Warlock Lair 49 Gold and Glory
Warlock Lair 49 Gold and Glory
old and
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A SEVEN CITIES MERCENARY ADVENTURE
FOR 4 PCS OF 1ST LEVEL BY BRYAN ARMOR
GOLD AND GLORY
Adventure Background Capleon itself is under tremendous strain. The Baron
of Capleon’s recent outreach to the Mharoti Empire has
It is summer in the Seven Cities, and the war season sparked furious opposition at home and abroad, and
is well under way. Despite the looming threat of the yet the Baron believes he has made too much progress
draconic Mharoti Empire, the Septime states carry on their in negotiations to sever ties completely. But the Baron’s
formalized warring and raiding with varying degrees of domestic opposition has not been dormant. La Pregunta,
enthusiasm. But not every army mustered and sent forth a Capleoni opposition group, suspects the Dragon Empire
gains victory on the battlefield. The mercenaries and levies is actively meddling in the war season to keep the Baron
deployed by Capleon are mired in a disastrous series of weak and in need of the Empire’s support. They know
setbacks and reverses in Kammae-occupied territory. that Mharoti agents have successfully infiltrated the Seven
Heavy attrition in the initial raids has prompted the Cities and kept the Septime states mostly isolated and
commanding generals to engage in an unusual mid-season uncoordinated. A scion of La Pregunta, Afenso Ayeshi,
recruiting drive in an attempt to make good their losses and joined with Tavv’s Pioneers during the spring muster as the
salvage some modicum of glory in the year’s fighting. unit’s lieutenant. Unknown to the Pioneers, his true mission
Tavv’s Pioneers are one of Capleon’s mercenary hires for is to expose what designs the dragons may have on Capleon
the season. Combat losses have reduced the Pioneers to a in order to bring about the Baron’s final downfall.
fraction of their strength, and the prospects for any kind
of significant payout by the end of the season are dim. The
only hope they have to salvage their reputation and finances
Adventure Summary
is to rebuild the company on the fly and strike a blow The PCs are recruited into Tavv’s Pioneers in the midst
against Capleon’s enemies that will get the company noticed of the Seven Cities’ war season. Despite the company’s
by leadership. desperate situation, the PCs need to prove themselves to the
dwarven captain, Zavrin Tavv, who is initially skeptical of
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Editing: Meagan Maricle
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the recruits’ ability to handle a new assignment. By showing veterans with five or more years of service earn two shares,
their mettle around camp (or with a helpful nudge from while rank and file soldiers earn one share each season.
the company’s lieutenant), the new recruits are assigned Recruits who sign after mid-season are promised half-shares.
to a mission in a gamble to re-establish the company’s Over the course of the war season, successful mercenary
good name and fortune. The mission did not fall into the companies can expect to earn the equivalent of a comfortable
company’s hands by chance, however. The company’s new lifestyle with a single share. Officers and company owners
lieutenant has information on Mharoti agents in the area and can earn many times more than that over a three- or four-
decides to send the unfortunate PCs against these agents in month campaign, assuming they aren’t captured or killed
a bid to expose Mharoti plans. The PCs unearth the Mharoti in the course of fighting. These earnings are often enhanced
agents, complete the mission against the odds, and gain the by plunder or ransom, but some portion of any gains
esteem of Zavrin Tavv and the Pioneers, while being drawn accrued on assignment are expected to be shared with the
deeper into the political machinations in Capleon. entire company.
Tavv’s Pioneers contract. I’ll need to see what you’re made of before I go
trusting new recruits with anything more important than
Tavv’s Pioneers were founded a dozen years ago in the latrine duty. The lieutenant will keep an eye on you. Make
Dwarven free canton of Tijino as a light scout company. sure you help out around camp, show Targis here how you
Originally a purely dwarven company, the Pioneers are fight, and do your time on sentry duty. All goes well, it might
presently composed of a mix of dwarves, humans, minotaurs, be you I call on when we next go into action.”
elfmarked, and even a kobold. Prior to the current campaign,
Zavrin Tavv and his Pioneers had a respectable reputation Tavv refers any further questions to Vaila or the lieutenant.
among the mercenary ranks, and they currently serve as part Vaila then leads the PCs to a small desk inside her tent, and
of the seasonal levy of Capleon. The badge of Tavv’s Pioneers she asks each PC to sign a contract outlining their terms of
is simple, consisting of a looking glass in gold slanted across service with the Pioneers. The contract promises at least a
an azure field. half-share of the season’s earnings and specifies that service
The usual campaign strength of the company is around runs until the war season’s conclusion on the first day of
50, but losses in the current war season have reduced its Harvest Tide, at which point the recruits may sign on again
strength to 26. The company’s charter establishes Tavv in anticipation of next year’s season or go their own way.
as commander and sole owner with a twenty share, and After signing, Afenso takes charge of the recruits and guides
it provides for an officers’ rate of five shares. Company them around camp.
