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Adventure Module for Characters Levels 1 – 3
THE DEVIL IN THE
DUCHY An Introductory Adventure for 3-6 Players
by Jonathan Good
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.
All other original material in this work is copyright 2019 by Jonathan Good and published under the Community Content Agreement for Dungeon Masters Guild.
The Devil in the Duchy
Introduction
“Deep in the Duchy of Trivium, along the Furilon River, evil stalks the land. The people of Trivium are in need of saviors. The vile Lord Ducard has gone mad they say. He steals their silver and abducts their daughters. It is here, in the river city of Myrth that they have sought you out. In exchange for liberating their children and driving off the mad Duke they offer you the wealth he has taken from them. They say you are the only ones who can deliver Trivium from his wrath.”
The Devil in the Duchy is an adventure designed for 3 – 6 characters of 1st through 3rd level. It is suitable for both new and experienced players alike. A central story dominates this adventure along with multiple sidequests which are entirely optional. The Devil in the Duchy is not set in any existing campaign setting but can be easily converted to most setting. Some elements of the Forgotten Realms campaign setting have been included (such as deities) for ease of use. Sidebars throughout the adventure will present optional variants for Dungeon Masters. Also included are a small number of Player options for backgrounds that factor into the overall story of The Devil in the Duchy.
Dungeon Master Material
[Do not read on unless you are the Dungeon Master planning to run this adventure.]
The City of Myrth The adventure begins in The Ninth
Pearl Inne and Tavern in the large river city of Myrth. The party, recently arrived, is sitting around a tavern table. They may have arrived as strangers but as they share stories about themselves and enjoy what is left of their drink, they have come to find a bit of comradery with their newfound companions.
As you sip your ales and contemplate your next move, the front door of the tavern opens, and several figures enter. A young boy at the head of the group raises a finger in your direction. An older man nods appreciatively, and the youth turns and heads back out into the street. The closely huddled group, all dressed in the garb of common folk, move meekly across the hall to your table. The older man steps forward and regards the party.
“If you will excuse me, but my name is Aln Miller. I hail- WE hail from the village of Tressan to the west, beyond the Cynthis Forest.” He stammers for a moment, his face apprehensive. “We have searched for heroes to help our people. Duke Ducard... He... He has taxed us of all our wealth. The villages of the Duchy can barely raise a handful of coppers between us.
When the coin ran out he... turned to more nefarious acts.” Again, the old man pauses. A youth from behind bursts forward.
“He is abducting the girls!” the lad exclaims. “My sister! He took my sister!” At a look from the older man the youth retreats back into the huddled group.
“Young Tyrit has the gist of it. The Duke takes a young woman every month and they are never seen from again. Please, save our children and drive off the Duke. In exchange for this kindness, you may keep half the coin the Duke has taken from us.”
With that, Aln Miller falls silent and awaits your reply.
Play – The party knows that any sum that the Duke has accumulated would make it more than worth their while to assist the townsfolk. The party can gain rights to the full share of the Duke’s treasure with a successful DC 15 Charisma (Persuasion) check against Aln Miller. If the party agrees Aln will insist that the group leave immediately for Tressan.
Character – The group of townsfolk is comprised of 5 commoners, including Aln Miller who has maximum Hit Points. All are armed with walking staves except for Tyrit who is armed with a dagger.
Lore – A successful DC 10 Intelligence (History) check reveals to the characters some local history of the region (roll a d4 and consult the Local Rumors table). If any character is from the area, they instead know 1 through 5 on the same table.
If the check exceeds a DC 20 then the characters also know some of the older legends of the area. Nearly 800 years ago this entire region was under the control of a mighty Empire that fell to darkness. It is said that weird stones and ancient ruins are all that remain of that once-great nation.
While in town, the party may purchase basic provisions from a number of shops or healing from the local temple of Lathander.
Local Rumors
1. Goblins are said to inhabit the Cynthis Forest. Woodsmen claim that they have seen their leader, a hag clothed in furs, wandering to the north.
2. Merchants travelling through Trivium say that they are loathe to trade there, as the Duke’s men are charging exorbitant taxes on travel though the region.
3. In the lands west of Trivium bands of centaurs have made travel dangerous.
4. A party of adventurers travelled through the city several weeks ago looking for strange ruins of an ancient civilization. They never returned.
5. The red dragon Perlaxamber nests in the mountains to the west. Seven years ago, she burned the frontier homesteads of Fremonne and Arrikstead to the ground.
Farlish and
the village
of Contel
are
featured in
the
following
adventure:
The
Shadow of
Yragax
Day (Night)
Use the first
value when
rolling
during the
day and the
second
value at
night
The journey
through the
Cynthis
Forest takes
5 hours.
Roll once
each hour.
1. The Duchy of Trivium
The Woodland Road through the Cynthis
Forest is an oft-used trail of worn flagstone. The
road was once patrolled by the Dukes of
Trivium – a responsibility that had been
abandoned in recent months. Bandits are not
common on the road, though Aln Miller warns
of the goblins who once inhabited the forest.
As the party enters the forest, read the
following:
The Woodland Road winds its way into the
dense woodland of the Cynthis Forest. Thick
trees stretch up to a rich, green forest canopy
like mighty pillars. Birds and other animals
scurry about, chirping and rustling all around.
As you enter the forest, the flagstone road
veers northwest.
Cynthis Forest Random Encounter Table
10% (25%) – 1d12 (1d8)
1 – 2d8 awakened shrubs
2 – 1d4+2 giant rats
3 – 1d4 swarms of ravens (bats at night)
4 – 1d3+1 goblins waiting in ambush
5 – 1d3 giant wolf spiders (giant bats at night)
6 – 1 giant spider
7 – 1d4 Wild Dogs (mastiffs) (wolves at night)
8 – 1d3 + 1 bandits
9 – Travelling Merchant (commoner) with 1d6 + 1 guards. The merchant is friendly and is willing to sell basic items to the party.
10 – 1d8 + 1 commoners heading to or from Tressan with goods to trade.
11 – 1 brown bear
12 – 1d4 + 3 blood hawks
A. The Wayside Inne Ruins: The thick forest canopy opens as you reach
the ruins of an old inn. The road cuts straight
through the wide clearing. An overgrown path
of cobblestones leads from the road 15 feet to
what was once the entrance to this dwelling.
Aln turns and explains, “Ah, the Wayside Inne.
We are making good time my friends. We are
nearly there!”
The ruins are little more than long-burnt
timbers and crumbled stone masonry. The
remains of a wide stone chimney stand proudly
at the far side of the ruin. A strange smell
permeates throughout the area.
Play – A DC 10 Intelligence (History) check reveals Lore. A DC 13 Wisdom (Perception) check reveals that the smell is that of incense. A young necromancer, Farlish of Contel, came here recently to practice dark magics. Believing he had failed, Farlish left for Contel long ago. A DC 15 Intelligence (Arcana) check reveals that the area has been the sight of a necromantic ritual. When the party nears the ruins, the Monsters rise up and attack.
