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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.

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Page 1: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.

Page 2: Adventure Module for Characters Levels 1 THE DEVIL IN THE
Page 3: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.

Page 4: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.

Page 5: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.

Page 6: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.”

Page 7: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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

Page 8: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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

Page 9: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.”

Page 10: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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

Page 11: Adventure Module for Characters Levels 1 THE DEVIL IN THE

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.

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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.

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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.

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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

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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.

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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.

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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.

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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).

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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.

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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.

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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.

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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.

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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.

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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.

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