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Page 1: dungeon master - 5eadventures.comNote for the dungeon master before starting. This adventure is designed for a group of four level 1 players. Throughout the following pages you will

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T he village of Garedoth is fa-mous throughout the region for being one of nature’s most wonderful places. Nowhere

else will trees grow greener, nor do river waters run more crystalline and fresh.

The characters get started in the tavern, enjoying a well-deserved

Note for the dungeon master before starting.

This adventure is designed for a group of four level 1 players. Throughout the following pages you will see how the encounters are doubly calibrated: first we indicate a minor difficulty and then a greater one. The first one is designed for a group of rookie players, who have never tried this type of games or who consider that they need a standard difficulty. If you consider that your group is qualified for a higher challenge, use the greatest difficulty. Or use one option or another depending on the needs for your game.

celebration after having gotten rid of a group of bandits who were frightening the village of Garedoth. In gratitude, the old Nager, the authority figure in the village, has not only rewarded the player characters with the agreed pay-ment but has organized a party in his honor.

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tables. The fire from a huge chimney, to which the tavern owes its name, crackles at one end of the room, heating the whole atmosphere. And, on the opposite side, in front of the entrance, is the bar where Berta serves customers. Berta goes from one table to another loaded with jugs, glasses, bowls... while Nottel stays in the back, in the kitchen. Old Nager should be on the other side of the bar. However, he is very likely to get carried away by his sociable spirit and usually leaves his post to sit down with some parishioners.

“That’s right… those damn bandits had lost their fear… Gally was left without any sheep. Not one left! But what was already unbearable was that they entered the village at night... a walk through the village! Gods... they could have killed someone...”

The player characters are sitting around a table near the fireplace, recovering from the wounds of the fight. Many vil-lagers approach them, some just to say thanks, others more curious ask them for details of the contest. They are treated as true saviors as the night goes on.

Let your players enjoy a quiet eve-ning at the tavern, perhaps exchanging information with some of the villagers, or demonstrating their strength by de-feating the big man in the village. Maybe they prefer to show their social skills by explaining in great detail the fight against bandits.

Take advantage of this jovial situation so that your players create a certain rela-tionship with the inhabitants of Garedoth and with Nager himself. Everyone is de-lighted with the presence of the heroes and they have to perceive it at all times.

Act 1: old Nager party“The heat of home” tavern

Read or paraphrase the following text:

The sound of dozens of voices and the creak of the logs in the fireplace join the loud laughter of the bartender who, with a smile from ear to ear, keeps chatter-ing with the villagers while pointing at the table where the player characters are and repeats “luckily we thought of hiring them, they are good guys, good guys...”

This tavern, owned by old Nager, is the center of entertainment of the vil-lage. Many Garedothians enjoy their exquisite slow-cooked wheat soup from Berta and Nottel early in the morning or simply arrive by dusk to enjoy a mug of beer in the heat of the comforting fire-place, wrapped with stories from Nager.

The tavern is a modest but cozy place: a rectangular room where different benches are distributed around round

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BertaNottel

Interacting with the villagersDuring the night, the most normal thing on a holiday like this, and mostly with al-cohol, is that rumors and interesting gos-sip begin to be heard for the interests of your players. Here is a list of rumors that can be perceived throughout the night (true rumors have been marked with a “+” and false rumors with a “-”):

Berta and Nottel are orphans since young (+). Actually, old Nager is not his grandfather, but he takes care of them as such for years (+).

Berta used to be a cheerful and talk-ative young woman, but she has changed abruptly. Now she has an elusive attitude and is very pale. It seems absent (+).

Those bandits surely were hired by the neighboring town to exterminate their cattle (-).

A mysterious hooded figure has been seen roaming the town, near the aban-doned mill (+). Some think it is a ghost and fear going out at night (-).

Questioning BertaBerta is a girl of about sixteen years old with brown eyes and hair, with a snub nose splashed with freckles that will treat players in a polite but distant way.

If the players ask her about the ru-mors about his strange elusive attitude, or about his sickly appearance, the girl will just shrug and say that they are sim-ple gossip, that she is well. If they spend enough time together, the player with the higher Passive Perception (or anyone who asks any timely question related to their appearance) will see that very well concealed bandages appear under the sleeve of her shirt. If asked about them, she will say that he burned while working in the kitchen.