Monsters – Underneath a thin layer of rubble are three heavily burnt skeletons (hp 18, 17, 21; 50 xp each) that attack with broken, bony claws (1d4+2 damage).
Treasure – Amongst the ruins are 15 cp, 13 gp, and 9 gp.
Lore – The Wayside Inne was once a popular stop for travelers along the Woodland Road before it was destroyed by fire nearly 2 years ago.
B. Tressan As the party leaves the Cynthis Forest, read
the following:
Before you expands the Duchy of Trivium. Far to the north are a series of rolling hills. Nestled there is the village of Contel. To the west the land slopes gently down to the village of Tressan before rising back up to a pair of foothills along the River Leiran. Atop the eastern hill is a tall and narrow castle. To the west is another small village along the River Nost. The Woodland Road winds its way past farmland and open meadows to Tressan.
The road here is safe from random
encounters. In the fields work farmers and
sheepherders, heads down and sullen. When
the party reaches Tressan, read to them the
following:
As you enter the village of Tressan you
notice how small it is compared to Myrth. Aln
leads you into the village center. Once there, his
eyes widen, and he points to a group of horses
down the street to the west. “There! Those are
the Duke’s horses. His goons are in Bogan’s
General Store! Quickly now! Bogan was the first
among us to stand up to the Duke and they’re
likely to kill him for it!”
A single man wearing a black tabard bearing
a white lion stands in front of the door to the
building. A colorful sign hangs above reading
“Bogan’s General Store” in bright red and blue.
The streets are otherwise deserted.
As the party approaches the building, the
guard eyes them suspiciously. If they approach
to within 20 feet he turns to face them.
The guardsman turns and levels his spear at
you. “Halt! Move along outsiders, there is
nothing to see here.” Shouts from inside the
store betray his words.
Play –Monster #1 will continue to confront the party until they leave. If attacked, he will
call for help from inside. Monsters #2 arrive in one round from within the store. Upon seeing the party, they will demand they cease combat. They then demand a “tax” of all the gold and silver in the party’s possession or else be jailed in the castle’s dungeons.
If the party submits they are led to Castle Redgrave, stripped of their possessions (a DC 12 Dexterity (Stealth) check allows for small items to be hidden), and imprisoned in area F11 in the Redgrave Dungeons. Confiscated equipment is kept in area F5. Otherwise the guards attack until half their number is slain. Then they either retreat to their horses or surrender. Afterwards, Aln rushes inside, beckoning you to follow.
Monster #1 – 1 guard (hp 18; 25xp)
Monster #2 – 5 guards (hp 10,10,7,10,4; 25 xp each)
Character – Bogan and his wife remain inside the store until the fighting is over. Bogan is a tall man who has a bruised face. He thanks the party for their help but cannot repay. He is, however, willing to give them a 10% discount (20% with a successful DC 15 Charisma (Persuasion) check).
Treasure – The Monsters have the following on them – 6 chain shirts, 6 shields bearing the White Lion of Castle Redgrave, 6 tabards with the same crest, 6 longswords, and 14 ep, 5 gp.
B1. Village Square: As you leave Bogan’s General Store you
notice that a sizeable crowd has gathered.
Many of the villagers in the crowd shout that
you have doomed the entire town. Fearful cries
of the Duke’s inevitable reprisals assail you from
all around. Some exclaim (though not quite as
loudly) that you are heroes. Most, though,
stand wide-eyed, looking pensive. A large,
matronly looking woman steps forward and the
crowd grows silent. “Please.” She begs you.
“Please save my daughter.”
Play – The woman is Hillia Moorebaine and
her daughter, Mara, was abducted by the
Duke’s men a fortnight earlier. She pleads with
the party to rescue Mara from the Duke.
From here the party can plan their next
move. If they wish to rest they are directed to
The Black Mountain Inne. It is not uncommon
for the Duke’s men to spend a night carousing
in the village, so inquiring guardsmen won’t
arrive until the following evening (1d4+2
guards). The only other obvious place of note in
town is the Shrine to Chauntea, further down
the road.
B2. The Black Mountain Inne: As you enter the common room of this large
and well-furnished inn you are met with an
unnerving quietness. A cold, stale breeze blows
from a nearby fireplace. The building is empty
save for a lone man standing behind the bar. He
gives you a stern look as he polishes a tankard.
He is tall and muscular, with a smooth and shiny
bald head. After a moment, he lifts and
eyebrow and asks earnestly “Can I help you?”
Play – The man’s name is Mark Meeks and
he is the proprietor of this inn. He can offer the
party rooms, drink, and even a meal (though his
prices are steep). If the party were to overthrow
the Duke, he would be willing to charge
standard price (shown in parenthesis).
Rooms – 6 Modest rooms, up to two people
each for 15 sp (5 sp) per day.
Meals – 2 Modest meals per day, 9 sp (3 sp)
per meal.
Drinks – Mug of Ale is 12 cp (4 cp), Bottle of
Wine is 30 gp (10 gp), Pitcher of Ale is 6sp (2
sp).
Rumors – A group of adventurers passed
through the area several weeks back. They were
looking for the toppled, old obelisk near Loch
Leiran to the north. They never returned.
Meeks relates that a member of the group, a
half-elf in red leather armor, kindled a romance
with Mark’s sister Theras. He gifted her a locket
bearing his likeness. When the half-elf never
returned she grew heartbroken. If needed,
Mark can fetch the locket for the characters. If
the party can return with the half-elf or with
news of his fate Mark will reward the characters
with two nights of free room and board. Should
the character’s return with news of Storb the
Swift’s fate, reward them with 300 xp each.
B3. Shrine to Chauntea A tall, white stone archway sits to the north
of the road. Ivy wraps around the base of the
archway and stretches nearly to its apex.
Beyond lies a lively grove of wild flowers and
shrubberies. A white stone pathway winds
through this garden to a low wall of matching
white stone etched with feathers and leaves.
Atop the center of the three-foot-high wall is a
golden bowl set into the stone and filled with
clear, cold water. A woman, robed in white,
walks among the garden. Dirt- and grass-stains
color the hem of her robes. She pulls back her
hood to reveal long black hair and piercing blue
eyes. “Greetings,” she says with a thick, foreign
accent. “Blessings be upon you.”
Character – This is Hilda Eadstagg, priestess
of Chauntea. She is new to Tressan but even she
has been subjected to the Duke’s thuggery. She
has done what she can for the people of the
village, but she fears there is little to be done.
Hilda believes that perhaps the party has been
sent by Chauntea to save the village. If the party
has shown that they are good and trustworthy,
she pulls a potion of healing from the satchel at
her side and offers it to them. She then directs
the party to speak with Gregor Tanish, a former
guardsman for Duke Ducard’s late father, Duke
Eirod.
