s home. expecting too many gifts for themselves and thinking too little
of others. In the stories, The Grim is a bitter man who
Angus Parson transforms all of the sweets and toys of greedy children into
coal.
The victim, Angus Parson, was a captain of industry in the Some stories describe The Grim as contemporary of King
town. Known for his miserly ways and for forcing his Woldred the Diligent, the man who first established Giving
employees to work long hours for little pay—and time off for Day. In those tales, “Grim” Malthus was a chimney sweep
holidays be damned—he was not a beloved person. who watched as the king went from house to house offering
Talking to the gathered townsfolk reveals the following: gifts, but not a single person thought to repay the king’s
kindness, not even with a word of thanks. Incensed by their
Parson was the town’s major employer. Over half of selfishness, the chimney sweep snuck into the homes of the
everyone in town worked in one of his industries, be it the ungrateful, the story goes, and left soot on all their meals and
textile factory, glasswerks, or the town’s mill. finest clothes as a punishment for the slight.
Parson was a miser who expected everyone to work as The stories also include mentions of how Grim would
hard to fill his pockets as he did himself. reward those who performed selfless acts on the night of
The man seemed to despise holidays in general and Giving Day, up to and including passing over them in his
Giving Day in particular. He would grouch at length about nighttime mischief.
how holidays were dreamed up by the poor as a way of
convincing soft-hearted and soft-headed people into giving
things away for free. He would go out of his way to dock Festival Night
the pay of employees he overheard talking about their On the night of Giving Day, the townsfolk shutter away in
plans for Giving Day, especially those who mentioned gifts their houses. A few families give modest gifts to their
they planned to give to others. neighbors, having been shaken by Edwin’s behavior earlier in
the day, but only a few households pay attention to the
The Tale of Grim rambling of the old man.
One of the townsfolk, “Old” Edwin Quashmer (LN human As night approaches, the townsfolk close and lock their
commoner), an old man with a scraggly beard and bald pate, doors. Whether or not they put faith in Edwin’s story, one of
pulls the characters aside as they examine the scene. With their own was recently killed and turned into a statue, so they
wild eyes he rants at them: aren’t taking any chances.
Shortly after nightfall, as the first few flakes of snow begin
“This is The Grim’s doing. When I was a wee one my mother to fall on the town, the characters can hear the jingling of a
told me about The Grim. He and his hound sniff out any who
brass bell as The Grim and his companion arrive in town,
heralded by a choir of voices droning on different winter
refuse to share what they have on the night of Giving Day and
carols and the jingling of the gorehound’s bell.
leave them like old Angus for the world to see. Sniffed us out
good, he did. Only a few souls in this place have put a gift on
their neighbor’s doorstep. Too worried about putting food in
their bellies, they were.”
The man begins stripping off his grimy coat despite the winter
chill, thrusting it into the hands of the nearest person. “Here,
take it! Y’see, Grim? I’ve given the coat off my back! No need
to come calling at my door tonight!”