The old abandoned millIt is likely that after hearing the rumors of the locals, your players may find it in-teresting to investigate the abandoned mill. If you ask the villagers, they will say that it is an old mill that has not been

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used for at least fifty years and is about to collapse. No one will try to dissuade them if they want to go, although they will tell them that it is a waste of time, and they will not find anything there.

The old mill is located on the outskirts of the village, next to the river. Only the outer walls remain of it. If the players de-cide to enter the ruins, they will find an old wooden staircase that descends to a basement behind a hatch. Once down, they will discover a dark and cold room. Against a wall, there are a pile of stacked woods, possibly remnants of a shelf or some barrels, a bucket with water and a pair of chains anchored in the oppo-site wall. A simple test of Intelligence (Research) CD12 will reveal to the group that the chains and their anchors have been placed recently, judging by their good condition. In addition, the water is fresh and clean. If the group gets close to the chains, they will be surprised by a swarm of rats (SRD, p. 390) that, frightened by the movement and noise, will attack the players.

Encounter with the banditsPlayers will have a clash with a group of bandits (SRD, page 396), either in the tavern, when you think they have had enough fun, or anywhere in the village (going or returning from the old aban-doned mill, for example).

The following describes the events, assuming that the characters are in the tavern. But you can adapt the scene to your liking if it occurs elsewhere.

When the night comes and the tavern gets somewhat empty, a group of bandits led by a thug (SRD, page 402) will enter through the door, and by using the sur-prise factor and intimidation methods,

will manage to intimidate the few re-maining villagers in the place.

Normal Encounter (200 exp.)4 Bandits (SRD, p. 396)1 Thug (SRD, p. 402)

Diffucult Encounter (325 exp.)5 Bandits (SRD, p. 396)2 Thugs (SRD, p. 402)

During the fight, do restraint when describing how the elements of the fur-niture are dismissed by the air or are de-stroyed by some enemy falling on them (or players!). That will give the combat a feeling of realism.

Surely your players clear to this group without any problem. When they defeat the leader, the rest of the bandits will flee.

Once the players regain their calm, someone will shout the alarm: taking ad-vantage of the chaos, those villains have kidnapped old Nager!

Act 2: entering to Okfoll fortOkfoll Fort

The heroes will take the route to the Okfoll fort, either following the trail of the bandits or by indication of one of the villagers who saw the direction taken by the kidnappers. Take the opportuni-ty to describe the serenity of the forest, how the fog swirls around it and the eyes of the pests poking through the under-growth... Try to strain your players at this moment, making them fear the risk of an ambush.

An hour after leaving the village, the player characters will end up arriving at Okfoll Fort without any major setback. They can glimpse the fort from a distance,

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at the intersection of two small rivers.Take the time to read or paraphrase

the following phrases:

Of the ruined fort, only remains a small square tower, which, at the time, would be the center of it. The old wall that sur-rounded the grim construction has long since ceased to be useful and is now just a pile of rubble on which the vegetation grows chaotic.

A quick glance from your position will allow you to distinguish the glow of some torches and the shadows cast by them, indicating that the fort is guarded.

Now they will have two possibilities to enter the fort, but everything will depend on their ingenuity.

Alternative 2.A: Enter directlyThe bravest alternative, although not the worst. It involves entering directly into the weapons courtyard through the main gate.

The weapons courtyard is a large and open space. There is a small stone con-struction attached to the semi-ruined wall whose smell reveals that it is used as a sta-ble. On the other side of the courtyard is the main entrance to the tower, a sturdy wooden door reinforced with iron closed firmly, and guarded by two bandits.

The two bandits will move towards them cautiously and order them to stop, aiming at them with their bows. They will be asked to leave under various threats (be as inventive and filthy as you can to describe the words of these bandits). If they ignore their demands, or if any of the characters mention the attack on the village of Garedoth, the alarm will be given, and the brawl will begin in the courtyard of the fort.

Normal Encounter (250 exp.)4 Bandits (SRD, p. 396)2 Mastiffs (SRD, p. 384)1 Thug (SRD, p. 402)

Difficult Encounter (350 exp.)6 Bandits (SRD, p. 396)4 Mastiffs (SRD, 384)1 Thug (SRD, p. 402)

Once the fight is over, silence will reign in the courtyard. At this time play-ers can inspect the stable. They will find several horses that they can use in a fu-ture escape.