Rumor – Hilda relays that several
particularly devout guardsmen have mentioned
in passing that the Duke appears to be
interested in the ancient ruins that dot the
realm. Some weeks back he sent his advisor,
Seveck Sils, along with several guardsmen to
investigate the ruins of Yragax. The ruins are
southwest of Myrth on the far side of the
Cynthis Forest.
B4. Gregor Tanish Gregor is located at his home on the north
end of town. The first time the party reaches
this end of town, read the following
As you approach the north end of town you
spy an old man with a burly white beard and a
bald head sitting in front of a small home. He
looks at the party briefly before shaking his
head and looking off towards the hills to the
north.
If the party approaches Gregor, read the
following.
“Harrumph.” says the old man as you
approach. “Haven’t troublemakers such as
yourselves got nothing better to do than bother
an old man?”
Play – Gregor is a grouchy old codger and is
distrusting of outsiders. A DC 14 Charisma
(Persuasion) check changes his attitude. If the
party mentions that Hilda directed them here
the check is made with advantage.
Character – Gregor Tanish was once a
proud man-at-arms for the Ducard family. He
served three Dukes in his time of service before
retiring nearly a decade ago. He is unhappy with
the current Duke but feels powerless to do
anything about it. If he is friendly to the party,
he will impart Lore to them and wish them the
best of luck.
Lore – At the base of the hill atop which sits
Castle Redgrave are the fallen remains of the
Morning Watch Tower. Hidden in the ruins is a
secret entrance into the dungeons beneath
Castle Redgrave. The dungeons have been
empty for decades and lead straight to the main
keep of the castle.
B5. Tressan Under Guard Should the party return to town after a day,
they will find that Captain Garid has dispatched
2d6 guards to apprehend the party (remove
these from the guards in area G1). During the
day, the party is at risk of being caught. A group
Dexterity (Stealth) check is required (DC 14) to
remain unnoticed. They can, however, seek
help from Gregor Tanish, Hilda Eadstagg, Mark
Meeks, or other friendly townspeople. Doing so
grants advantage on the group Dexterity
(Stealth) check. At night the party will have far
easier of a time as the guards will be drunk at
the inn or sleeping.
C. The Obelisk at Loch Leiran: Settled atop a tall bluff overlooking Loch
Leiran are the remains of an ancient empire
that once ruled this land. A stone obelisk, once
over eight feet tall and three feet wide at the
base, has long since toppled. The top two-thirds
of it lie upon the ground near the base. Both
the base and the toppled portion are covered in
thick vines. The ruins of old standing stones
circle the area around the obelisk.
Play – A Wisdom (Perception or Survival)
check of 14 or higher reveals that the vines
around the base of the obelisk has been cleared
away. Entering the circle of ruins standing
stones activates the Trap/Trick.
Trap/Trick – Any character who crosses the
circle in any capacity disappears from sight.
They are transported to the Shadowfell (See
section C1).
C1. The Shadow of the Ancients You find yourself standing atop the same
bluff, but in another time. Another world. The
sky is subdued purples and blues, each swirling
around and shifting into the other. The obelisk
now stands whole and glows with a radiant
white light. Surrounding the obelisk is a circle of
standing stones thirty feet across. Ominous
shadows dance about in the dark space beyond.
As you stop to consider the four bodies lying
about the obelisk, something scrapes against
rock in the darkness beyond the standing
stones. You are not alone.
Play – As soon as the first character arrives in the area Monsters attack within 1d3 rounds.
A DC 15 Intelligence (Arcana) check reveals that the player is on another plane of existence known as the Shadowfell. Success also reveals that the obelisk is a planar stone and that the only way back to the real world is to use a celestial key on the obelisk (See Lore). The key is found in the backpack of the corpse wearing red leather armor. The keyhole on the obelisk can be found with a DC 13 Wisdom (Perception) check made with disadvantage due to the bright light emanating from the obelisk. A DC 15 Intelligence (Investigation) check can be made instead without disadvantage but requires the character to close their eyes and examine the obelisk via touch.
Should the party remain in the Shadowfell for longer than 4 hours, they will be set upon again by 1d4+2 giant wolf spiders.
Monsters – 3 giant wolf spiders (hp 17, 10, 13; 50 xp each). These spiders attempt to drag any paralyzed enemies off into the darkness for later consumption.
Character – The four bodies littered about are the remains of a previous adventuring party. They are Draga (human female fighter), Olgana (human female cleric of Umberlee), Storb the Swift (half-elf male bard), and Arn (elven male wizard). All four were drained entirely of blood though a DC 10 Wisdom (Survival) check reveals that their wounds were not inflicted by spiders or bats.
Treasure – On the four adventurers:
Draga – chainmail, greatsword, 12 gp
Olgana – holy symbol of Umberlee, mace, wooden shield, chainmail, 16 gp
Storb the Swift – longsword, dagger, red leather armor, 14 sp, ancient key with a radiant white glow, 15 fake gold necklaces with lockets bearing a small portrait of a handsome looking half-elf slightly similar in appearance to Storb worth 4 cp each, and a small book titled “Phibeuk’s Guide to Women”
Arn – etched staff (arcane focus), 18sp, and a spellbook with the following spells inscribed within: alarm, magic missile, shield
The spellbook gives the names of all four adventurers and reveals the nature of portal stones. Arn had inscribed a legend of how an ancient empire used to conceal vast treasures and magics through the use of portal stones. Through diligent research Arn was able to learn the command word for this portal stone – “Thancer.”
The
Shadowfell
is a danger-
ous place,
even for
high-level
adventurers.
It is entirely
possibly that
the party
may stay
and poke
around
before
returning.
Should that
happen, use
discretion.
Seveck’s
escape will
be short-
lived. The
party will
meet him
again in
later
adventures.
“Phibeuk’s Guide to Women” is a crass manual designed to instruct the reader on how to charm and seduce women of any race. A character using the book in conjunction with any Charisma check suffers disadvantage (except for Charisma (Performance) check when attempting comedy in which case the book offers advantage). The book is worth up to 15gp for a collector of such books.
Lore – Portal stones are ancient, magical constructs that predate even the ancient empire. They are all linked to corresponding stones on the Shadowfell. To activate a stone, one must simply utter the command word. Every stone has a different command word and most have been lost over the centuries. Once in the Shadowfell, one must use a celestial key (itself another magical construct) attuned to that stone in order to return. It is entirely possible to arrive in the Shadowfell with no way back.
D. Ruins of Yragax The following sidequest involves
tracking down Seveck Sils. Yragax Cathedral
features prominently in the sequel adventure
Shadows Over Yragax, and this section offers
some seeds for that adventure. Additionally,
Seveck has information about the Duke and the
Kobolds dwelling in the dungeons below Castle
Redgrave that the party may find useful.
Atop a ruined hill lies the ruins of Yragax
Cathedral. Most of the ancient fortress is now in
five to ten-foot-high mounds of rubble. Towards
the center of the ruin are three walls that still
stand, facing north, south, and east. Beyond
them sounds of movement can be heard.