2
24 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grim and Slay-Belle The Gift of Life.
The pair of grymkin nightmares emerge out of a swirling fog A character who stabilizes an incapacitated creature gains
at the edge of town. The Grim and Slay-Belle are unhurried this gift. A character with this gift gains temporary hit points
and will move from one home to the next to attack the equal to the maximum roll of 2 Hit Dice + the Constitution
occupants within. They skip over the homes of Edwin and modifier of the stabilized creature. These temporary hit
anyone else who managed to give gifts before nightfall. points last for 1 hour or until The Grim is defeated.
If the characters thought to offer gifts to the townsfolk, The
Grim pays them no mind. He only becomes hostile if one of The Gift of Self-Sacrifice.
the characters attacks him or tries to interfere with his work A character can use their reaction to respond to one of The
of punishing those who failed to offer gifts for Giving Day. Grim’s attacks that hits another creature within 5 feet. The
Unless the characters intervene, The Grim and Slay-Belle character takes damage from the attack instead of The
spend 1 minute in each home attacking its occupants before Grim’s initial target. Afterward, the damaged character gains
moving on to a new target. The townsfolk lack sufficient resistance to all of The Grim and Slay-Belle’s attacks and
firepower to bring down the creatures and are quick to fall advantage on saving throws caused by The Grim or Slay-
under their combined attacks. It will take The Grim and his Belle until the end of the character’s next turn.
gorehound 30 minutes to work their way through all the
homes of those who failed to participate in Giving Day. Conclusion
Grim is a Skin & Moans with the The encounter concludes with the defeat of The Grim. If
Slay-Belle is still alive, the gorehound pads over to The
following changes: Grim’s body and mournfully howls into the night before
rapidly fading from existence: the dream of The Grim is all
Grim’s Blades. that keeps the gorehound tethered to the physical world.
The Grim’s Butchers’ Blades have the following special rule: If the characters were unable to destroy Grim, the
when The Grim hits a living creature with a butchers’ blades survivors of the village will spread word of the creature
attack, the creature must make a DC 13 Constitution saving through the countryside. On the one hand, this will forewarn
throw. On a failed save, the creature’s Speed is reduced by 10 other communities about the holiday spirit who keeps a close
feet. If a creature’s Speed would be reduced to 0 feet by this watch over the greedy folks who refuse to share even modest
effect, it becomes petrified as a statue of coal. A creature is no gifts. However, because he is a grymkin, as these stories
longer petrified if The Grim is destroyed. Any reduction of spread and become more embellished, The Grim may gain
Speed caused by The Grim lasts until a creature completes a new abilities from the tales told about him. By the next Giving
long rest. Day, the creature might return much more powerful or
different than what the characters experienced.
Slay-Belle is a gorehound with the The following are some suggestions for how to use The
following action: Grim or similar creatures in future stories.
Hear Those Slay Bells Ring (Recharge 5–6). Every Holiday Has its Legends.
The gorehound sets its bell ringing to produce a dissonant The Grim is only one of many different stories told about the
song. Hostile creatures within 20 feet of the gorehound that holidays of the Iron Kingdoms. Other similar creatures might
can hear it must make a DC 14 Wisdom saving throw or be rise to prominence in the days ahead, twisting tales about
charmed by the gorehound for 1 minute. The charmed target harvest festivals, the Longest Night, or Summerfaire. As
must sacrifice either its movement or its action to dance and these occurrences continue cropping up, the Strangelight
cavort wildly in time with the song. An effected target can Workshop puts out a call for anyone who has experience with
make a Wisdom saving throw at the end of each of its turns. such creatures who can assist in their capture and study.
On a success, the spell ends.
I’ll Be Home for Winterfest.
The Gifts of Grim Shortly before Winterfest comes around again, a character
Because it was dreamed up from stories that parents tell who dealt the final blow on The Grim finds that all of their
their children, The Grim has rules by which it must abide possessions are covered in a fine layer of soot and ash, and
regarding selfless acts. The following Gifts are awarded to the sound of a ringing bell comes to them in their dreams.
characters who perform one of these actions. Worse, it gets louder as the days approach the anniversary of
their first confrontation with the mad, many-faced creature.
The Gift of Generosity.
We Don’t Do That Here.
A character who takes the Help action to assist a friendly
creature gains this gift. The Grim and Slay-Belle have Not every culture in the Iron Kingdoms observes the same
vulnerability to damage caused by all attacks from this holidays—not that the grymkin seem to care. The Grim or a
character until the end of the character’s next turn. similar creature might arise to threaten a community that
does not abide by the “rules” of a holiday simply because they
are unaware of its importance, putting the entire community
in peril of undeserved punishment. Will the characters
intervene on behalf of these innocent souls?

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used 25
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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29
DETONATION
WORST-CASE SCENARIO If the train derails, there is a small chance that in the
The skiggs are volatile enough with the red powder in their tumbling, barrels of red powder and black powder will mix in
guts. What happens if they manage to get into the black the destruction. At initiative count 20 each turn the train cars
powder storage and complete the binary compound? roll down the mountain, roll ldlO. On a roll of 1, two casks
In short, a very bad day for the Lodestone. Even a single impact each other. Randomly determine a train car.
cask detonating would result in massive damage to the train, Creatures in that car must make a DC 12 Dexterity saving
followed by a violent derailing. In the ensuing wreck , more throw or take 14 (4d6) fire damage on a failed save or half as
skiggs would explode, potentially setting off a chain reaction much on a successful one. This is an unlikely outcome,
of detonations that could even cause more of the blasting however, and can only occur once, no matter how long the
powder to mix. train tumbles.