Inspecting the corpse of any of the bandits will provide them with a reward that will vary between 20 and 50 pp and they will also obtain the keys to the main gate of the fort.

Alternative 2.B: Search the surrounding area

If they decide on a less risky alterna-tive, such as checking the perimeter of the wall, as they approach the walls, they must perform a CD10 Skill Test (Stealth). In the case of successfully passing the roll, nothing will happen, in the case of failure, one of the guards will shout “huh, have you heard anything?” To his companions and two bandits will appear above the remains of the Wall. In the case of attacking them, the alarm will be triggered and the encounter of alternative 2.A will be considered: Enter directly. In the case of staying crouched in the dim light, the guards will lose in-terest a few minutes later and return to their boring work.

If they continue with their search, they will reach the back of the fort where they will find the entrance to a precarious

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sewer. The hole is large enough to fit a standing person. Inside, the water reach-es them by the ankles and any stealth test that you want to perform at this time will have a disadvantage.

When they move up a few meters in the most absolute darkness (in case no-body has night vision or they decide not to light the torches) they will arrive at a rusty iron door. The most appropriate thing at this point would be for someone who carries thief tools to force the lock after a Skill (Sleight of Hand) CD12 test. But it is possible that the group prefers less contemplation and throw down the door after a test of Strength (Athletics) CD15. If they opt for this possibility, they should keep in mind that the door will make a lot of noise when it falls and will catch Olott’s atten-tion (see below).

The tunnel continues a few more me-ters until it flows into a humid and smelly tank. It is a large room about two meters high, poorly lit by a torch and surround-ed by columns that support the weight of the entire fortress. Here they will hear some heavy footsteps and the deep and goofy voice of Olott, the bugbear (SRD. p. 266) who, singing a vulgar lyric, is hunting rats to binge that night.

Hereon, if the heroes want to go through the room without being detect-ed, they must perform different Skill (Stealth) tests with variable difficulty (CD 10 Easy, CD Normal 12 or CD 15 Hard) depending on their proximity to the bugbear. If detected, Olott will at-tack but will not trigger the alarm.

(Note: Olott is accompanied by his dogs and uses their perception to detect the characters).

Normal Encounter (225 exp.)1 Bugbear (SRD, p. 266)1 Mastiff (SRD, p. 384)

Difficult Encounter (300 exp.)1 Bugbear (SRD, P. 266)4 Mastiffs (SRD, p. 384)

Act 3: inside the fortLower level

Whether your players crossed the court-yard with blood and fire or if they have chosen the sewers, they will finally reach the hall of the tower (by the main en-trance in the first alternative or by a lad-der that leads to a corner of the hall, in the second alternative).

Read or paraphrase the following text once the characters are inside:

A strong musty smell hits you as soon as you cross the threshold. The dim light that leaks under the door in front of you is the only light you have, which makes it diffi-cult to clearly distinguish your teammates.

The sound of a heavy and rhythmic breathing is heard from the other side of the door...

This small room communicates with a round room that the bandits used as a dining room. There you can see a long wooden table full of traces of food, trays and dirty bowls. There are also some coins and weapons above (if players de-cide to steal the valuables from the table, they will receive a total of 5pp, 2 daggers and 3 healing potions). Sitting are two bandits who sleep soundly with their heads on the table. If your players decide to cross the room trying not to be de-tected, they must walk very close to the bandits, and they will have to perform

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they will receive a total of 15pp, 1 shield, 1 short sword and 1 major healing po-tion). At one end of the room, attached to the tower wall, a stone staircase as-cends to the upper floor.

The researcher’s laboratoryThe upper floor of the tower is better preserved than the lower level. At the end of the stairs, there is a wooden door that will be closed. To open the door, a Skill Test CD15 (sleight-of-hand) with Thief Tools test will be required to break it down or, a Strength CD18 (Athletics).

Once they cross the threshold, the characters will find themselves in a round and somewhat grim room, enabled as a laboratory.

Take the opportunity to read or para-phrase the following text:

It seems as if a hurricane came through the room: dozens of papers are scattered around the large table. Some of them have flown and are lying on the ground. You look at some more closely and dis-tinguish dozens of words chaotically distributed and accompanied by some anatomical drawings...