Mounds of Rubble
Movement through the entire region is
difficult terrain. It is possible to climb the
mounds of rubble with a DC 12 Strength
(Athletics) check. Failure means that the
character slides back down the mound and falls
prone at the bottom. A failure by 5 or more
indicates the character falls beneath crumbling
rubble and takes 1d6 points of bludgeoning
damage and is retrained. A restrained character
can be freed with by a successful DC 12
Strength check.
As the party enters the walled area, read
them the following:
This area has no ceiling and had been
partially cleared of rubble. Six men-at-arms
bearing tabards of Duke Ducard are here
moving debris from the center of the area to
piles along the three remaining walls. Off to one
side stands a pensive, little man in a black robe.
“This must be it. It must!” he exclaims to the
men-at-arms. “You heard the Duke. Move faster
you buffoons!”
Play – Unless attempting to sneak up via a
Dexterity (Stealth) check, the little man notices
the party as they enter. He is Seveck Sils,
advisor to the Duke. He was sent here with the
Monsters on orders from the Duke to find a
way into the secret dungeons of Yragax in
search of the treasures said to lie within. The
group has been searching the ruins for over a
week and were forbidden from returning
without the treasure. The Monsters threaten
the party and attack at the slightest
provocation. Seveck is a coward and surrenders
immediately.
Monsters – 6 guards (armed with
longswords and no shields; hp 12, 15, 17, 14,
14, 12; 25 xp each). They will surrender only if
they lose two-thirds of their number.
Character – Seveck Sils has been the Duke’s advisor for five years and is a mage (Alignment: LE; AC 11 (14 with Mage Armor); hp 31; Dex 13, Int 19 (Saving Throw +7), Wis 15 (Saving Throw +5), Skills +1; Passive Perception +1; Languages: Common, Goblin, Ancient Imperial, Draconic; Spell save DC 15, +7 to hit with spells; Spells
prepared – 1st level: detect magic, mage armor, identify, shield – 2nd level: invisibility, misty step– 3rd level: counterspell, fear, gaseous form – 4th level: arcane eye, confusion – 5th level: dominate person, legend lore
Seveck is the man behind the current situation in Trivium. He approached the red dragon Perlaxamber and made a bargain with her. In exchange for the wealth of the Duchy she would allow him to take the Tome of Irastir (a book of powerful magic) from her hoard. Seveck has hidden the tome along with his spellbook in the town of Myrth (a secret he would rather die protecting than share). It was Seveck who allowed the kobolds into Castle Redgrave and convinced the Duke to give in to their demands. As the Duke’s mental state has faltered, Seveck has manipulated him into sacrificing his own daughter and the young women of Tressan.
If attacked or caught in a lie, Seveck flees from the area and hides. If he escapes, he will not be seen again in the Duchy. If caught, he will attempt to bribe his way out. If bribery fails, he will cast misty step to get away then invisibility the following round.
Treasure – The guards have tabards, longswords, and chain shirts. The guards also have 10 gp, 17 sp, 23 cp, 16 sp, 20 cp, and 13 sp respectively. Seveck has a travelling spellbook containing all the spells he has prepared along with a spell component pouch, a dagger, and costly spell components (a 100 gp pearl, an owl feather, 250 gp worth of incense, four 50 gp ivory strips).
Lore – Seveck, if alive and unharmed, relates to the party how the Duke’s erratic behavior began when a group of kobolds from the Fulkish Hills arrived eight months ago. Ducard bought his own safety from the beasts with the coin and daughters of his people. He even gave them his daughter, princess Lina, in exchange for his own life.
E. Morning Watch Tower Located in the shadow of the eastern
foothill are the ruins of the Morning Watch
Tower. Stone and ruined lumber form a tall
mound of rubble that slopes slightly to the
south. A tall and wide alcove littered with
debris sits in the side of the hill and is filled with
darkness.
Play – These ruins sit atop the only back
entrance into Castle Redgrave. Beyond the 10-
foot-high mound of rubble (refer to D. Ruins of
Yragax for rules on climbing the mound) is a 35
by 45-foot area of light rubble. The entire area
is difficult terrain and can be accessed by
climbing over or skirting around the mound of
rubble. The inner area is lightly obscured at any
time of day except for between sunrise and 10
AM and is heavily obscured at night. A
successful DC 15 Wisdom (Perception) check
reveals the heavy wooden trapdoor that leads
to area F12. Similarly, an Intelligence
(Investigation) check of the same DC reveals
that a bit of rubble has been cleared in the
same area and leads directly to the trapdoor. A
separate DC 15 Wisdom (Perception) check lets
a character notice the ceiling is covered in a thin
film of cobwebs.
The trapdoor is heavy but any character
with a Strength score of 12 or higher can lift it
without issue. Directly inside to Monster #1,
waiting to strike. Monster #2 lurk in the upper
shadows of the alcove.
Monster #1 – 1 giant wolf spider (hp 15; 50
xp) lurks beneath the trapdoor and attacks any
character who approaches within 5 feet of it. It
attempts to poison the character and pull them
below the trapdoor into area F12. The character
is taken to the northeast corner of the room
and is cocooned for later consumption.
Monster #2 – 2 giant wolf spiders (hp 15,
17; 50 xp each) hide in the shadows on the
ceiling of the alcove. They drop and attack the
party as they approach deeper into the alcove.
Any defeated party member is dragged to the
nearest wall and up to the ceiling and spun into
cocoons.
F. The Redgrave Dungeons The characteristics of the dungeons are as
follows unless otherwise indicated. All areas are
lit by torches. All rooms are 13 feet high and all
hallways are 10 feet high. All doors are heavy
oak with heavy iron rings for handles. The walls
are of worked stone and the floors are of
flagstone. Roll for Random Encounters once per
hour.
Redgrave Dungeons Random
Encounter Table
25% - 1d12
1 – 10 spiders, falling from the ceiling before scattering away 1 round later
2 – 2 kobold thugs (AC 13 (leather armor); hp 10; Str 10, Dex 16, Con 10; armed with shortswords (+5 to hit, 1d6+3 damage) and slings; 100 xp each)
3 – 1d4+2 kobolds
4 – 1d6 kobolds
5 – 1d4 kobolds
6 – 1 swarm of bats
7 – 1d4 kobolds and a trained badger
8 – 1d4+1 kobolds in the act of murdering a guard
9 – 1d4 guards in the act of murdering a kobold
10 – 1d4 giant wolf spiders
11 – 5d6 copper pieces, strewn about
12 – The loud echoes of a wooden door slamming shut echoes from either ahead (50%) or behind (50%). Roll 1d8+1 and consult this table for what made the noise.
F1. The Dungeon Entrance
This is the entrance to the dungeons from
the keep. A ten-foot-wide landing to the north
leads to a set of wooden doors. A twenty-foot-
wide staircase leads from the landing down to
the rest of the forty-foot-square room ten feet
below. Sets of oaken double doors lie along the
eastern wall while a stone door sits to the
south.
A wooden desk sits along the western wall,
a kobold in robes diligently scribbling away in a
journal. He does not seem to notice your
arrival.