SKIGG IN A BARREL CONCLUSION


If a skigg gets into one the black powder barrels, it eats a
mouthful of the stuff and detonates at the start of its next The encounter concludes when the skiggs are defeated or
turn. This distributes the red powder in its stomach through captured, or with the derailment of the Lodestone.
the rest of the powder keg, setting off a violent explosion. The If the former happens, the rest of the trip to Orven
barrel detonates in a 20-foot radius sphere, and creatures proceeds uneventfully. However, there are plenty of other
and objects in the region must succeed on a DC 12 Dexterity perils the train might encounter, if you want to expand this
save or take 14 (4d6) fire damage. encounter into something more substantial
A black powder keg that is destroyed might also detonate a If the worst happens, any characters and crew who survive
secondary explosion. Roll a d6 for a destroyed barrel On a are in for a perilous trip through the mountains. Orven is over
roll of 1 or 2, it detonates in a 10-foot radius, dealing 7 (2d6) seventy miles away through rugged mountain terrain. Will
fire damage on a failed save. they be able to make it to civilization, or will they become
more victims of the wilds of we te n Immoren?
DERAILMENT
After a powder keg explodes, the train might derail Unless a
character at the train's controls succeeds on a DC 18
Intelligence check to keep controL it slips off the rails.
Proficiency with locomotives or land vehicles can be applied
to this check.
If the train derails, its cars tumble down the steep
embankments. The cars each roll for 7 (2d6) rounds, moving
the train's current speed down the mountain before coming
to a rest. Creatures inside the cars must make a DC 16
Dexterity save at initiative count 20 each round a train car
rolls, taking 7 (2d6) bludgeoning damage on a failed save or
half as much on a successful one.
Any skiggs in the train are stuffed with blasting powder and
make the save with disadvantage.

30 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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32
THE TRAVELERS NOT AS HE SEEMS
The group consists of the following NPCs. Use the stats for Urik tries to present himself as wise in the ways of travel and
commoners unless otherwise stated in the NPC's the wilderness, but in truth he inherited the wagon from his
description. dead brother's estate. Prior to his life as a waggoneer, Urik
made a living washing dishes at a small roadside tavern. He
AK.SANA, GoRKI & CHEMNO tries to get others to do his work for him because he has no
(AHK-sANA, GOR-KEY, KEM-No) clue on how to even begin.
This trio of Kossites are cousins who are reporting to the
THE TRAVELERS IN COMBAT
nearest major city for mandatory military service. The
Other than Luka, none of the travelers have much experience
youngest, Gorki, is fifteen years old while Aksana has just
in a fight-though Urik and the three cousins might claim
had her seventeenth birthday.
otherwise. When it comes to combat, Luka tries to help as
WHAT THEY WANT
much as he can while the others try to stay hidden and out of
danger.
To rise in the ranks of the military and earn glory for Khador
Should one of the characters drop during a fight, one of the
-hopefully more glory than either of their cousins.
bolder NPCs (in essence, not Urik) might come to their
QUIRK assistance, pulling them clear of danger and attempting to
stabilize the character.
The three cousins are quick to challenge each other. Without
provocation, they try to gather the most firewood for the
TRACKING THE HORSES
evening, stay the longest on watch, or drink more liquor than
the others. If the characters agree to go after the missing horses, Urik
points them in the direction the animals fled Luka offers to
KATIA IVANOVNA (EE-VAN-OV-NUH) assist in recovering the animals.
Katia is a single mother who wishes to travel to a new town The tracks are in fresh snow and are not too difficult to
in search of work so she can provide for her children. She is follow. A successful DC 10 group Wisdom (Survival) check
small and quiet but possesses an incredible inner strength. allows the characters to easily follow the tracks. If the group
fails the check, they can still follow the animals' flight but lose
WHAT SHE WANTS the way several times, and it takes them much longer to find
To make a new life in a larger city and eventually bring her the panicked horses. In the following encounter, one of the
children to live with her. horses is incapacitated and will die unless stabilized

PRAISE THE LAWGIVER THEY EAT HORSES, DON'T THEY?


Katia is a devout Menite who often hums hymns to herself to When the characters finally locate the horses, they are
calm her nerves. surrounded in a 40-foot diameter clearing in the forest by a
group of hungry Scarsfell wolves.
LUKA l<RASNOVICH (KRAZ-NO-VITCH)
Luka is a Kossite fur trapper (scout) from the village of WOLVES
Zmeya. He is perceptive and a man of little words. There are three wolves that have circled the perimeter of the
clearing. The wolves' attention is on the potential meal in
WHAT HE WANTS front of them, but the group attacks the characters as soon as
To earn enough with his furs to return to Zmeya and ask the they notice them.
woodcutter Ludlova to marry him.
TERRAIN
HUNT FOR THE GREAT WHITE WOLF There are several feet of fresh snow covering the clearing.
Luka believes-perhaps mistakenly-he's seen a great white The area is difficult terrain.
warpwolf in the western Scarsfell Forest. He wants to claim
its pelt as an offering for the great prince. AFTERMATH
Once the characters defeat the wolves, they can return any
URIK (00-RlcK) surviving horses to the wagon.
Urik is a waggoneer out of Zmeya whom the others hired to
guide them out of the forest. He is a large man who is quick
to let others do his work for him and even quicker to take
credit for when things go the right way.

WHAT HE WANTS
Urik wants to get to the nearest village or city to fill his belly
with warm food and cold uiske.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
33
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