The room has a simple layout: there is a spacious robust wooden worktable in

the center, with metal instruments and some vials that contain a reddish liq-uid. A roll of Intelligence (Medicine)

CD15 will reveal that the vials arranged on the table are different tests of the same potion made from the blood of an

unknown living thing. A small cot and a trunk are located in one of the corners of the room. On the opposite end there is a

steel cage, inside is a huge creature with chains throwing wild grunts

a Skill Test CD15 (Stealth) when they are closest to them. Although they may choose to kill them quickly, any attack they make against them will have an ad-vantage. If the bandits wake up they will trigger the alarm, and more enemies will appear through the side door that leads to the bedroom:

Normal Encounter (200 exp.)4 Bandits (SRD, p. 396)1 Thug (SRD, p. 402)

Difficult Encounter (350 exp.)5 Bandits (SRD, p. 396)2 Thugs (SRD, p. 402)

Whether they manage to sneak in or kill all the enemies, the only possibility to move forward is through the small side

door that leads to the bedroom, a small room with a few bunk beds and a pair of trunks next

to the walls (if the players decide to steal valu-

ables from the table,

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while white foams emerge from its sharp teeth (this creature is a wererat, SRD, p. 327).

Pharan, the researcher, is in the room and will be aware or not of the presence of the player characters, depending on the noisy way they have accessed the room. In the case of noticing them, they will find him in the central area, waiting for them with a dagger in hand. Otherwise, he will be backwards to the group, working at his table, totally absent between his records and vials. Occasionally, desperate of not finding what he is looking for among his notes, he will raise his head and shout at the creature or throw an object at him.

If the players choose to attack the in-vestigator, he will trigger the alarm and the final encounter will take place in the room. If, on the contrary, they exchange some words with Pharan, read or para-phrase the following text:

“Do you really think you are doing the right thing? By freeing this abomination all you will get is to condemn us all.

We must eradicate lycanthropy! Luckily I am developing a cure, a way to exterminate this evil, although someone must sacrifice for the common good...

I need this beast’s blood... his blood and my formula will save us... although I still don’t know the exact amount and I need it alive to be able to draw as much blood as possible without killing him... at least for now.”

Once the speech is over there are two possibilities: that your players decide to help Pharan or, that they take pity on the old Nager... now a wererat!

Alternative 3.A: helping PharanPharan has the attributes of a cult

fanatic (SRD, p. 398) and will help players during the match.

When he finishes his speech, taking advantage of the distraction, the

wererat will manage to break his chains and will give a

high-pitched scream, full of hate, and then throw

himself against the group. The players do not

know it, but that scream is actually a distress call that will mean the appearance of reinforcements for the second combat encounter. Depending on how com-plicated you want to raise the encounter, the more reinforcements in the fol-

lowing ones.

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Difficult Encounter (550 exp.)1 Wererat (SRD, p. 327)4 Giant rats (SRD, p. 378)

Mortal Encounter (> de 550 exp.)1 Wererat (SRD, p. 327)4 Giant rats (SRD, p. 378)+1 Giant rat per turn

The combat will be hard and possibly put the characters in a difficult situation. It is even possible that someone gets in-fected with lycanthropy if the wererat can hurt him enough.

If they survive, Pharan will offer to develop an antidote with the rat’s blood for the infected or simply to “eradicate the plague of lycanthropy” and later he will require the help of the characters to investigate the village of Garedoth, where it is quite likely that the infection is spreading...

Alternative 3.B: helping NagerIf the characters attack Pharan or if the situation ends up leading to him attack-ing the group (any attempt or insinua-tion to release the lycanthrope will cause Pharan to attack the group), the were-rat will break his ties and launch him-self at his captor, thus helping the player characters.

When hostilities begin, Pharan will trigger the alarm as he confronts the group and the wererat. This will mean the appearance of reinforcements at the second combat turn.

Difficult Encounter (550 exp.)1 Cult fanatic (SRD, p. 398)4 Sectarians (SRD, p. 398)

Mortal Encounter (600 exp.)1 Cult fanatic (SRD. P. 398)6 Sectarians (SRD, p. 398)

The combat will be hard and will last until dawn, which will cause Nager to turn to his human form as soon as the encounter ends (both alive or dead).