Play – Iggum, the shaman of the kobolds
here, is far too busy writing in his journal to
notice anyone approach unless they make a lot
of noise. If confronted, Iggum will shriek and
attempt to escape. If captured, he will reveal all
he knows.
Character- Iggum is an acolyte (AC +1; hp
13; weapon damage -2; 50 xp). He is the self-
appointed shaman of his tribe but has little to
no real power amongst his fellow kobolds.
Treasure – Squirrelled away in the desk is a
leather pouch filled with 20 gp and a golden
locket on a matching golden wire necklace.
Inside the locket is the portrait of a young, red
headed woman (anyone from Trivium could
identify her as Lina, the Duke’s daughter). The
necklace and locket are worth 25 gp.
Iggum’s journal contains hundreds of pages
of unintelligible scribbles. A DC 12 Intelligence
(Investigation) check reveals that Iggum was
trying to teach himself Common.
Lore – Iggum knows of the Duke’s
agreement with Perlaxamber and the bribes he
has paid her. He also knows that a wizard
arranged the whole situation with Perlaxamber
in exchange for a magical book. Iggum does not
know the wizard’s name nor the nature of the
book.
F2. The Workshop
Here lie the remnants of an old workshop.
All that remains is an old stool and a wooden
chest.
Treasure – Inside the chest is are 8 flasks of
lantern oil and several wads of soiled cloth.
F3. The Prisoner’s Test
Dust-covered steps lead down into an unlit
cell. Along the far wall are three sets of
manacles attached to the wall by chains. A lone
skeleton, covered in a thin layer of cobwebs,
hangs by its arms from the middle set of
manacles. In the far-left corner of the room lies
a discarded small sack.
Play – A DC 15 Wisdom (Perception) check
reveals small footprints in the dust on the steps.
A DC 12 Wisdom (Survival) check allows a
character to determine that they are the tracks
of a single kobold who walked down to the
lowest step before turning around and fleeing.
Stepping into the cell activates the Trap. A
DC 20 Wisdom (Perception) check reveals that
the eye sockets of the skeleton contain a pair of
purple gems that glow dimly. There is no way to
disarm the trap without approaching the skull
and removing the gems. The trap can be
bypassed only through the use of an invisibility
spell or some equivalent means of avoiding
direct line-of-sight with the gems.
Trap – The first creature to enter the room
is subject to a witch bolt spell originating from
the two gems in the skull of the skeleton. The
spell attacks at a +6. A miss means the trap
resets the next round and casts Witch Bolt again
at the nearest available target. A struck
creature takes damage every round the target
remains conscious and in line-of-sight. Once a
target falls unconscious or line-of-sight is
broken, the nearest creature still in the cell is
targeted the following round with the same
attack bonus as above. Removing the gems or
destroying the skull deactivates the trap
permanently.
Treasure – The sack is filled with 25 smooth
river stones that may be used as sling bullets
and are worth 1 sp each. The gems in the eyes
of the skull lose all magical properties when the
trap is disabled. They are both purple zircons
and worth 50 gp each.
F4. The Monstrous Vault
Six armed and alert kobolds guard passage
to the rest of the dungeon. Along the southern
wall is a cage of steel bars running from the
floor to the ceiling. Within the cage is a large,
iron-bound wooden chest. At the southeastern
and southwestern corners of this room are
matching sets of oak double-doors.
Play – The Monsters here are under orders
to prevent anyone from exploring the rest of
the dungeon. If the characters have engaged in
any loud combat or made a lot of noise
between this area and area F1 the Monsters
will be waiting to ambush the party. Otherwise,
if the party was stealthy or arrived from area
F7, the Monsters will be caught by surprise.
The eastern door is locked and may be
bypassed with thieves’ tools (Dexterity check
DC 10). The key is with the kobolds in areas F6
and F10.
The steel bars are each 3 inches in diameter
and spaced roughly 4 inches apart. The bars are
AC 19 and have 20 hp each. A bar can be bent
with a DC 25 Strength check. If a bar has been
broken this DC lowers to 20. The mechanism for
lowering the cage is found in a hidden
compartment along the western wall. A DC 12
Wisdom (Perception) check shows a block of
stone in the wall near the ceiling sticks out half
an inch. A DC 12 Wisdom (Investigation) check
reveals that the block can be opened on a hinge
to reveal the pull lever that lowers the cage.
Monsters – 6 kobolds (hp 1, 7, 5, 6, 3, 9; 25
xp each)
Treasure – The chest is locked (Dexterity
check DC 14 with thieves’ tools to open). The
interior of the chest is lined with black satin.
Four lumps of coal and a copper chalice sit
within. The chalice is worth 25 gp. A DC 12
Wisdom (Perception) check indicates that the
satin lining hides another compartment in the
bottom of the chest. Inside of this narrow
compartment is a long and thin bundle of black
and purple silk. Within this bundle is a long, thin
rod of spiraled, white material topped with a
green gemstone. The black and purple silk scarf
is worth 30 gp and the stick is the Wand of Igdis
(refer to Appendix A).
F5. The Magician’s Riddle
This room is dark and musty. Several empty
torch sconces hang on the east, south, and west
walls. The northern third of the room is
carpeted. Above the carpet on the three walls
are pitons driven into the stone. The carpet is a
vivid floral pattern of blue on red.
In the southwest corner of the room is a
bench lined with three piles of cloth. The area is
otherwise empty.
Play – The piles of cloth are actually 10
distinct strips of tapestry, each 4 feet wide by 8
feet tall. At the top of each tapestry is a hoop of
golden rope that allows the cloth to be hung
from one of the pitons in the carpeted area.
Only three tapestries may be hung at one time.
The tapestries are as follows:
1. A Woman being crowned Queen
2. A Child holding a bloody dagger above a
dead King
3. A King holding a Child before a dead
Queen
4. A Knight stabbing a Queen
5. A King and a Queen holding a Child
6. A Child astride a Wolf
7. A Queen and a Knight stabbing a King
8. A Knight stabbing a Wolf
9. A Knight stabbing a King
10. A Wolf killing a King
Placing the tapestries in the correct order
on the three pitons triggers the Trick.
A successful DC 13 Intelligence (History)
check reveals Lore. The check is made with
advantage if the character is from Trivium or
the surrounding regions.
Lore – The legend of the Murderous Knight
is a popular tale of the region. It details how a
knight who lusted for his queen murdered his
king and wed her. After becoming the new king,
the queen bore him a child. She perished soon
after (stories vary as to why). Years later, the
child ended up murdering the new king and
ascended to the throne.
The correct order of the tapestries (left to
right) is 9 – 3 – 2.
Trick – As all three tapestries are placed on
the proper pitons a ghostly figure appears in the
carpeted area to the northeast.
An illusion of a wizened, old man appears
and speaks to you. “What ho, adventurers! Thy
cunning is great and noble! As reward, I shall
tell thee of the Lost King’s treasure! In the
cobra’s maw ye shall find grand riches! What
ho!” The illusion then disappears.
