QoD4a - Missing Pin

Download as pdf or txt
Download as pdf or txt
You are on page 1of 18

Quests of Doom 4

The Missing Pin


Author Editor Front Cover Art
Alex Kammer Jeff Harkness Artem Shukaev

Developer 5E Conversion Interior Art


Patrick N. Pilgrim Patrick N. Pilgrim Michael Bielaczyc, Lloyd Metcalf,
MKUltra Studios
Producer Layout and Graphic Design
Bill Webb Charles A. Wright Cartography
Alyssa Faden

FROG GOD GAMES IS


CEO Frog V Customer Service Manager
Bill Webb Patrick N. Pilgrim Krista Webb
Creative Director: Art Director Zach of All Trades
Swords & Wizardry Charles A. Wright Zach Glazar
Matthew J. Finch
Developers Final Boss
Creative Director: John Ling and Skeeter Green
Pathfinder Roleplaying Game Patrick N. Pilgrim
Greg A. Vaughan

©2017 Frog God Games. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo is a
trademark of Frog God Games. All characters, names, places, items, art and text herein are
copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned.
Product Identity: The following items are hereby identified as Frog God Games LLC’s Product
Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game
5th Edition Rules, Content: product and product line names, logos and identifying marks including trade dress;
1st Edition Feel artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
Frog and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;
God places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
Games identified as Product Identity. Previously released Open Game Content is excluded from the
above list.
Quests of Doom 4

Other Products from Frog God Games


You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.
Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,
and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
GENERAL RESOURCES LL2: The Lost City of Barakus PF, S&W
LL3: Sword of Air PF, S&W
Swords & Wizardry Complete S&W LL4: Cults of the Sundered Kingdoms PF, S&W
The Tome of Horrors Complete PF, S&W LL5: Borderland Provinces 5e, PF, S&W
Tome of Horrors 4 PF, S&W LL6: The Northlands Saga Complete PF, S&W
Tome of Adventure Design LL7: The Blight 5e, PF, S&W
Monstrosities S&W LL8: Bard’s Gate 5e, PF, S&W
Bill Webb’s Book of Dirty Tricks LL9: Adventures in the Borderland Provinces 5e, PF, S&W
Razor Coast: Fire as She Bears PF
Book of Lost Spells 5e, PF
Fifth Edition Foes 5e QUESTS OF DOOM
The Tome of Blighted Horrors 5e, PF, S&W
Quests of Doom (Vol. 1) 5e
Book of Alchemy* 5e, PF, S&W
Quests of Doom (Vol. 2) 5e
Quests of Doom (includes the 5e Vol. 1 and 2, but for PF
THE LOST LANDS
and S&W only) PF, S&W
Rappan Athuk PF, S&W Quests of Doom 2 5e
Rappan Athuk Expansions Vol. I PF, S&W Quests of Doom 3 5e, S&W
The Slumbering Tsar Saga PF, S&W Quests of Doom 4 5e, PF, S&W
The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W PERILOUS VISTAS
Cyclopean Deeps Vol. II PF, S&W
Razor Coast PF, S&W Dead Man’s Chest (pdf only) PF
Razor Coast: Heart of the Razor PF, S&W Dunes of Desolation PF
Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W Fields of Blood PF
LL0: The Lost Lands Campaign Setting* 5e, PF, S&W Mountains of Madness PF
LL1: Stoneheart Valley PF, S&W Marshes of Malice PF
* (forthcoming from Frog God Games)

2
The Missing Pin

Table of Contents
Credits......................................................................... p. 1
The Missing Pin............................................................. p. 4
Appendix A: New Creatures and NPCs................................. p. 13
Legal Appendix.............................................................. p. 16

3
Quests of Doom 4

The Missing Pin


The Missing Pin is a 2nd-level adventure designed for 4 to 6 characters. commoners), who, along with the characters, sleep on the deck when they
In the Lost Lands setting it takes place in the Unclaimed Lands north of are otherwise not on watch or idle. After giving whatever background you
the Borderland Provinces at the point where the Great Amrin River meets deem appropriate, read or paraphrase the following:
the Glimmrill Run. There stands the small town of Gumspur. If you are
not using the Lost Lands setting, then Gumspur can be placed in a semi-
remote area along any major river that sees significant barge traffic. A trip down the river as barge guards sounded like easy
money. Instead, it’s been endless monotony: the same
scenery, bad smells and trying company. Sure, the pay is

Adventure Background decent, but the thought of debarking in Eastgate and getting
off this oversized raft for good sounds better.
Each day has followed the same pattern: After an
At the confluence of the Great Amrin and Glimmrill Run rivers sits the uneventful night of watches, the crew pushes off at dawn
small town of Gumspur, so named for the abundance of blackgum trees from whatever marginally dry piece of riverbank served as
on the banks of the Unclaimed Lands that became the town. Despite the that night’s campsite. Between napping, eating and a little
many blackgum trees, Gumspur does not have much else in the way of dicing, the watches are interminable as the marshy shoreline
other natural resources, as the soil is thin and heavy with clay. Despite the slowly rolls by.
poor prospects for farming, the town has slowly grown over the years due But unexpectedly, a startling crunch occurs as the barge
to its location, which sees a fair amount of barge traffic. Barges pass the suddenly jerks to port, accompanied by the cries of the crew.
town headed south and west toward the population centers, many bound
for Eastgate or Bard’s Gate, and river merchants make it a regular stop.
The only real industry Gumspur enjoys is the two locally made potteries. The barge has run into a very large submerged log. Apparently, the
While the thick clay soil is not great for agriculture, it makes excellent boredom reached the lookout, who missed the massive obstacle lurking just
material for pottery. Over the last century, two major kilns have risen in beneath the surface of the water. Everyone must make a DC 15 Dexterity
town. The Reed family owns one, while the Larch family owns the other. (Acrobatics) check or be thrown overboard. There is no consequence to
Though competitors, their rivalry is mostly friendly in nature. They often getting dunked in the river, other than being embarrassed and wet.
work together on projects for the betterment of the town such as keeping
the docks in good repair, which has benefited the entire community.
As the crew fishes people out of the water, Greel curses his