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successes on the camp tasks. On a failed check, the PCs have
Part 1: Basic Training hopelessly botched the supply organization effort, infuriating
The lieutenant, Afenso Ayeshi (LN male human spy), can Fezzk and earning the PCs one failure on the camp tasks.
answer any questions about basic mercenary activities, the
Pioneers’ current status, and the potential tasks available at COMPANY MESS
the various camp locations outlined below. At this point, Grun (LN male dwarf commoner) is the company’s cook
Afenso deflects any specific questions about what the next and oversees the feeding of the mercenaries with the help of
mission for the Pioneers might be. He is eager to reinforce two orderlies. He sees that the PCs are properly fed in order
the notion that the PCs might be selected for a lucrative to perform their duties. Should the PCs offer their help,
assignment should they prove themselves worthy. Regardless Grun gladly puts any volunteers to work for several hours
of their performance, Afenso intends to put forward the PCs in the kitchen, peeling potatoes and stirring the stew, which
for the next mission in a gamble to advance his own goals. earns the PCs one success on the camp tasks.
A PC proficient with cooking utensils can improve upon
TASKS the standard fare offered by Grun with a successful DC 8
Most of the camp’s areas involve a challenge or task that can Intelligence or Charisma check using cooking utensils.
be completed to earn the trust and respect of the mercenary Succeeding on the check provides a meal to the
unit and its leadership. As they explore the Pioneers’ mercenaries tastier than any fare they’ve yet had on
camp, the PCs come across different skill, social, or combat campaign, earning the PCs one additional success on the
challenges. The tasks at each site can be attempted only once camp tasks. Failing the check results in a gruel so vile that
by each PC, but the PCs are free to try the tasks in any order. Grun bans the guilty PC from his kitchen, earning the PCs
The tasks can be completed in as many days as the PCs want, one failure on the camp tasks.
but the leadership doesn't take kindly to lazy PCs who spend
several days refusing to participate in any camp tasks. TRAINING CIRCLE
If the PCs achieve a total of 6 successes before 3 failures, The minotaur sergeant, Targis, has been charged by Tavv
they earn the trust of the company and are considered to assess the combat abilities of the new crop of recruits.
members in good standing. Tavv allows the PCs to undertake Each PC with a focus on melee combat must fight a one-
the infiltration of the Kammae outpost with the support of on-one duel against a company soldier (use the statistics of
the company. a guard, except the soldier isn’t carrying a shield). Conduct
If the PCs accumulate 3 failures before 6 successes, Tavv the combats normally, but the combats end when one
insists they require further training before conducting any participant is reduced to half its hit point maximum. A
missions. In this case, Afenso intercedes on their behalf and company acolyte is on hand nearby to restore lost hit points
ensures that Tavv sends them on the infiltration assignment. after the duel ends. Targis insists that magic has no place in
The PCs don’t need to involve themselves in every task, the duel and disqualifies any combatant that uses magic.
but they can take on additional challenges after they’ve If at least half the participating PCs win their duels, the
reached 6 successes or 3 failures in order to obtain the tasks’ PCs earn one success on the camp tasks. If more than half
individual benefits. the participating PCs lose their duels, the PCs earn one
failure on the camp tasks. If all the participating PCs win
QUARTERMASTER’S SUPPLY TENT their duels, Targis also awards the recruits one suit of armor
The quartermaster of Tavv’s Pioneers, Fezzk (N male of their preferred type (worth no more than 200 gp) from
kobold), is in desperate need of strong backs or smart heads. company stocks.