This is a reference to the fresco located in
room F10.
Treasure – The tapestries are well-made
and could fetch upwards of 200 gp each to a
collector.
F6. The Guardsmen’s Hall
This room is well lit. In the center lies a long
table, upon which sit a variety of foods. Seated
around the table are four Kobolds, eating their
fill. As you enter, they turn to you in shock and
scramble for their weapons.
Monsters – 4 kobolds (hp 4, 7, 5, 3; 25 xp
each)
Treasure – These Kobolds guard a small
sack of 50 sp and the key to the locked door in
area F4.
F7. The Upper Cells
Alter the following description if the party
arrives from area F10 as appropriate.
Two massive twenty-foot-wide by thirty-
foot-long cells dominate the northern and
southern sides of this room. These cells are
reinforced with wooden slats. Two giant spiders
are kept here, one to a cage.
A single 10-foot-wide path leads between
the cells to a set of stone double doors. An
arched stairwell lies to the southeast, leading
down.
Play – Both cells are locked (Dexterity check
with thieves’ tools DC 10). The key is on the cell
keeper in area F10. The spiders shy away from
torchlight and, if given the opportunity, will flee
from the room to hide elsewhere in the
dungeon.
Monsters – 2 giant wolf spiders (hp 9, 9; 50
xp each)
F8. Abandoned Cell
The heavy iron door to this chamber lies
open, damaged and scorched. The room
beyond is heavily dusted and smells of ozone.
The room is otherwise unremarkable.
Play – This room is a good place for the
party to take a short or long rest. The door is
battered and creaks loudly when closed,
possible drawing the attention from the
kobolds in area F9.
Lore - A successful DC 15 Intelligence
(Arcana) check allows a character to recognize
the smell and the smashed door as the
aftermath of a powerful lightning bolt spell.
F9. The Kitchen
Old, wooden shelves and tables line the
walls here. Hanging from a hook in the center of
the room is a dead boar, drained of blood and
old enough that the sickly-sweet smell of rot
has filled the room. The tables are covered in an
assortment of disused and filthy cutting
utensils. A pair of excited kobolds wearing tiny,
torn aprons are preparing meat stew in a large
cauldron in the far corner of the room. They
dance and sing together in broken Common as
they work, rhythmically chopping a boar haunch
and stirring the stew. They seem oblivious to
you.
Play – The Monsters are preoccupied with
their cooking ritual. Characters trying to sneak
into the room must succeed on a DC 8 Dexterity
(Stealth) check to remain unnoticed. If
discovered, the Monsters attack for one round
using their large knifes (treat as shortswords)
before surrendering.
Monsters – 2 kobolds (hp 4, 2; 25 xp
each)
F10. The Lower Guardroom
Four kobolds are crowded around
something in the center of the room, cackling
and cheering. A large fresco of a foreign desert
oasis covers the entire length of the eastern
wall. A set of double iron doors lies in the
center of the southern wall. To the east is a set
of wooden double doors and to the north is an
arched stairwell leading up.
Play – The kobolds are gathered around a
giant badger trained to do tricks for their
amusement. It is also trained for combat and
will fight until dead. If combat breaks out, the
kobolds will attempt to flee to F7 if possible.
Otherwise, they fight until their numbers are
halved – at which point they surrender.
Monsters #1 – 4 kobolds (hp 7, 7, 4, 8; 25
xp each). The kobold with 8 hp holds two keys
and fights with a longsword two-handed (but
does not gain the benefits of the versatile
quality).
Monster #2 – 1 giant badger (hp 13; 50 xp).
Treasure – The key to the cells in area F7,
the key to area F4, and 13 sp.
Trick – If the fresco is examined, read the
following:
The serene beauty of the desert oasis is
offset as you begin to notice oddities. A dead
body lies at the far side of a pool of cool, blue
water beneath a white palm tree. A large, black
cobra hides in a bush in the right foreground.
The shadows of the plants tilt toward the sun.
A DC 20 Intelligence (Investigation) check
reveals a hidden passage behind the 3-foot-
wide head of the cobra. If the party completed
the puzzle in area F5 and listened to the illusory
old man, the check is automatically successful.
The secret door is opened by reaching deep into
the cobra’s mouth and pulling a lever. Once
activated, the head recesses into the wall and
then rolls into the southern wall of the revealed
passage.
F11. The Lower Cells
This unlit room holds six small cells, three to
the east and three to the west. All save one are
empty. The nearest cell to the left holds a young
woman. She cowers back as you enter, fear
apparent on her dirt-covered face.
Play – The girl is Mara Moorebaine,
daughter of Hillia from Tressan. Upon realizing
the characters are not kobolds, she pleads with
them to free her and take her home. She fears
for her life and will not willingly leave the safety
of the party if she is released. The cell door is
locked (Dexterity check DC 10 with thieves’
tools to open). The key to her cell is kept with
the Duke at all times. All other cells in this area
are unlocked.
Treasure – Any character examining the
floor of the adjacent cell will notice a diary, half
covered by dirt and straw. The diary belonged
to princess Lina, the daughter of the Duke who
vanished months ago. It details her father’s
descent into greed and madness and culminates
in her imprisonment. Her last entry details how
she is confident her father would never hurt her
and will come to rescue her soon.
F12. The Collapsed Escape
Faint sunlight filters in from cracks in the
forty-foot-high ceiling. The floor is littered with
bits of rubble, both large and small. Along the
southern wall is a long, winding staircase
leading up to the ceiling. The railings of these
switchback-like stairs have long since crumbled.
This makes the journey up or down them
dangerous. At the top is a ten-foot wide by
fifteen-foot-long landing with an iron ladder
leading up to a heavy wooden trapdoor.
In the corners of the room are thick layers
of cobwebs. The cocooned carcasses of small
animals hang here and there. On the ground
level, amongst the rubble, are numerous egg
sacks of various sizes.
Play – The trapdoor leads to area E. Unless
encountered in area E, the wolf spider lies in
wait at the top landing.
Climbing the staircase requires two DC 10
Strength (Athletics) checks. Failure means that a
character cannot safely navigate part of the
stairs but can retry the following round. Failure
by 5 or more means a must attempt a DC 12
Dexterity saving throw. A success means the
character falls but is able to grab ahold of the
edge of the stairs. A failure means a character
tumbles to the ground floor taking either 2d6
damage (if falling from the lower half of the
staircase) or 4d6 (if falling from the upper half).
A character who falls to the ground floor is
prone and has a 50% chance of crushing an egg
sack and releasing one of the Monsters.
While maneuvering through the ground
floor, the characters must be careful not to
disrupt the various egg sacks. Unless the
characters all succeed on a DC 18 Dexterity
(Stealth) check, the egg sacks have a chance to
hatch and release Monsters. Each swarm has a
25% chance of hatching with a cumulative +5%
for each round the characters are on the ground
floor.