Adventure Summary
way across the deck. “Well, at least we’re close to Gumspur.
We can put in there, see how bad the damage is, and get this
old girl fixed.” The damage to the barge is obvious: The front
The characters will be heading east on the Great Amrin River, serving bears a large dent where it struck something, and timbers
as barge guards, but a mishap strikes as their barge approaches Gumspur, have been knocked out of place. Beyond that, the boat feels
and they find themselves unemployed in town and without any prospects. different. The whole craft shimmies and shakes underfoot
After securing lodging at one of the town’s inns, the characters are now, and the crew struggles to keep the vessel going
approached by Reginald Reed, the eldest scion of the Reed family. He straight and not pulling toward shore. While still apparently
has been instructed by his elderly mother, Belladonna Reed, to find some seaworthy, it is obvious that the scow has been damaged.
likely adventurers to undertake a mission on behalf of the Reed family.
Apparently, a very valuable piece of jewelry has been stolen: a hatpin
adorned with a very large ruby. Bella Reed is willing to pay capable After an hour or so of much swearing and corrective steering by the
adventurers to track it down and return it. crew, Gumspur is finally sighted. With less than 400 inhabitants, Gumspur
It will not be that simple. What looks like a heist perpetrated by a rival is a small village that is led by the scion and eldest son of the Reed family,
family in fact turns out to be an inside job. Reginald Reed, the very person Reginald Reed (LG male human noble). Strom Levy (LG male human
who initially contacts the party, stole the valuable pin himself because he veteran) is the constable of Gumspur and is assisted by two deputies (N
has fallen madly in love with a nixie who lives in a backwater marsh a few male or female human guards). Other figures of importance in Gumspur
miles upriver from Gumspur. He will do anything to impress this faerie are Belladona Reed (LG female human noble), the matriarch of the Reed
and stole his family’s most prized heirloom in an effort to win her over. family, and Jed Larch (NG male human noble) – the head of the Larch
family and a rival of Reginal Reed.
Gumspur lies on the northern bank of the Great Amrin River, just before

Starting the Adventure


where the Glimmrill Run converges from the north. At this confluence, the
combined rivers continue south. Beyond Gumspur, the river widens, and
the current increases.
The characters can hail from anywhere and can have any conceivable The noteworthy structures in Gumspur include its docks, the Winking
backgrounds. What they all have in common is that they are traveling on a Owl Inn, the Reed family kiln, the Larch family kiln, the Reed family
river barge south on the Great Amrin River after taking jobs as guards for residence, the Southland’s Bazaar general store and the village green.
Greel Splitrod (NG male human commoner). The barge they have been Many other small businesses and residences are present that you can flesh
traveling on — nicknamed “the scow” by the crew — has been gradually out as needed.
working its way east for the past several weeks with the eventual goal of The streets of Gumspur are made up of hardened, packed clay. They are
reaching the city of Eastgate. The barge is a simple craft. It is a relatively a bit dusty, testimony to the recent spell of dry weather.
flat boat built from undressed planking, with a 10-foot-by-10-foot roofed
structure in the aft middle that acts as Greel’s cabin. The rest of the
decking is designed for cargo. A 4-foot-high rail runs around the edge of
the craft. The crew consists of Lant, Allyn and Travis (NG male human
4
The Missing Pin
Reaching Gumspur
As the barge approaches Gumspur, read or paraphrase the following:
Roleplaying Reginald
Reginald is a classic country dandy. He thinks he is quite
fancy and is high-handed with everyone around him. Despite his
After a trying hour attempting to steer the now-damaged haughtiness, Reginald seems a bit unsettled or anxious. It is not
barge, a break appears in the seemingly unending stands of obvious though, and only becomes noticeable if the party spends
river trees and backwater, allowing the town of Gumspur extended time conversing with him.
to come into view. Two sets of well-made and broad docks
protrude 30 feet or so from the northern shore into the
river. Beyond the docks is the town itself, with a few small Should the party prove interested, Reginald asks them to come to
warehouses and what may be a toll booth. The rest of the town the Reed household for tea this afternoon to meet Belladonna Reed,
rises gradually away from the shore to the north. A handful the family’s matriarch. He offers them directions but has little further
of people bustle about near the docks. Two young men are information. He repeatedly states that they should hold their questions for
picking up ropes, obviously preparing to help the barge dock. his mother. If pressed, he admits that the item stolen was a valuable piece
The otherwise clear day is punctuated by an odd smell — a of jewelry.
faint acrid, burnt odor from the town’s pottery kilns. Of course, the party is free to go anywhere they want in town, but
should they visit the Reed household after sundown, the doorman politely
turns them away, instructing them that Madame Reed has already turned
After docking, Greel encourages the party to head into town to find in for the night and that they should return the next day.
lodging. The town has only one inn, so characters likely end up at The Following Reginald’s instructions, the party can find the Reed family
Winking Owl. The Owl is a wooden, two-story inn built on a stone home on the north side of Gumspur. They find a large two-story home
foundation. It has a small attached stable. The common room, bar and flanked by elaborate gardens. Immediately noticeable are the bright
kitchen are downstairs, and the guest rooms are upstairs. All in all, it is white steps that lead to a broad porch and an ornate wooden front door. If
an unremarkable inn. The proprietor is Tam Padish (NG male human Gumspur were not so small, this residence could properly be considered
commoner) whose family has owned the Owl going on 20 years. He an estate. In any event, this is clearly one of the larger homes in town.
is middle age, friendly and straightforward. He is happy to provide any After knocking on the door and presenting themselves, the party is
information about Gumspur that the party wishes to learn. ushered through a well-appointed home into a sitting room. After waiting
Should the party choose to engage any of the locals in conversation, a few minutes, a well-dressed, elderly but vigorous woman strides into the
they find everyone helpful and friendly. They also meet several people room. A servant bearing a platter laden with a steaming pot and a number
with the last names of Larch or Reed. If asked about that, they are told that of ceramic mugs follows. Read or paraphrase the following:
the Larches and the Reeds are the largest families in Gumspur, and that
their families have been in the area for generations.
After a couple of hours, Greel comes looking for the party bearing bad After calmly allowing her servant to serve tea, Belladonna
news. “My craft has taken some serious damage, and the repairs may take Reed gives each visitor a measured and penetrating look. “I
as long as a week. I am sorry about this as I know that you all wanted to am Belladonna Reed. Thank you for accepting my invitation.
get to Eastgate. If you are still around when the repairs are done, I’ll be We have been the victims of a theft. And while we do have a
happy to give you a float down the river free of charge. In the meantime, town constable and a volunteer militia, given the nature of
I’ll pay you your full wages.” Greel pays each party the agreed upon 10 gp the theft and whom we suspect may be involved, we would
and departs to see to the work on his craft. prefer to hire professional help with this. Are you interested?”