The company’s recent severe combat losses have left him
with a mess of disorganized surplus material. Two PCs with ARCHERY RANGE
a Strength of at least 12 can contribute a full day’s hard labor One of the company’s scouts at the archery range challenges
to help Fezzk organize the supplies. Upon completion, each one willing PC to an archery competition. If the PC accepts,
PC that participated must succeed on a DC 12 Strength the PC can use either a provided shortbow or their own
(Athletics) check or gain 1 level of exhaustion. If two ranged weapon. The competition consists of ranged attacks
PCs completed the work, the group earns one success on against an AC 13 target. Each round, both the PC and the
the camp tasks. scout make a ranged attack. The first to hit three times wins
Alternatively, one PC with a Strength of at least 14 can the competition. An attack roll of 20 or higher is such an
perform the labor if another PC helps Fezzk direct the work impressive shot that it counts as two hits.
crew. The directing PC must make a DC 13 Intelligence If the PC beats or ties the scout, the PC earns the group
(Investigation) check. On a successful check, the laboring one success on the camp’s tasks. If the PC has two attack
PC gains 2 levels of exhaustion, but the group gains two rolls with a result of 20 or higher, the PC’s display of archery
prowess counts as two successes on the camp’s tasks. If the
scout wins, the PCs earn one failure.
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PAYMASTER’S TENT SURGEON’S STATION
Vaila (LN female elfmarked commoner) prevails upon The company’s surgeon, Olin (NG male human priest of
any literate PC possessing some faculty with numbers to Khors), is currently treating several wounded soldiers. Olin
assist for an evening in balancing the company’s books. The appreciates any help the PCs can provide. There are currently
recent influx of new recruits and the company’s combat four patients with potentially fatal wounds. A successful
losses have taken up much of Vaila’s time and prevented DC 12 Wisdom (Medicine) check on a patient stabilizes
her from keeping the books as up-to-date as she would them and prevents them from dying. Alternatively, any
like. A successful DC 10 Intelligence (Investigation) check healing magic applied to a patient automatically stabilizes
earns the PCs one success on the camp’s tasks. If the check the patient. Stabilizing at least two of the four dying patients
succeeds by 5 or more, the PC discovers a consistent pattern earns the PCs one success on the camp’s tasks and Olin’s
of overcharging by one of the company’s provisioning goodwill. Olin gifts the PCs with two potions of healing.
agents. If brought to Vaila’s attention, this earns the PCs
one additional success, and she awards the PC 50 gp for THE MISSION
the help. If the check fails, the PCs earn one failure on If the PCs earn 6 successes before 3 failures, word spreads
the camp’s tasks. to Zavrin Tavv that the PCs are pulling their weight around
camp and look ready to be deployed in combat. Tavv
SENTRY DUTY assigns them to execute Afenso’s mission and provides
Sentry duty should be one of the first tasks assigned to them resources of the company, depending on which tasks
the PCs. At least two PCs must take a shift the first night, the PCs successfully completed (outlined in the Pioneers’
conducting walking patrols of the camp’s perimeter to alert Support sections).
the Pioneers of any enemy reconnaissance and safeguard the If the PCs garner 3 failures before 6 successes, Tavv is
camp from raids. skeptical that they will be of any use to him without several
Kammae units are currently reconnoitering Capleoni more weeks of training. Afenso, however, prevails upon Tavv
positions. A successful DC 14 Wisdom (Perception) to place the PCs under his charge for the upcoming mission,
check while patrolling reveals a Kammae scout moving and he promises to take responsibility for any failures in
through the woods along the edges of the Pioneers’ camp. If the field. Tavv refuses to waste any resources to support
confronted, the scout flees without learning much about the a task he thinks is likely to fail; the PCs don’t receive the
Pioneers’ camp. Alternatively, a successful DC 14 Wisdom Pioneers’ Support benefits, regardless of their success on any
(Survival) check reveals evidence of the scout’s passage after individual tasks.
the fact. Success in either earns the PCs one success on the Afenso describes the assignment to the PCs. He has
camp’s tasks. If the PCs capture the scout, they earn two identified a village in a nearby valley taken over by Kammae
successes instead. mercenaries. The village surrounds a strange tower in which
Afenso suspects the Kammae troops are hiding something of
MAGE’S TENT value. Tavv’s Pioneers can start to rebuild their reputation if
The company’s mage, Erran Joss (CG male human they can take possession of whatever is hidden in the tower.
battlemage [Creature Codex, p. 397]) is attempting an The PCs are to scout the village, penetrate any defenses,
uncommon summoning ritual that is outside his area of and acquire whatever it is the Kammae forces are keeping
magical expertise and gladly welcomes the help of any in the tower.
magically skilled PC. A PC that agrees to assist in the ritual Afenso knows that it is not a Kammae camp, but rather an
must make a DC 14 Intelligence (Arcana) check. On a outpost of the Mharoti Empire. He suspects what is hidden
successful check, the ritual proceeds normally, summoning in the tower is something of value to the dragons and their
and binding a dust mephit to Joss’ will. agents. By throwing the new recruits into this mission,
On a failed check, two angry dust mephits appear Afenso hopes to disrupt the Mharoti operation. Ideally, the
and attack. A successful DC 13 Intelligence (Arcana) PCs return with evidence of Mharoti intervention in the war
check reveals the flaw in Joss’s summoning runes. A PC on behalf of Capleon that La Pregunta can use to further
can take an action to correct the runes, which instantly damage the Baron of Capleon.