Monsters – 3 swarms of insects (spider
variant; hp 12, 18, 27; 100 xp each). Each swarm
attacks the nearest party member for 2 rounds
before dispersing. Dispersed spiders flee up the
walls or into cracks in the floor.
F13. The Hidden Vault
Past the dark and dusty hallway is an
abandoned room, unlit and slightly damp. A
thick layer of dust covers the floor and two
cloth-covered masses. Cobwebs cover nearly
every inch of the ceiling, stirred by the fresh air
entering in from behind you.
Play – Beneath the two cloth tarps are an
old wooden chest reinforced with steel and a
workbench. The check is locked (DC 15
Dexterity check with thieves’ tools).
Treasure – Atop the workbench are two
tabs of gold worth 25 gp each. In the chest is a
scroll and a dagger. The scroll contains a
formula for crafting magical swords (see
Appendix A).
The dagger is well crafted with a broad
blade. It is adorned with gold and its hilt is
tipped with a small pearl. Etched along the
blade, written in Common, are the words
“Death to the Monarchy.” This is the Kingsbane
Dagger (see Appendix A).
G. Castle Redgrave Atop a steep foothill sits the tall
battlements of Castle Redgrave. Its light gray
walls stretch thirty feet into the sky. Beyond
stands the central keep with towers of white
rising another twenty feet. Each is topped with
blue pendants bearing the white sigil of House
Ducard.
A wide, snaking path winds its way up the
southern slope of the hill and leads to the open
gatehouse of the castle. Hanging tapestries
bearing the house sigil sit on either side of the
gate, marred and weathered. The battlements
appear to be unmanned.
The path is on a gentle slope up a series of
switchbacks. There are no guardsmen keeping
watch over the area and any approach will go
unnoticed. The gatehouse is likewise unmanned
and leads directly to the G1.
G1. The Courtyard
A wide expanse of ground lies between the
outer walls of the compound and the keep.
Several dozen men-at-arms fill the area in
groups. To the left, near the stables, is a large
area of packed dirt with several men bearing
swords and shields. One among them, clad in
plate mail, instructs the others in combat drills.
Elsewhere about the courtyard are a
number of camps with men laying about
gambling and resting. Two such men sit on the
far side of the courtyard on the wide steps
leading to the keep. Ten-foot-wide oaken doors
sit just beyond them.
Play – As the party arrives there is a good chance they will be noticed by at least one of the camps of men (90%). If seen the party will be approached and questioned. If the party acts suspicious or gives their questioners a hard time, then Captain Garid will approach and question them personally. The party can convince him to let them pass with a DC 18
Charisma (Persuasion) check. If a guard encountered in section B survived and made it here the check must be made with disadvantage. If unable to convince Garid, the party will be told to leave and never come back. If the party makes threats or attacks, then Garid commands Monsters to apprehend them. If both Garid and at least 50% of Monsters are defeated, then the remaining enemies flee into the castle. Otherwise they attack until the party is defeated (any character reduced to 0 hp is knocked unconscious and not killed). Any character defeated will be taken to the cells in area F11 while their gear will be taken to area F6.
Character – Captain Garid, a veteran (Alignment: LN; AC 18 (plate); hp 54; armed only with a longsword; 700 xp)
Monsters – 28 guards (with average hp). The 10 men-at-arms doing drills have AC 12 (leather) and are armed with longswords. The two men near the entrance to the keep have AC 14 (chain shirt) armed with halberds. The rest are AC 13 (shield) and are armed with spears (25 xp each)
Treasure – Amidst the gambling camps can be found 38 gp and 55 sp.
Lore – This lot a guards represents less than half of the normal number of men-at-arms in service to the Duke. The rest opposed the Duke’s tyranny and were imprisoned in the upper prison (area G2a). Captain Garid is the only human aside from the Duke and Seveck who knows of the Duke’s agreement with the red dragon Perlaxamber. If captured, he will reveal this information the party in exchange for his own life.
G2. The Keep
The central keep of Castle Redgrave is mostly abandoned. The vast majority of the keep has fallen into disrepair and only a handful of areas are visited anymore. Only areas G2a, G2b, the hallways connecting them, and area G1 feature lit torches along the walls.
If at any point the party wanders beyond areas G2a, G2b, or the hallways connecting them, they encounter a servant of the Duke (treat as a Commoner). The servant, upon realizing the party is not with the Duke, will plead for their help against their maniacal lord. They have full knowledge of the layout of the keep, though not the dungeons. They share what they know of the imprisoned guardsmen in area G2a and where the Duke can be found (area G2b). They know of the Duke’s dealings with the kobolds in the dungeons but know nothing of the red dragon Perlaxamber.
G2a. The Prison
Three prison cells line the northern wall. Over thirty former men-at-arms sit inside with despondent looks. Three armed and armored guards sit around a small table to the south. The room is lit by two torches along the south wall and a single candle on the table.
To the east is a set of stairs leading down into the dungeons.
If the party is arriving from area F modify
the above description accordingly. Then read
the following:
As you enter, the three armed guards jump to their feet in visible alarm. Several men in the cells rush forward to see what the commotion is about.
Play – This is where the guardsmen who
opposed the Duke are being kept. The
Monsters here are unaccustomed to
confrontation and surrender immediately if the
party looks threatening. The leader of the rebel
guardsmen, Sergeant Mahonis, will look to
strike a deal with the party. If the party frees
and arms the rebels then they will aid in
confronting the Duke. Any rebel men-at-arms
equipped as such will join the party in the
encounter with the Duke in area G2b while the
rest will prevent any of the Duke’s
reinforcements from arriving.
Monsters – 3 guards (hp 17, 15, 4; 25 xp
each) will surrender if the party outnumbers
them, succeeds in a DC 10 Charisma
(Intimidation) check, or arrives from area F1.
Characters – Sergeant Mahonis is a veteran
(Alignment: NG; current hp 31, max hp 61) who
led the opposition against the Duke when he
began to pillage the duchy. He and his men
were defeated and imprisoned here ever since.
The rebels are all Good aligned and are willing
to die if it means freeing the people of Trivium
from Ducard and his kobold allies.
All the rebel men-at-arms are guards with
standard hit point maximums but at half hp due
to their time in prison.
Treasure – A small pouch on the table hold
34 sp. Two weapons racks along the south wall
hold a longsword, two spears, and a mace.
Lore – Mahonis knows of the Duke’s
agreement with the kobolds. He believes the
Duke has been bribing them with payments of
gold and silver but does not know why.
G2b. Main Hall
The main hall of Castle Redgrave is both
long and tall. A wide carpet of red and gold
leads from the entrance to raised dais 50 feet
away. The left and right walls of the hall are set
with wide columns. Broken tapestries bearing
the crest of house Ducard hang between them.
A haggard Lord Ducard sits wearily upon a
high-backed throne atop the dais. The Duke is
younger than you would expect – his hair dark
is long with an unkempt beard falling to his
chest. His noble robes of blue and red hang
limply from his boney frame. Flanking his
throne are two guardsmen wielding halberds.