Out of Work
Now that the party is out of work, they need to figure out what to do.
They can wait for the next craft to come downriver and purchase passage Roleplaying Belladonna Reed
south, but the next suitable vessel will not arrive for two full days.
Otherwise, the party quickly learns that Gumspur is not exactly an Bella Reed is a refined, iron-willed, rigid woman. She is the
adventuring hotbed. In fact, it is not really a hotbed of anything except for head of the family and clearly the one in charge. She is curt to the
the manufacture of pottery. They can learn about the pottery business ad point of almost being abrupt and is extremely no-nonsense. She
nauseam should they wish. is a ruthless negotiator and brooks no frivolity. She says things
After kicking around town that evening and some the next morning, such as “And your point is what?” and “I have heard enough.” Her
Reginald Reed approaches the characters while they are taking a meal at sternness aside, she is fair and honest and has built her family’s
The Winking Owl, or at any other convenient spot. business on that reputation.

If the characters accept her offer, she nods and the meeting then shifts
With zero prospects and apparently marooned in Gumspur,
to small talk laced with details about the theft. The party can learn the
the midday meal is the highlight of the day. Options in the
following during the flow of the conversation:
small town are limited. As the meal ends, however, a well-
dressed young man in his mid-20s approaches the table, his • The Reed family was one of the original founding families of Gumspur.
chin held high in a somewhat odd pose. Despite this obvious They have been in the region approaching 200 years.
snobbishness, he clutches his hands in front of him nervously • The Reed family was the first family in the area to start manufacturing
and says, “Excuse the intrusion, but I am Reginald Reed. You pottery in Gumspur.
may have heard of my family, as we are the leading producer
of fine porcelain in the area. That, however, is not the reason • They have been a major producer of fine pottery and porcelain for the
for my intrusion. My family has been the recent victim of last 100 years.
a theft, and we are very interested in hiring capable agents • Reed family pottery bears the symbol of the swamp oak, which is also
to find the culprit, bring them to justice, and return our the family’s sigil.
valuables. Are you interested?”
• The Larch family runs the other major pottery kiln/house in Gumspur.

5
Quests of Doom 4
• The Larch family’s symbol is the lily pad. As Belladonna converses with the party, she practically interrogates
• While they are competitors, the rivalry has historically been friendly in each of the characters to make sure that no one in the party is of nefarious
nature. intent. Characters that with to keep their morality (alignment) hidden must
succeed on a DC 12 Charisma (Deception) check to prevent Belladonna
• In fact, over the years, the Reed family and the Larch family have from suspecting them of being dishonest. If one or more of the party fails
worked together on several public works to the benefit Gumspur. her test, she abruptly states that the interview is over and asks the party to
• Gumspur is a quiet place with little crime or trouble. leave her home immediately.
However, if Bella Reed is convinced that the party is decent and honest,
• The Reed family was the victim of a shocking break-in one week ago. she offers to pay the party the sum of 500 gp to track down and return her
• An ornate hatpin set with a large ruby was stolen. pin and bring the thief to justice. Belladonna is also happy to show the
party where the crime took place.
• The hatpin is a family heirloom and is quite valuable.
If a deal is struck and the party asks Bella to show them where the theft
• The thief forced open a window and accessed the office, then found and happened, read or paraphrase the following:
forced open a hidden safe where the pin and other valuables were housed.
• The pin was the only thing stolen despite other valuables in the safe,
including coins, letters of credit, and other jewelry. The well-appointed house’s hallways seem never-ending,
winding this way and that before arriving at a stout-looking
• The crime was perpetrated when no one was home, which is a rare event interior door. Without preamble, Belladonna produces a
given the size of the family. key, unlocks the door and steps inside a large office or study.
• The constable has not been notified because they believe a member of the An ornate wooden desk with a fine-looking armchair sitting
Larch family may be involved based on the obvious clues left at the scene. behind it dominates the room. Two more comfortable chairs
are positioned in front of the desk. Shelves laden with books,
• Since they suspect the Larches, Belladonna would rather have outside ledgers and pieces of fine pottery and porcelain line the walls.
professionals investigate the matter than involve the constable. Bella Reed walks behind the desk and points at a 3-foot-
• Given the longstanding nature of the two families’ relationship, Bella square section of shelving pivoted open on hidden hinges.
Reed wants to make sure the evidence is solid before they confront the “This is our primary safe. This is where I kept the pin. I found
Larches. the hidden door open as you see it now. Nothing has been
disturbed here since I made the discovery a week ago.”

Bella Reed allows the party to inspect the entire area. Intelligence
(Investigation) checks can be made to reveal the following:

DC Information
The party finds a scattering of reddish-brown
powder on the floor immediately in front of the
opening, as well as on the immediate inside ledge
of the safe. Bundled notes of credit, pouches of
coins, and pieces of other jewelry are still in the safe.
8 Bella Reed identifies the powder. It is iron oxide,
a common coloring agent in pottery glazing. It is
a coloring agent that the Larch family is known
to use, while the Reeds instead using talc as their
main coloring agent. Finally, obvious marks indicate
where the safe’s door was forced open.
Directly under the safe door on the floor is a small
piece of paper that is twisted, crumpled and
12
stained brown. If the party smells it, it smells strongly
of tobacco.
A careful search of the room reveals a small
crumpled piece of paper in the corner of the room
15
closest to the safe. If unraveled, it is a small piece of
stationary with a stylized lily pad on the top.