banishes the mephits. Approach. The village in question is four hours’ travel
If the ritual proceeds smoothly, the PCs earn one success by foot. There is a 50 percent chance the PCs encounter at
on the camp’s tasks, a spell scroll of magic missile from Joss, least one roving band of scouts (one scout, two bandits) en
and the promise that his new elemental servant may help route. These scouts do not wear any identifying uniforms or
in a future task. If the ritual goes awry, the PCs earn one badges, an odd occurrence in an area filled with mercenary
failure on the camp’s tasks. If the PCs successfully banish the companies and Seven Cities soldiers.
aggrieved mephits after the failed ritual, Joss rewards them
with a spell scroll of magic missile.
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supporting ranged attacks from a hidden location
Part 2: Suspicious Village around the perimeter, after which the scouts withdraw
Steep, forested hills descend down to a collection of sturdy to a rendezvous point.
stone houses nested in a narrow valley. The village spreads • If the PCs were successful in the Training Circle, Targis
across a rapidly flowing stream, which powers a single mill. assigns a small squad (four guards) to assist the PCs
A white stone tower sits on a small hill on the banks of the with their task. Once during their mission, the PCs can
stream, its apex adorned with several odd spires reaching up break a small, wooden charm, sending a brief message to
like the fingers of a hand. signal the squad to provide a feint or distraction of some
kind: a mock attack, setting fire to one of the buildings,
The Mharoti presence in the village consists of mercenaries or some other ruse. The squad succeeds in their task, but
that are tasked with protecting the Dragon Empire agents their task leaves the enemy mercenaries in a heightened
within the tower. The tower holds several masked human state of alert.
guards, a kobold spellclerk (see page 11) running the
Mharoti operation, and his two edjet initiate (see page 1. MAGICAL ALARMS
12) bodyguards. Along the few open approaches to the village, the kobold
The thirty mercenaries in the village have taken over or spellclerk has established a network of silent magical alarms.
cleared out all of the buildings. The mercenaries wear no Crossing these boundaries alerts the spellclerk to intruders
badge indicating a company affiliation and, upon capture and allows him to warn his mercenary guards. If the PCs
or in conversation, are unwilling to provide any details unwittingly cross an alarmed area and trigger the spell, add
regarding their employment. A successful DC 15 Charisma one mastiff to each group of camp sentries, and the patrols
(Intimidation) check against a captured mercenary are on high alert.
reveals that the mercenaries don’t know their employer. Finding the Alarms. A successful DC 14 Wisdom
All interactions with their employers are conducted via (Perception) check while observing the boundaries of the
a handful of masked intermediaries, and they have been village reveal that some areas of the perimeter seem strangely
instructed to stay away from the hilltop tower. unguarded. A successful DC 12 Intelligence (Arcana) check
During daylight hours, the sightlines between the various alerts the PCs to the presence of a magical alarm before
sentry pairs and other mercenaries wandering around the setting it off. Discovering any one alarmed area ensures easy
camp provide comprehensive coverage of the entire village. detection of the other alarmed boundaries.
Any infiltration into the core areas during the day requires
either numerous successful DC 15 Dexterity (Stealth) 2. CAMP SENTRIES
checks or careful maneuvering between buildings, other There are six sentry groups, each consisting of one scout
obstructions, and the camp sentries. and one bandit, guarding key locations around the village.
Pioneers’ Support. Afenso and Tavv leave it up to the Individual mercenaries rotate in and out of these posts, but
PCs to decide how to approach the village and its tower. they are continually manned day and night.
Though Afenso favors a stealthy approach, he doesn’t stop
PCs who want to charge into the village down the main road, 3. HORSE CORRAL
confident the Mharoti’s efforts in the area will be disrupted The fenced-in area and adjacent buildings here house the
no matter what route the PCs take. If the PCs received Tavv’s mercenaries’ mounts. Several dozen horses graze within
support for their mission, they can call upon different forms the corral, currently attended by one bandit. A random
of aid during their infiltration, depending on their individual assortment of bags of feed, barding, and other tackle for the
task successes: horses fills the attached buildings. Three supply wagons sit
alongside the yard.