If he survives, a very weakened Nager will thank the explorers for having helped him and will tell them about the evil that afflicts him, and how he tries to remedy it every full moon night by chaining himself in the old abandoned mill to avoid causing damage in the village. Unfortunately, not always suc-ceeds. He will offer them a reward for helping him and ask them to collect the writings and notes of Pharan that are scattered throughout the room in order to find a master who can conclude the investigations and find a solution to his illness.

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from his mouth when he smiles (which is almost always). Friendly and talkative, he loves to spend time talking with everyone in his village. Runs “The heat of the home” tavern with the help of Berta and Nottel.

Berta: This dutiful sixteen-year-old girl is Nottel’s older sister. It is of small complexion and kind character. In the village it is known as “Nager’s granddaughter”, although everyone knows that she was adopted by the old man when she and her brother were very young. He has been shady and quiet for a few days, since he had met a strange creature in the abandoned mill.

Nottel: Berta’s little brother is four-teen years old. He usually takes care of the kitchen in the tavern, and those who have tried his dishes agree that he has a gift to make stews. He is usually as cheerful or more than Nager, and whenever he can he escapes from the tavern to chat with the villagers. He does it secretly to prevent Berta from scolding him for leaving his post.

Pharan: a half-elf researcher ob-sessed with ending lycanthropy. He is willing to spend all his fortune and put his health at risk to achieve his research. He knows that his field of study can be good for the world and he does not stop reminding everyone about it. It is the vivid image of the expression “the purpose justifies the means.”

Final words: a little order in the history

The village of Gadoreth is the typical idyllic village where it seems that noth-ing ever happens. Its peaceful inhab-itants are mainly devoted to livestock and resource exploitation of the nearby forest.

. Old Nager, carrier of a strange ill-ness since childhood, has learned to cope with his curse by chaining himself every night with a full moon to the old abandoned mill. However, young Berta, curious about Nager’s night outings, will follow him one night to the old mill where, although she will not witness the old man’s transformation process, she will see the chained beast, which will even hurt her in the arm before being able to flee, infecting her with lycan-thropy. Although she does not know, and the infection has not appeared yet.

Pharan arrived to Gadoreth, a young master obsessed with his mission to eradicate an illness as old as the for-est itself. After several nights sneaking around the town to gather information, knowing that one of the inhabitants contracted lycanthropy as a child, de-cided to pay a group of bandits and thugs from the surrounding area to cap-ture the beast and develop a cure...

Annex: main characters Nager: an old man hunched over and with a sharp face similar to a rodent. He has large incisors that protrude

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Creature Statistics:can’t regain hit points or gain temporary hit points.

ACTIONS

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s spa-ce. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Bandit Medium humanoid (any race), any non-lawful alignment

Armor Class 12 (leather armor)Hit Points 11 (2d8 + 2)Speed 30 feet

STR 11 (+0) DEX 12 (+1) CON 12 (+1)INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Senses passive Perception 10Languages any one language (usually Common)Challenge l /8 (25 PX)

ACTIONS

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Swarm of RatsMedium swarm of Tiny beasts, unaligned

Armor Class 10Hit Points 24 (7d8 - 7)Speed 30 feet

STR 9 (-1) DEX 11 (+0) CON 9 (-1)INT 2 (-4) WIS 10 (+0) CHA 3 (-4)

Damage Resistances bludgeoning, piercing, slashingCondition Immunities charmed, fri-ghtened, grappled, paralyzed, petrified, prone, restrained, stunnedSenses darkvision 30 feet, passive Perception 10Languages —Challenge 1/4 (50 PX)

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm

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Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

ThugMedium humanoid (any race), any non-good alignment

Armor Class 11 (leather armor)Hit Points 32 (Sd8 + 10)Speed 30 feet

STR 15 (+2) DEX 11 (+0) CON 14 (+2)INT 10 (+0) WIS 10 (+0) CHA 11 (+0)

Skills Intimidation +2Senses passive Perception 10Languages any one language (usually Common)Challenge 1/2 (100 PX)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack. The thug makes two melee attacks.Mace. Melee Weapon Attack: +4 to hit,

reach 5 feet, one creature. Hit: 5 (1d6 + 2) bludgeoning damage.Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