Bella Reed is already aware of the powder. It was why she suspected
someone associated with the Larch family committed the crime and why
she did not contact the authorities. She can confirm that Jed Larch is well
known for his constant tobacco chewing and that the lily pad on the sheet
of paper is the trademark and symbol of the Larch family.
While Bella is suspicious of the Larches, she is no fool. The clues left
seem extremely obvious and particularly specific, so she wants to make
sure before any formal accusations are leveled given the status of the
Larch family in Gumspur and the relationship between the two families.
Nor does she wish her family to look like fools over baseless accusations.
The party very well may suspect a frame job. If pushed, Bella Reed
does not have much to offer. A DC 12 Wisdom (Insight) check made
of Bella Reed reveal that she is telling the truth and that she is angry
about the theft. If asked about the rest of her family and their relationship
with the Larch family, she offers that her oldest son, Reginald, has had a
6
The Missing Pin
public rivalry with the eldest Larch son, Jed, which has been a source of The party must decide whether they want to pursue on foot or go back
embarrassment to both families. to town to get mounts. In any event, the bandits followed a game trail
If the party decides to speak to Reginald, they can find him easily enough. heading back to their wilderness stronghold. When the party follows, they
He claims ignorance but freely admits to not liking Jed Larch. He refers to find that the terrain gradually rises as they follow the bandits’ trail. What
him as a cad and a buffoon, and says that he is hardly surprised that Jed starts as prairie scrub turns into bushes and small trees, and finally into
was involved in the theft. He implores the party to go immediately to the stands of timber.
constable and have Jed Larch arrested. He tells the party that his mother
has forbidden him from doing so himself. A DC 15 Wisdom (Insight) check
reveals that Reginald is hiding something, but it is unclear what. If pushed,
Reginald shuts down and leaves with an abrupt, “Good day.”
Ambush
The party most likely wants to seek out Jed Larch. Asking anyone in As the party follows the bandits’ trail, a monster lurking nearby bursts
town informs the characters that the most likely place to find him is the forth looking for a meal. Attracted by the scent of the bandits’ passing
Larch family kiln located about a half mile west of town. horses, a manticore now hides in a stand of trees. As the party approaches,
A short walk out of town down the well-maintained road takes the party it takes flight and attacks. It fires several volleys of tail spikes before
close to the Larch Kiln. Before characters see the facility, however, they closing to melee range. If near death, the manticore attempts to flee.
smell it. As they get closer, they notice an acrid smell in the air. As they
get closer still, they smell wood smoke, along with a stronger sulfuric odor
that is a byproduct of the pottery firing process.
Read or paraphrase the following to the party:

Harsh voices ahead reveal an unexpected scene. A small


outbuilding on the Larch property is engulfed in flames.
Several orcs holding torches stand around the burning
building. At the same time, a dozen orcs ride off to the
west and into the wild. A larger orc standing near the main
building barks orders to a handful of torch-bearing orcs,
obviously urging them to set another building on fire.

Whether the party approaches stealthily or not, they have the drop on the
marauders. With a successful DC 10 Wisdom (Perception) check, they notice
a bound human male tied to the back of a horse amid the departing group.
The marauders are intent on burning down the entire facility. The band
consists of 7 orcs led by an orc chief (see Appendix A).
Upon seeing the characters, the orc chief points his wicked greataxe and
screams, “Kill them! Kill them all and then we finish our fun!”
If any of the orcs is captured, they freely admit that they work for
Johnna Steel, the self-proclaimed “Bandit King.” They further state that
the Bandit King’s stronghold is miles to the west. Finally, they give up that
Steel ordered them to burn down the factory after he captured the “head
human” because the humans “broke a deal” with the Bandit King.
Unfortunately, the small outbuilding — a storage shed — is too far gone
to save. However, the rest of the facility remains intact.
The main building is littered with the bodies of slain Larch employees.
Three large kilns are surrounded by tables, and shelves contain pots of
different powders and salts, as well as finished pottery and porcelain, vats
of moist clay, and bins of coal and wood — obviously fuel for the kilns.
The main building also contains an interior office, which has been
thoroughly tossed. Most of the furniture is broken, and paper ledgers
and invoices are scattered everywhere. A successful DC 10 Wisdom
(Perception) check reveals a broken and now-empty strongbox lying
under a shattered chair. Nothing else of interest is in the office.
If the party searches the remaining two buildings — both of them
warehouses — they find a surviving employee hiding behind some crates.
The young man’s name is Brill, and he lives in town. He is understandably
terrified, but is grateful for the rescue and tells the party everything he saw.
Dozens of orcs and armed humans burst into the kiln, killing
indiscriminately. A human in a bright blue cloak led them and demanded that
“Master Larch” present himself. Brill hid behind some bins and overheard
the brigands dragging Jed Larch out of the office. The leader stated, “Now
you will pay for your treachery. Kill them all and burn it down,” before
striding back outside with a bound Jed Larch in tow. Brill ran and hid.