• If the PCs successfully helped Erran Joss summon and
bind a dust mephit, they can call upon the mephit 4. TROOP QUARTERS
twice during their infiltration of the village to blind The bulk of the mercenaries’ supplies rest alongside the
up to three mercenaries the PCs can see who aren’t houses here, stored under numerous canvas tarps. The
engaged in combat. Unless the PCs purposefully make buildings have been cleared out and filled with a number of
themselves known, blinded mercenaries believe the dust sleeping mats. Ten bandits occupy this group of buildings,
was brought about by a sudden gust of wind and aren’t sleeping or gambling.
alerted to intruders.
• If the PCs succeeded at the Archery Range, two scouts
follow behind the PCs. The PCs can call on the scouts
once during a single exterior combat to provide
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5. HEALER’S HOUSE
2 1
The mercenaries’ acolyte rests with a homunculus servant in
7. FARMHOUSE WITH HIDDEN PASSAGE
a small cottage along the main road. Two wounded bandits
A lone farmhouse stands among rows of overgrown crops.
(AC 10, 6 hit points) convalesce in a bedroom separated
Inside, detritus from the mercenaries’ looting litters the
from the main chamber.
wooden floor. A successful DC 13 Wisdom (Perception)
Treasure. Two potions of healing can be found amongst
check reveals some irregular patterns in the wooden
the acolyte’s belongings.
floorboards. A successful DC 10 Intelligence (Investigation)
check finds a trapdoor with access to a hidden cellar beneath
6. DOG PENS
the farmhouse. The trapdoor is barred from below and can
The mercenaries’ complement of hounds are penned in
be forced open with a successful DC 14 Strength check.
this enclosure. Unless the village is on alert for intruders,
In the Cellar. A family of four have been hiding within
two commoners attend to ten mastiffs here. If the village
the cellar for over a month. A successful DC 14 Charisma
is on alert for intruders, six mastiffs patrol with the
(Persuasion) check convinces them to open the trapdoor.
village’s sentries.
They explain they hid when the mercenaries expelled the
Restless Hounds. Kept in one place for too long without
other townsfolk from the village. They have survived the
much food, the dogs have grown hungry and anxious. A
past month because of a partially collapsed tunnel that runs
successful DC 10 Wisdom (Insight) check made by anyone
from the cellar to the nearby woods. The family’s youngest
observing the dogs interacting with their minders reveals
daughter is small enough to squeeze through what remains
the dogs are barely held under control. A successful DC 12
of the tunnel, and she has been gathering nuts, berries, and
Wisdom (Animal Handling) check can calm the hounds or
water for the family each day from the forest. The family
counter any orders given by their handlers. A PC that offers
can provide the PCs general information about the village,
a dog food has advantage on this check.
its buildings, and the number and nature of the occupying
Treasure. One of the handlers has a potion of animal
mercenaries. The family has seen captured Kammae and
friendship hanging on his belt.
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7
Capleon scouts led into the small shacks nearest the inn. 11. MILL BUILDINGS
They can also explain the tower had been left as a ruin by the The mill complex alongside the stream has been looted
villagers for as long as anyone can remember, but they know of anything useful. A number of long lumber pieces have
nothing about who or what might occupy it now. If the PCs been shoved into the mill mechanism to stop the wheel and
befriend the family, the cellar is a safe place for the PCs to quiet the mill. A successful DC 8 Strength (Athletics) check
rest while in the village. removes the lumber pieces and restarts the mill. When
Hidden Passage. A small, partially collapsed tunnel runs running, the mill is loud enough to attract the attention of
from a clearing in the neighboring woods to the cellar of most of the village.
the farmhouse. Anyone passing through the woods detects
the entrance to the tunnel with a successful DC 13 Wisdom 12. TOWER GUARDS
(Perception or Survival) check. A successful DC 14 Strength At all hours, two human guards stand duty before the
check from one PC with an hour of work clears out the entrance to the tower. Unlike anything worn by the
collapse, reopening the tunnel. The time to clear the rubble mercenaries, their faces are covered with featureless,
is reduced by half for each PC that helps. If the PCs clear the white masks. Every four hours a new set of guards exits
collapsed tunnel, allowing the family to escape, the family the tower and relieves the duty pair, who then enter the
awards them with two bottles of wine worth 10 gp each. The tower themselves. If attacked, one guard attempts to blow a
youngest daughter offers a small brooch in thanks to any PC hunting horn hanging from its belt. When blown, the horn’s
that was particularly friendly to the family. deep tone can be heard up to 100 feet away, rousing all
guards in the tower.