On the far wall to either side of the dais are
two strong wooden doors. Otherwise this area
has no other discernable exits.
Play – As the party enters the room,
Monsters # 1 level their halberds. The Duke,
lost in contemplation, notices the party several
moments later. He demands to know who they
are and what their business is. If they approach
closer to the dais he will demand they
surrender any valuables in their possession. If
the party refuses, Ducard will demand they
surrender and order the Monsters #1 to
apprehend them.
If engaged, sounds of battle will alert the
men-at-arms in area G1. Monster #2 will arrive
in 1d4+2 rounds after battle begins.
A DC 13 Wisdom (Insight) check reveals that
the Duke is broken psychologically. If Monsters
#1 are defeated, Ducard will flee through a
hidden passage located directly behind his
throne and proceed to area G3. As he does so,
read the following:
The Duke hastily pulls a lever hidden behind
his throne. A large section of the far wall swings
open to reveal a long hallway shrouded in
darkness.
“Fools!” he screams as he flees into the
dark passage. “You’ve killed us all!” Fleeting
footfalls echo off the stone walls. “You’ve killed
us all!”
Both Monsters #1 and Monsters #2 will
fight to the death in to protect the Duke. If Lord
Ducard falls, they will immediately surrender.
Monsters #1 – 2 Thugs (AC 16 (chainmail);
hp 29, 33; no Pack Tactics; armed with halberds
and shortswords; 100 xp each) who attempt to
prevent anyone from approaching the Duke.
Monsters #2 – 2d4 Guards accompanied by
Captain Garid (if possible - see area G1).
Characters - Duke Ducard is a noble (AC 11;
hp 16; 25 xp) and is armed with a dagger.
Lore – If captured alive, the Duke will
babble incoherently for several hours about
how the party has brought ruin to him and his
people. After a steady amount of coercion, he
will reveal his agreement with the red dragon
Perlaxamber. In exchange for the safety of his
lands he agreed to pay her large quantities of
gold and silver monthly. When his coffers ran
dry he began to tax the smallfolk of the Duchy.
And when that ran out he struck a deal with the
dragon: in exchange for the innocence of his
people they would be spared. It was then he
sacrificed Lina, his daughter, to the dragon. He
then began to collect young women from across
Trivium for her. He is sorrowful at his actions
but in his heart he believes he was doing the
right thing.
G3. The Hidden Descent
This landing at the rear of the castle is
open to the air. A narrow series of steps lead
down into a deep ravine. You can make out the
river at the bottom.
The area features a more recent
construction: a wide, wooden platform. In the
center there is a single wooden pole. The entire
platform is suspended over the ravine and
seems well-supported.
The area reeks of burnt wood and flesh. The
central pole and surrounding platform are
scorched.
Beyond the far side of the ravine you can
see thick pines stretching as far as the eye can
see.
If the Duke arrives here before the
characters, he will throw himself off of the
platform and fall to his death. This is where the
dragon Perlaxamber would collect her bribes of
treasure and, later, human flesh.
2. Conclusion It should become apparent to the party
that the Duchy of Trivium is in grave peril. If
neither the Duke, Iggum, Seveck, nor Captain
Garid survived to tell them of the Duke’s deal
with the red dragon Perlaxamber, then a castle
servant approaches the party several days later.
She has found the personal diary of Lord
Ducard. The relevant information lies within,
detailing the agreement and the Duke’s descent
into madness. Either way, the party learns that
the dragon plans to return in three weeks’ time
for her next payment.
Word of the dragon soon spreads to the
village of Tressan and panic ensues. In the
coming weeks a number of villagers flee the
Duchy. Sergeant Mahonis, now de facto captain
of the remaining men-at-arms, approaches the
characters with a plan. No one can hope to
defeat Perlaxamber, but perhaps they can at
least appease her with an offering of treasure.
The Adventure Continues
The agreement between the Duke and
Perlaxamber was for monthly payments of
15,000 gp worth of treasure. Whether or not
the party sticks around to help the people of
Trivium is up to them. Should they flee the
Duchy and leave Trivium to its fate, word
spreads of their cowardice to the adjoining
kingdoms.
If they decide to stay and help, they can
partake in a series of adventures to acquire the
needed wealth. This can either be through an
adventure of the DM’s making or through the
sequel adventure to this one: Shadows Over
Yragax.
Appendix A Magical Items
The Kingsbane Dagger
Weapon (dagger), rare (requires attunement by
a creature of non-good alignment)
You deal an extra 1d4 poison damage on
damage rolls with this magic weapon.
When you hit a humanoid noble with this
weapon, they must make a DC 12 Constitution
saving throw or be poisoned for one minute. A
king, queen, or equivalent struck by this
weapon makes the save with disadvantage.
Lore – This blade was crafted by a Hag witch
for the fallen knight Sir Fastian. Fastian used it
to slay his liege lord and usurp the throne. Years
later, Fastian’s son Belias used the same dagger
to slay Fastian. Belias, fearing that the dagger
would be his own undoing, cast it into the sea.
How it ended up in Castle Redgrave
is a mystery.
The Wand of Igdis
Wand, uncommon (requires attunement by a
spellcaster)
This wand acts as a Wand of the War Mage +1.
Additionally, the wielder gains access to the ray
of frost cantrip, using their spellcasting ability
when attacking.
Lore – This wand was crafted by a silver
dragon named Phamonthis for the legendary
wizard Igdis. Phamonthis crafted it from one of
his own horns.
Crafting Formula for +1 Sword
Recipe (any sword), Rare (requires a spellcaster,
minimum 3rd level)
This formula requires a forge, smith’s tools,
500 gp and 20 days.
Ingredients
100 gp smith’s hammer† (plated with silver)
100 gp pearl’
150 gp of bloodstones’’
50 gp moonstone’
50 gp gold ingot
20 gp silver ingot
10 gp steel ingot*
20 gp barrel of wine*
Instructions Time
1. Crush pearl, set aside 1 day
2. Crush bloodstones, set aside 1 day
3. Forge steel into blade with
silver hammer, set aside 2 days
4. Mix wine with crushed blood-
stones 1 day
5. Re-forge blade and wash in wine
mixture until evaporated 5 days
6. Smelt gold, mix with crushed
pearl, set aside (gold will
not cool) 1 day
7. Smelt silver, combine with
gold mixture 1 day
8. Set moonstone in hilt or
crossguard of blade 1 day
9. Submerge sword into
electrum mixture 1 day
10. Let cool for 5 nights
(Electrum should lose color
and turn to slag) 5 days
11. Shatter slag casing with 1 day
silver-plated hammer
† Reusable
‘ May substitute a gemstone of equal or
greater value
‘’ May substitute gems of equal or
greater value provided all gems are of
the same variety. Determines the color
of the light given off by the blade, if any
* Use this amount when crafting a
longsword, rapier, or scimitar. Halve the
amount for a shortword, double the
amount for greatsword.