Pursuit
The trail to follow the orcs is easy enough to pick up. A successful DC
10 Wisdom (Survival) discovers the trail. If a character passes the check
by 5 or more, they determine that 10–12 mounts headed northwest into
the wilderness.
7
Quests of Doom 4
human voices, as well as an odd hooting and growling. A successful DC 13
The King’s Palace Wisdom (Nature) check informs the party that they are hearing an owlbear.
The camp contains two buildings. One is little more than a storage shed
If the party has mounts, they reach the bandits’ stronghold in about 4 that doubles as a holding cell. The other is the main hall, which is 40 feet
hours. If they are on foot, it takes the entire day, and they arrive as the sun long and 20 feet wide, with a single, windowless room. The room contains
is setting. a central hearth, with double doors on one end of the building and a single
The stronghold is located on top of a small hill that affords a good view door on the other. The men, including the “bandit king” himself, sleep
of the surrounding terrain in all directions. As the party approaches, read around the central fire at night.
or paraphrase the following: The camp has 13 total inhabitants. These are Johnna Steel (CE male
human bandit captain; he is to hit +5 and damage 8 (1d8 + 4) with a
+1 longsword), 10 bandits, Johnna’s chief advisor Niles Grint (CE male
The bandits’ trail winds toward a larger hill. On its crown, human acolyte, ring of protection, AC 11) and Johnna’s “pet” owlbear,
a crude palisade made of sharpened logs juts mostly straight which is in a cage outside the main hall.
into the air encircling the top of the hill. The roofs of at least Where characters encounter these inhabitants in camp depends on the
two one-story structures can be seen behind the fence. One party’s actions. For example, if the party simply walks up to the gate
of the structures is much larger than the others. An open gate and asks to be taken to the camp’s leader, a successful DC 10 Charisma
is on the right, on the northwestern side of the hill. A guard (Persuasion) check convinces the guards to escort them to see Johnna. If
stands on each side of the open gate. Finally, several plumes the party takes this route, read or paraphrase the following when they are
of smoke rise into the air from within the palisade, along with escorted to the bandit king in his hall:
the distant sounds of many voices.

One of the guards turns and jogs into the camp toward a
large one-story timber structure. The other guard gestures to
Camp Details follow him, but at a slower pace. A 10-foot-by-10-foot building
sits to the left of the larger structure. Two guards stand in
The party has multiple options for recovering Jed Larch. They can use front of it. A 10-foot-by-6-foot metal cage is mounted on top
stealth to get him out; they can try to talk their way in and talk Jed out of a wagon. It is approximately halfway between the smaller
of the bandits’ clutches; or, they can simply assault the place and rescue guarded structure and the larger timber one. A bedraggled
him. The camp is laid out on this roughly circular piece of flattened hilltop owlbear paces in its narrow enclosure. Finally, a picket of
with a diameter of approximately 70 feet. It is approximately 50 feet from horses and other wagons are behind the main hall on the far
the base of the hill to any side of the encircling palisade. Very little cover side of camp.
exists on the hillside as the bandits have made sure to remove all small
trees and bushes.
The palisade itself is reasonably well constructed of stout logs. The wall If the party asks about the owlbear, they are told that it is Johnna’s “pet.”
is approximately 6 feet tall all the way around the hill. However, due to After being escorted through the double doors and into the main hall,
water runoff, a shallow trench exists on the west side of the wall that the the characters find the bandits on their feet. Johnna remains seated in a
bandits are unaware of. A successful DC 13 Wisdom (Perception) check large wooden chair. Behind him is a large, blazing hearth. To his right,
finds the shallow trench. If the party makes a determined effort to listen at a robed figure immediately announces the visitors in an educated and
the wall, a DC 12 Wisdom (Perception) check lets them hear a number of cultured tone incongruous with the surroundings.
“Welcome to the hall of Johnna Steel, the Bandit King. Tremble in his
presence. Speak plainly and with respect if you value your lives.”
Johnna is a businessman first and foremost. He would not hesitate to
order the party slain if he had any reason to do so, but he is not a homicidal
maniac. If asked about Jed, he asks in return, “What is your business with
him?” He does not care about the party’s answer, one way or the other. If the
party accuses Jed of theft, he says something such as “Hardly surprising,
but not my problem.” He then becomes suspicious that the party is some
sort of law enforcement unless convinced otherwise. He tells the party
that Jed owes him money and that he is going to hold him until his family
pays. He demands 500 gp to release Jed. However, some good roleplaying
accompanied by a successful DC 13 Charisma (Persuasion) check gets
that amount reduced to 300 gp. If a deal is not reached, he allows the party
to leave as long as he is convinced they are not law enforcement, which
requires a successful DC 8 Charisma (Persuasion) group check.
Should the party try to abscond with Jed by stealth, he is being kept
in the smaller building watched by 2 guards. Beyond the two bandits
guarding this door, there is a 50% chance that one or more of the other
bandits is walking around outside somewhere in the camp. Each character
invading the camp has to succeed at a DC 12 Dexterity (Stealth) check to

Roleplaying Johnna Steel


Johnna is a vain braggart who has gotten to his modest station by
deceit, violence and betrayal. When meeting with the party, he takes
on an exaggeratedly indifferent and flippant tone, as if everyone
and everything is beneath his concern. While concerned about the
party’s appearance in his camp, he does his best to disguise that
concern with an air of nonchalance and disinterest.

8
The Missing Pin

9
Quests of Doom 4
make it to the small building without being detected. Finally, the door to
the shed is locked but can be opened with a successful DC 15 Dexterity
check with thieves’ tools. Johnna has the key on a ring of keys chained
to his belt.
Roleplaying Jed Larch
Finally, should a fight break out, Johnna first tries to reach the owlbear cage Despite the condition the party finds him in, Jed Larch is a refined
to release his pet. His owlbear is trained to attack anyone other than Johnna and even-keeled country gentleman. He has a mild disposition and
and his men. If released, the owlbear ferociously attacks any non-bandit. is earnest in his attempts to be fair and to make sure that people
like him. He should come off as a “good guy,” even if a little bland.
Jed Larch
Poor Jed Larch. He is in pretty rough shape when the party finds him, The bags contain 74 pp, 823 gp, 1,213 sp and a small set of finely
however they go about accomplishing that feat. As the party opens the polished tourmaline gem stones (transparent pale green) worth 1,000 gp.
shed door, read or paraphrase the following: If the party gets Jed Larch out of camp, they undoubtedly have questions
for him. Jed is forthcoming and the party can make Wisdom (Insight) or
Intelligence (Investigation) checks confirm to learn more. At the first
Opening the door to the makeshift holding pen reveals a opportunity, he asks the party for chewing tobacco, as the bandits took
sorry sight. A young man sits on the dirt floor, his arms bound his pouch and he is in need of a fix. If the party can provide it, they make
behind him. He lifts his head, his eyes widening with fear. He Intelligence (Investigation) or Wisdom (Insight) checks with advantage
has one very black eye, a badly cut lip, and a number of smaller while questioning Jed.
abrasions. His once-fine clothing is torn and soiled. After
smothering his initial fear, he stares silently, his gaze sullen. DC 10
• He has a gambling problem (cards, table games and any games of
Jed has learned from his brief time with the bandits to mind his tongue. chance), and this has led him to being occasionally short of funds.
He will not speak unless spoken to. Depending on how the party came to • He borrowed some money from “the wrong people” (a trader named
be here, this encounter can go many different directions. If they negotiated Illuz apparently sold this debt to Johnna).
his release, the party simply has to march Jed out of camp.
• He has not allowed his gambling debts to affect the family business.
If they snuck in, they have to escape undetected. Assuming that the
party somehow neutralized the guards, they have to succeed on a DC 13 • He has never stolen from his family or anyone.
Dexterity (Stealth) group check to get out of the camp without being seen.
The group escapes without being noticed if half or more of the party’s DC 12
checks succeed.
If the party decided the answer to this problem was steel, this encounter • If confronted about his involvement with the Reed’s hatpin, he is gen-
can take place before, during or after combat. uinely confused, offering things such as “Bella Reed’s famous pin? Why
would I steal that? As if I could! I would never!” and so on.