MastiffMedium beast, unaligned

Armor Class 12Hit Points 5 (1d8 + 1)Speed 40 feet

STR 13 (+1) DEX 14 (+2) CON 12 (+1)INT 3 (-4) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3Senses passive Perception 13Languages -Challenge 1/8 (25 PX)

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)

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piercing damage. If the target is a creatu-re, it must succeed on a DC 11 Strength saving throw or be knocked prone.Mastiffs are impressive hounds pri-zed by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

BugbearMedium humanoid (goblinoid), chaotic evil

Armor Class 16 (hide armor, shield)Hit Points 27 (5d8 + 5)Speed 30 feet

STR 15 (+2) DEX 14 (+2) CON 13 (+1)INT 8 (-1) WIS 11 (+0) CHA 9 (-1)

Skills Stealth +6, Survival +2Senses darkvision 60 ft., passive Perception 10Languages Common, GoblinChallenge 1 (200 PX)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surpri-ses a creature and hits it with an attack during the first round of combat, the tar-get takes an extra 7 (2d6) damage from the attack.

ACTIONS

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing da-mage in melee or 5 (1d6 + 2) piercing damage at range.

WereratMedium humanoid (human, shapechang-er), lawful evil

Armor Class 12Hit Points 33 (6d8 + 6)Speed 30 feet

STR 10 (+0) DEX 15 (+2) CON 12 (+1)INT 11 (+0) WIS 10 (+0) CHA 8 (-1)

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Skills Perception +2, Stealth +4Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsSenses darkvision 60 ft. (rat form only), passive Perception 12Languages Common (can’t speak in rat form)Challenge 2 (450 PX)

Shapechanger. The wererat can use its action to polymorph into a rat-human-oid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Giant RatSmall beast, unaligned

Armor Class 12Hit Points 7 (2d6)Speed 30 feet

STR 10 (+0) DEX 15 (+2) CON 12 (+1)INT 11 (+0) WIS 10 (+0) CHA 8 (-1)

Senses darkvision 60 feet, passive Perception 10Languages -Challenge 1/8 (25 PX)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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Cult FanaticMedium humanoid (any race), any non-good alignment

Armor Class 13 (leather armor)Hit Points 33 (6d8 + 6)Speed 30 feet

STR 11 (+0) DEX 14 (+2) CON 12 (+1)INT 10 (+0) WIS 13 (+1) CHA 14 (+2)

Skills Deception +4, Persuasion +4, Religion +2Senses passive Perception 11Languages any one language (usually Common)Challenge 2 (450 PX)

Dark Devotion. The fanatic has ad-vantage on saving throws against being charmed or frightened.Spellcasting. The fanatic is a 4th-le-vel spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy1st level (4 slots): command, inflict wounds, shield of faith2nd level (3 slots): hold person, spiri-tual weapon

ACTIONS

Multiattack. The fanatic makes two melee attacks.Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Fanatics are often part of a cult’s lea-dership, using their charisma and dog-ma to influence and prey on those of weak will. Most are interested in perso-nal power above all else.

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OPEN GAME LICENSE Version 1.0aOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wi-zards”). All Rights Reserved.

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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the

Coast, LLC.System Reference Document 5.1 Copyright 2016, Wizards

of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Copyright 2020, Shadowlands. Por el bien co-mún. Juegos de mesa y rol S.L.; autor: Víctor Barrera Alarcón «@Master_Pifias».

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Page 20: dungeon master - 5eadventures.comNote for the dungeon master before starting. This adventure is designed for a group of four level 1 players. Throughout the following pages you will

20 MT

Author: Víctor Barrera Alarcón “@Master_Pifias” Illustrations: Andrés Sáez “Marlock”

Edition and correction: Ana Belén Herrera de la Cruz y Francisco Javier Valverde García

Layout: Jara Villanueva Peñas

You just drove out a group of bandits of Garedoth who had the town frightened. To

celebrate, the villagers have organized a feast in your honor. Between beers they

tell you about the ghost of the abandoned mill and since you still want to act, you

decide to go to investigate. Without you noticing, you will be involved in a new

adventure in which you will have to eradicate an evil as old as the forest itself.

648527425

https://shadowlands.es/[email protected]


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