8. LARGE BARN Treasure. One of the tower guards is always carrying an
A large barn on the northwestern edge of the village has been ornate hunting horn made of ivory carved to look like it is
commandeered by the mercenaries to store the company covered in dragon scales worth 100 gp. At each shift change,
payroll. An unarmed ogre sits alone, guarding the locked it is handed to the new pair of guards.
company chest day and night. He uses his fist, which
deals 2d4 bludgeoning damage, to defend himself and the 13. TOWER ENTRANCE
company’s treasure. When not otherwise alerted, he lounges The strange white stone tower stands alone upon the hilltop
against the chest, resting his head against it whenever he overlooking the village. A sturdy, wooden door on the north
naps—which is often. The ogre wears a key to the chest side of the tower is the single ground-level entrance.
on a leather thong around his neck. Every few hours, the
mercenaries place food and ale at the barn’s entrance to
keep the ogre placated. The sentries posted outside the
door at all times ensure that no one disturbs the creature
Part 3: The Tower
while he sleeps. The only visible windows on the tower are five small slits
Treasure. A successful DC 12 Dexterity check using on its second floor (marked ‘W’ on the map). The tower’s
thieves’ tools picks the chest’s lock. The chest contains 10 pp, sides are uniformly smooth all the way up to the tower’s
350 gp, 157 sp, and 77 cp. fourth floor summit. Any unassisted climb requires a
successful DC 20 Strength (Athletics) check to reach the
9. TROOP QUARTERS summit without falling. With ropes or other assistance,
These two cottages have been cleared to make room for the tower can be scaled with a successful DC 15 Strength
additional sleeping mats. Five to ten bandits can be found (Athletics) check. The PCs can access the three north-
within these buildings most hours of the day. facing windows that enter into Areas 8 or 9 by scaling the
small entryway structure via a successful DC 10 Strength
10. INN AT THE BRIDGE (Athletics) check. A Medium or larger creature must
The inn just to the south of the bridge serves as the lodging succeed on a DC 10 Dexterity (Acrobatics) check to squeeze
for the mercenaries’ chosen leader (spy) and the three through the windows.
appointed officers (bandits). The smaller shacks to the north
and south of the inn are both unguarded. Inside the shacks, 1. GUARD ROOM
Capleon and Kammae uniforms and other identifying sigils The tower door opens into a small, spartan entry chamber.
have been tossed into piles in the corners, many of which are One off-duty guard is posted here at all times.
covered in dried blood. Development. If attacked, the guard attempts to flee to
Treasure. The captain has a personal coin stash in his alert the guard in Area 3 or those in Area 7.
room of 95 gp, 210 sp, and 47 cp.
2. ENTRY STAIRWAY
A narrow stairway leads up into Area 4, with a side
door into Area 3.
8
Locked Door. The door marked ‘M’ is kept locked at all one of the pallets. Anyone examining the bag disturbs
times. A successful DC 10 Dexterity check using thieves’ two clockwork beetles (Tome of Beasts, p. 60) that
tools picks the lock, while a successful DC 14 Strength check attack the PCs.
forces the door open but alerts the guard in Area 3. Secret Door. The door to Area 9 (marked ‘S’ on the
map) is hidden and locked. A successful DC 12 Wisdom
3. STORAGE ROOMS (Perception) check reveals the door and the lock mechanism
Space has been cleared here for two beds, one of which within a wall recess. A successful DC 10 Dexterity check
always holds a sleeping guard. A door leads into a small using thieves’ tools picks the lock, while a successful DC 12
storage chamber stuffed with crumbled stone, broken Strength check forces the door open.
furniture, and other detritus cleared from elsewhere in the
tower, evidence of its recent reclamation. 9. RECORDS ROOM
The kobold spellclerk keeps his most important
4. ENTRY HALL documents within this small chamber. The cramped
The stairway is topped by an entry hall with two small wings shelves contain message scrolls, cyphers, codebooks, and
to the east and west. Both have been swept clean of most a handful of other tomes. Three of the codebooks contain
debris and are empty. Small sconces hold candles that fill the bookkeepers (Creature Codex, p. 55). If the books are
area with dim light. The doorway to Area 5 is open. touched before reciting the correct phrase in Draconic, the
Secret Door. A secret door (marked ‘S’ on the map) bookkeepers attack.