Treasure • He believes that his family and the Reeds enjoy a good working rela-
tionship and that their rivalry is friendlier than anything else.
Johnna keeps a chest containing his loot in the main hall. The chest is
underneath a trapdoor concealed by a tattered rug located immediately in • He describes that their products are quite different than the Reeds. Their
front of the hearth. A DC 10 Wisdom (Perception) check uncovers it. It is pottery is more complementary than truly competitive. (The Reeds spe-
not well hidden because it is trapped. Johnna has made certain that all of his cialize in high-end and ornamental display porcelain, while the Larches
men know of this danger. He has vastly overstated the deadliness of the trap, produce high-quality but utilitarian household pottery.)
however, so if any of the bandits are captured and interrogated, they give
varying answers about poison gas, live deadly snakes, and poisoned blades. DC 14
While the 2-foot-by-3-foot oak-and-iron coffer is trapped, the trap is
• If pressed about the Reeds, Jed admits that he has never gotten along
none of the things the bandits fear. The first trap is actually contact poison
with or liked Reginald Reed.
smeared on the lid’s handle. A DC 12 Wisdom (Perception) check finds
the poison, along with an odd notch on the right side of the lid. Johnna
made this notch from routinely opening the coffer’s lid using his dagger. About Reginald, he says things such as “That puffed up dandy thinks
The poison is detectable by its slightly milky color. Any creature coming he is the most important man in town!” or “No one loves Reginald Reed
in contact with the poison must make a successful DC 13 Constitution more than Reginald Reed.”
saving throw or be paralyzed for 1 hour. Beyond proclaiming his innocence in the most strident of tones,
That is not the final trap though. The coffer is locked and Johnna has describing his family’s business, and taking shots at Reginald Reed,
the key on his key ring, but it can also be opened with a successful DC 15 he may give the party some truly useful information. If the party asks
Dexterity check with thieves’ tools. When the characters open the lid of anything about anyone in the Reed family acting strangely, Jed offers the
the coffer, they see leather pouches bulging with coins. There are four such following:
bags of coins. What is not detectable by any non-magical means is that the “I have made no secret of not liking Reginald. I really don’t like him.
bottom of the coffer is rigged with a thin wooden pressure plate that looks But leaving that aside, it seems that he has picked up a sudden love of the
like the bottom of the coffer. Removing more than two of the coin bags outdoors. In anyone else, this would not be that remarkable. However,
releases the spring-loaded plate. When the plate releases — noticeable there is simply no greater opposite to an outdoorsman or an adventurer
by the audible “click” it makes — it triggers the glyph of lightning spell than Reginald Reed. He has always hated nature and being outside. Now
Johnna paid for at great expense. Once triggered, everyone within 20 feet I hear that he has recently taken to leaving town on his own for days at
of the coffer must make a successful DC 10 Dexterity saving throw or a time. He tells people that he has taken up camping. It is really strange.
take 27 (6d8) lightning damage, or half as much on a successful save.. The But anything that gets him out of town and away from the rest of us is a
electrical discharge does not harm the bags of coins. good thing”
Avoiding the trap requires Johnna telling the party about it (most Jed also volunteers that Reginald seems to always strike out to the
unlikely), or if the characters remove and inspect the bottom of the coffer, north when he leaves town. Beyond that, Jed has nothing else to offer
making a successful DC 15 Intelligence (Investigation) check, without the characters. He in anxious to get back to town and see to his business.
opening it. Inspecting the bottom reveals a cleverly hidden, 2-inch-by-2- On the trip back, he talks about hiring better security and how he is
inch sliding door. If opened, the spring falls harmlessly out, neutralizing now “reformed” and is quitting gambling. The trip back to Gumspur is
the trap until it is reset. otherwise uneventful.
10
The Missing Pin
As the party approaches the town and the Larch kiln, Constable Levy Keep in mind the peryton’s keen sight and smell abilities if the party seeks
and members of the militia meet them. Constable Levy is understandably to sneak away in order to avoid an encounter.
agitated about the orc attack, as this sort of thing never happens in If spotted, the perytons repeatedly dive to attack the party. If a hatchling
Gumspur. An explanation from the party and/or Jed Larch allows the party is reduced to fewer than 50% of its hit points, it retreats to the nest. If
to be on their way. all the hatchlings retreat, the mother peryton joins them. However, if the
Once back in town, the party may very well seek out Reginald Reed. party kills a hatchling, the mother fights to the death.
Inquiries at the Reed household, the Reed kiln or anywhere else in town The party is now fully into the wild. Unless they push on through
reveals that Reginald Reed left town yesterday on one of his now-frequent the night, the party has to camp. There is a 50% chance of an encounter
camping trips. All accounts say Reginald was heading north when he was while they camp. That chance rises to 75% if the party lights a fire. If an
last seen. encounter takes place, roll 1d4 on the following table or simply choose
A well-worn track heads out of town to the north, leading first to some an encounter:
of the surrounding farmsteads along the river and then inland. After a
few hours on foot (less on mounts), the well-established wagon track Random Encounters
fades as the party reaches the outer ambit of civilized terrain surrounding
Gumspur. After 5 hours or so, the track becomes nothing more than a 1d4 Encounter
game trail roughly paralleling the river. As the party proceeds north, views A wandering ogre lured in by either the party’s fire
of the river appear and vanish. 1 or its scent. If reduced to fewer than 50% of its hit
A successful DC 12 Wisdom (Survival) check reveals that a single points, it flees.
humanoid passed this way less than 24 hours ago.
To follow Reginald’s tracks, characters need to make a DC 12 Wisdom The party unwittingly camped near an ankheg nest.
(Survival) check each hour. After dark, following Reginald’s tracks 2 The activity attracts it to the camp, and it bursts out
becomes more difficult, increasing to a DC 18. of the ground in the midst of the camp and attacks.
As the party continues north along the river, they encounter terrain that A group of 4 centaurs from farther north is out
includes rolling hills, patches of forest, and patches of marsh created by for a hunt. They stay just outside the party’s
the river. As the track winds through one of the many stretches of forest, camp and watch the party, speaking quietly
a passive Wisdom (Perception) score of 14 or higher notices a large nest 3
among themselves. They will not attack unless the
about 50 feet to the west of the trail. Stopping immediately and succeeding characters attack first. If approached, they ride off
on a DC 14 Wisdom (Perception) check lets the character hear crunching into the night.
sounds coming from this 10-foot-diameter nest.
The yips of a doombat (see Appendix A) foretell its
This nest contains a peryton (see Appendix A) parent and 3 peryton
arrival. It swoops in and attacks. If reduced to fewer
hatchlings (see Appendix A). The hatchlings are just big enough to start 4
than 50% of its hit points, it flees and searches for
leaving the nest. Their mother is about to give them a lesson on using their
easier prey.
dive attack and, fortunately for them, the party came along just in time.
As the party moves onward, the terrain flattens, with the hardwood
trees changing to those found in lower-lying, marshy areas. These trees
include willow, cypress and, of course, blackgum trees. The party smells
the marsh before they actually see it, and the trail soon heads directly into
a fen. It is bordered on the east by the Glimmrill Run and looks to extend
an unknown distance to the west and north.