leads to Area 6 and bypasses Area 5. A successful DC 14 Word of Power. A phrase in Draconic has been scrawled
Intelligence (Investigation) or Wisdom (Perception) check in chalk across the stone wall above the shelves: “Who
reveals the door. Sees All But Is Not Seen?” A successful DC 14 Intelligence
(History) check recalls Parsis the Hidden, one of the dragon
5. TRAP ROOM leaders in Mharoti, as the correct answer. Reciting “Parsis”
Magic Missile Traps. Arcane traps fill Area 5 to punish in Draconic disables the bookkeepers, who bleed out of
intruders unaware of the secret bypass. When a creature the books and onto the floor in pools of black ink. If the
steps on one of three ensorcelled stone slabs (marked ‘T’ bookkeepers are disabled in any other way, the codebooks
on the map), a magical blast hits the creature. The creature are destroyed with them.
takes 1d4 force damage, and the enchantment on that stone Development. Attacking or disabling the bookkeepers
slab disappears. alerts the kobold spellclerk in Area 11.
Prevention. A successful DC 12 Wisdom (Perception) Treasure. A spellbook containing the spells disguise self
check notices the arcane glyphs carved on the stones, and a and arcane lock, a spell scroll of suggestion, several Mharoti
successful DC 12 Intelligence (Arcana) check reveals that the codebooks, and a number of coded message scrolls,
glyphs contain a magical trap. A successful DC 13 Dexterity containing details of troop and supply movements in the
check using thieves’ tools pries out a slab without triggering current war season, sit on the shelves.
the trap. Alternatively, a creature can step carefully around
the traps without triggering them with a successful DC 10. PILLAR GALLERY
10 Dexterity (Acrobatics) check. A failure on either check The space on this floor opens to fill the entire tower. Several
triggers a trap. pillars stretch from floor to ceiling, surrounding a spiral
stone staircase leading to Area 11. On the back side of the
6. LOWER STAIRWELL pillars, two small pedestals are topped with transparent orbs.
The stairs here follow the curve of the tower, A small desk contains some blank scrolls, empty pages of
leading to Area 7. parchment, and various writing implements.
Treasure. The orbs on the pedestals are nonmagical crystal
7. UPPER LANDING orbs worth 20 gp each.
The upper landing has similarly been cleared of debris. The
stone walls and floor are bare of any furniture or ornament 11. SUMMIT
aside from a small wooden table and pair of chairs. Two Four spires of dark granite extend upward from the roof’s
guards lounge here while not on duty. A closed wooden edge at the cardinal directions. Four taller spires extend
door leads north into Area 8, while another set of stairs lead upward from the roof’s center, crowding tight around the
higher up into the tower. exit from the spiral staircase. A kobold spellclerk (see page
11) and two edjet initiates (see page 12) stand around the
8. SLEEPING QUARTERS staircase, observing and making notes on the surroundings.
This chamber contains sleeping pallets for the kobold Development. If the Mharoti agents have been alerted to
spellclerk and his edjet initiates. The room contains only the PCs’ presence, such as the by horn or the bookkeepers,
some food rubbish and a small leather bag to the side of they are prepared for the PCs. The edjet initiates flank the
9
stairwell, ready to fire their shortbows, then advance into righteous aims. As for Tavv, he is a good fighter and better
melee combat. The spellclerk attempts to avoid any melee man. I hope this will open his eyes about whom he serves,
combat, using fire bolt, grease, and sleep to support his and that he will take service with another city until such
guards. For the initiates’ Show Mettle trait, the spellclerk is time Capleon truly deserves the devotion of freedom-loving
the initiates’ superior officer. souls. Farewell!
Treasure. The kobold spellclerk carries a Mharoti
discipline stick (see page 12), a broken fang talisman (see page You’re in the Army Now? Depending on their adventure
12), and a small leather purse containing several cut gems hooks, the PCs may continue on to further adventures as
worth 250 gp. part of the Pioneers, or they may choose to pursue Afenso to
Capleon, either to pay him back for his duplicity or to help
Conclusion La Pregunta further combat Mharoti influence in Capleon.
Any Mharoti documents would be particularly valued by
Depending on how the infiltration of the village and the La Pregunta. Not taking kindly to Afenso’s deception, Tavv
tower plays out, the PCs might simply walk out of the tower allows the PCs to break their contract if they choose to
and into the woods, or they may have to fight their way out pursue the La Pregunta agent.
of the village against alerted mercenaries. Regardless, if they Given Capleon’s conflicted position regarding the Mharoti
return to Tavv’s Pioneers with any information about the Empire, Tavv finds that the mission’s success is viewed
Mharoti presence, they successfully complete their mission. with some ambivalence by Capleon’s senior commanders,
Defeating the kobold spellclerk temporarily disrupts Mharoti who aren’t quite certain which way the political winds are
operations in the Seven Cities, and capturing any of the blowing. Despite that, if the PCs stay, Tavv lauds them
codebooks, messages, or other documents from the records for a job well done and considers them full members of
room in the tower gains important information about the Tavv’s Pioneers—provided, of course, they furnish half
Mharoti spy network. of the mission’s looted gold to the company coffers. And,
Afenso’s Note. Hearing of their success, Afenso abandons with an open lieutenant’s position, there are definite
his ruse and returns to La Pregunta in Capleon, leaving the promotion opportunities and many battles left to fight in the
following note for the PCs: war season...
If you’ve made it back alive, you’ve done Capleon and all the
Seven Cities a service by disrupting Mharoti plans. If not…
well, you’re probably dead, but in death you have served as 11
well. The dragons will know that the free people of Capleon
are wise to their schemes. Should our paths cross again,
friends, I hope that you will not hold this gambit too terribly
against me. I act only in service of La Pregunta and its
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KOBOLD SPELLCLERKS IN MIDGARD
Kobold Spellclerk The spellclerks operate as the lowest rank of spy in the
Mharoti Empire’s spy network, which is jointly administered by
The reptilian snout peeking out from a deep hood is the
Parsis the Hidden and Kah Vizier Zeki Hasan Al Eski. In spite
only hint that this cloaked figure is a kobold. A fang charm
of their lower status, they are no less important to the spy
dangling from its neck, the kobold goes about its business of
network and make up the majority of Mharoti’s spies abroad.
secrets and whispers.
At home, spellclerks are treated with a mixture of respect and
Agents of the Empire. Kobold spellclerks work primarily as wariness, as the spies are used just as often within the empire
messengers and agents of the Dragon Empire’s spy network. to root out those who chafe under dragon rule.
They are skilled in code writing and breaking, overseeing Kobold spellclerks in Midgard typically prepare dragon roar
the operations of other field agents, and providing their (Midgard Heroes Handbook, p. 164) in place of fire bolt and
overlords a valued glimpse into the internal affairs of converse with dragon (Midgard Heroes Handbook, p. 159) in
their enemies. place of feather fall.
Trusted Messengers. Kobold spellclerks are often granted
the use of magic items that aid in encryption and message- KOBOLD SPELLCLERK
sending to supplement their natural skills and magical Small humanoid (kobold), lawful neutral
studies. The messages they carry or compose are often of Armor Class 12
great import to clandestine activities.
Hit Points 21 (6d6)
Speed 30 ft.
11
MHAROTI DISCIPLINE STICK
Dragonborn, Edjet Initiate Weapon (club), uncommon (requires attunement)
Glaring about in brazen challenge to any that would meet its The dragon mages of the Mharoti Empire use various
eyes, this elite dragonborn warrior searches for its next target. means to keep their slaves and servants under control.
Adorned in padded armor, its clawed hand never ventures far The discipline stick is one such innovation. When you
from the hilt of its sword. hit a humanoid with this magic weapon, that humanoid
True Believers. Edjet initiates display all of the fanaticism takes an extra 1d6 lightning damage. If damage from this
of the elite edjet (Creature Codex, p. 121), but they have yet weapon reduces a humanoid to 0 hit points, the humanoid is
to develop their precision and poise on the battlefield. Rarely knocked unconscious instead of killed.
will edjet initiates be turned aside by fear of death—failure is
a much more fearsome prospect. BROKEN FANG TALISMAN
Ready to Impress. Before edjet initiates can join the Wondrous item, common
ranks of the edjet corps, they must first prove themselves in This talisman is a piece of burnished copper, shaped into
battle. This desire often leads them to take great risks on the a curved fang with a large crack through the middle.
battlefield, but edjet officers view this process as the natural While wearing the talisman, you can use an action to cast
means to separate those with the will and skill to become the encrypt/decrypt (Midgard Heroes Handbook, p. 165)
true edjet from those that merely aspire to such. Those spell. The talisman can’t be used this way again until 1
initiates that are not killed in the course of their training, but hour has passed.
that otherwise fail to meet edjet standards, often settle into
a lesser role in the military machine as scouts, archers, or
other auxiliaries.
EDJET INITIATE
Medium humanoid (dragonborn), lawful neutral
Armor Class 12 (padded armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Skills Athletics +4
Damage Resistances fire
Senses passive Perception 10
Languages Common, Draconic
Challenge 1/4 (50 XP)
12
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13