A Tragic Love
Reginald Reed is currently in the swamp, and this is where he has been
spending so much time recently. Several weeks ago, while on a short trip
upriver, Reginald encountered a late-night visitor. his to camp While
his traveling companions slept, Reginald sat alone staring into the fire,
miserable about having to be outdoors. As he moped, a lovely nixie named
Violet visited him, stealing into camp to see who was intruding into her
territory. The travelers had unwittingly put themselves directly in the path
of this capricious fey.
Reginald was completely enraptured when Violet used her charm
person ability. Weak-willed in the first place and otherwise dissatisfied
with his lot in life, Reginald has been unable — maybe even unwilling —
to break the compulsion Violent laid on him. Reginald fell desperately in
love with the nixie, and he has barely been able to keep the rest of his life
together when apart from Violet. So far, his affections have amused Violet,
and she has been egging the ensorcelled Reginald on, teasing him into
bringing her small gifts. When she challenged him to bring her an object
of great worth and beauty to prove his love for her, Reginald hatched the
plan to steal his mother’s most prized possession. Being able to frame a
disliked rival was a bonus for Reginald.

11
Quests of Doom 4
Into the Marsh Journey’s End
After hours of marching, the party finally approaches Violet’s home.
This is where Reginald comes as often as he can. He is obsessed and quite
After tracking Reginald Reed for many hours, the fetid frankly worships her, much to Violet’s amusement and delight.
smell foretells a most unwelcome site — a trackless swamp
that spreads farther than the eye can see both to the west
and to the north along the river. The vista includes dense After hours of stinging insect bites and stagnant air, the
undergrowth, stunted trees and an extensive network of swamp’s features slowly change. The ground slopes up very
bunched, low-lying islands of dry ground. A cacophony of slightly — out of the brackish water finally — and into a stand
hoots and calls of exotic birds mix with hum of thousands of of full-grown trees. Two massive willow trees flank either
insects. The swamp is very much alive. side of this gentle rise. Beyond these trees is an explosion of
color. Flowers of every hue and shape sprout from shrubs
and bushes, and hang from vines festooning the esker ahead.
The trail continues into the marsh. It takes the party four hours on foot Beyond the visual delights, the consonance of bird trills blend
to reach Reginald. Each hour, the party has to make a DC 12 Wisdom into a soothing harmony. This area, whatever it is, seems to
(Survival) check to stay on track. If a check is missed, the party gets lost be an epitome of marshland nature. It is simply beautiful. A
and has to spend an hour going in circles before they can make another winding path leads underneath the boughs of the willow trees
check to see if they can find the trail again. toward the center of this low hillock.

Crocodile Attack This knoll is Violet’s home. It is roughly circular in shape, with a 100-
In their second hour of slogging through the marsh, a giant crocodile foot diameter. It is hardly a hillock, as it is barely above the low elevation
lying in wait for potential prey attacks the party. The crocodile waits of the surrounding marsh. However, the ground is slightly drier here,
underwater and looks like a submerged and otherwise unremarkable allowing for the more substantial tree growth. Huge willow trees — 10
log. Compare the party’s passive Wisdom (Perception) to the crocodile’s total — ring the entire island. Of the 10 trees, 5 awakened trees move to
stealth attempt. This determines whether the crocodile can attack with protect Violet if the need arises.
surprise. If its hit points are reduced to fewer than half, it attempts to flee The awakened trees are indistinguishable from common trees. A
in search of easier prey. successful DC 15 Wisdom (Nature) check alerts the character that there is
more to these trees than meets the immediate eye.
Violet’s lair is inside the ring of willows. It is a large pond that is spring
fed from below. It is 15 feet deep at its deepest with a gradual entry on all
sides. The pond has an approximate diameter of 40 feet and is partially
covered by lily pads, water hyacinth and water poppy flowers. Two small
streams run off from the pond to feed the surrounding marsh. The banks
of the pond are mostly open ground covered in marsh grass but feature
flowering shrubs in shocks here and there.
As the party enters the ring of willow trees and takes in the pond, they
see a prostrate Reginald Reed (LG male human noble) on the far bank.
He faces Violet, a nixie, who is about 10 feet from shore, floating on her
back and doing lazy circles while playing with something that glitters in
the light. Further, located about 15 feet to the right of Reginald on the
shore is a giant lynx (uses panther statistics) who was in the process of
licking one of its forepaws. It now looks up as the party approaches. Read
or paraphrase the following:

A truly remarkable and unexpected sight awaits beyond the


cool shade of the willow trees: a still pond partially covered
in a riot of water flowers. Reginald Reed lies on the far bank.
He looks up, startled and confused, then glances back into
the pond. Swimming lazily on her back is a lovely and slender
humanoid with greenish skin, webbed fingers and dark
hair. She twirls something in her hands that sparkles in the
sunlight, much to her obvious delight. A large cat lazes 15
feet to Reginald’s right, now watching with feline curiosity.
The swimming creature swivels her head and speaks in a
childishly melodic voice, “More visitors? How lovely! Have
you come to worship me, too?” With a delighted twitter, she
rolls in the water, showing off her enchanting form.

Unless the party made any special preparations, everyone who sees
Violet must save vs. her charm ability. Violet does not want to fight, but
she does expect to be loved and worshipped.
If the party charges in to fight, they are in for a tough encounter. The
awakened trees and Violet’s giant lynx fight to the death to protect her.
She stays in her pond, using her sling and casting invisibility on herself if
necessary. If reduced to fewer than half her hit points, she flees down one
of the steams into the wider marsh. She moves much faster through the

12
The Missing Pin
a gold and bejeweled brooch shaped like a butterfly set with a large ruby
worth 3,750 gp, and a leather pouch of loose gemstones such as citrine,
blue quartz, coral and jasper worth 1,500 gp total.

Return to Gumspur
Depending how the characters resolve their encounter with Violet,
the return trip to Gumspur could be uneventful. If the party killed her,
however, the creatures of the marsh seek revenge. The party is harried
constantly until they get out of the marsh. As they return over ground
they’ve already covered, a successful DC 5 Wisdom (Survival) check
made hourly will keep them on the correct path.
Reginald is dour and glum during the entire return trip, knowing what
he faces when he returns. The party can either turn him over to Constable
Levy or bring him directly to Bella Reed to face her considerable wrath.
While obviously unhappy with the results of the investigation,
Belladonna Reed pays the party the promised 500 gp.
In the days that follow, several commercial barges arrive in Gumspur
on their way south, giving the party many chances to leave town. Should
the characters desire to stay, Jed Larch would be most interested in hiring
them as security for his kiln. Constable Levy, impressed with the party’s
efforts, also approaches them about becoming deputies. He is justifiably
concerned that the town does not have an effective enough militia given
the potential threats it faces.
So ends The Missing Pin.

Appendix A:
New Creatures and NPCs
Doombat
This creature appears as a giant black bat with glowing yellow eyes.

Roleplaying Violet Doombat


While lovely and attractive, Violet is very much fey. She is the Large beast, unaligned
very height of caprice and frivolity. She cares not at all for human Armor Class 15
feelings or concerns; she is purely a creature of nature and cares Hit Points 59 (7d10 + 21)
only for her home and her desires. While not inherently violent, she Speed 10 ft., fly 50 ft.
is very proud and brooks no disrespect to herself or her home. In
conversation, she is frustratingly silly and playful. STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 2 (-4) 12 (+1) 6 (-2)
marsh than any character.
If she flees, consider using the chase rules to from the gamemaster’s Skills Perception +3
guide to add some excitement. Senses blindsight 60 ft., passive Perception 13
If a fight breaks out, Reginald and any charmed party members try to Languages —
tackle and restrain any aggressive characters. Challenge 3 (700 XP)
Should the party try to negotiate with Violet, a most entertaining
colloquy ensues. Violet thinks that Reginald is a fool, but then again, she Yip. Doombats constantly yip while in combat, and the noise interferes
thinks that all civilized folk are fools. Human attention and flattery delight with the concentration of those attempting to cast spells. All creatures
her, however. Due to her high Charisma and Wisdom scores, she is not within a 30-ft. radius that are maintaining concentration on a spell when
easy to trick or deceive. the doombat yips must succeed on a DC 10 Constitution saving throw or
She loves the pin Reginald gave her and is loath to give it up. However, lose concentration on that spell.
she does not know its commercial value. She adores it for its beauty, but
possibly could be convinced to give it up for something equally enthralling. Actions
This should be an unlikely outcome, however. Only with great reluctance,
or if faced with overwhelming force, will she willingly part with it. Multiattack. The doombat makes two attacks: once with its bite and
As to Reginald, she cares for him not at all. If ordered, he reluctantly once with its tail
leaves with the party in a hangdog manner. He would much rather stay Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
with the object of his obsession, but deep down knows that he should face (2d8 + 5) piercing damage.
up to what he has done. He is quite aware that he committed the crimes of Tail.  Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:  9
theft and framing an innocent. (1d8 + 5) bludgeoning damage
Treasure: Violet has a cache of offerings from previously enraptured Shriek (Recharge 5-6). The doombat emits a piercing shriek. All
suitors. It contains a bejeweled +1 dagger, a string of pearls worth 500 gp, creatures within a 60-ft. radius must succeed on a DC 13 Wisdom saving

13
Quests of Doom 4
throw or be poisoned for 1 minute. The target can repeat the saving throw attack or with its talons, the attack does an extra 9 (2d8)
at the end of each of its turns, ending the effect on itself on a success. damage to the target.
Flyby. The peryton doesn’t provoke opportunity attacks
when it flies out of the reach of an enemy.
Orc Chief Keen Sight and Smell. The peryton has advantage on
Wisdom (Perception) checks that rely on sight or smell.
An orc chief remains in power only so long as his war band fears and
respects him. Actions
Orc Chief Multiattack. The peryton makes one gore attack and one
talon attack.
Medium humanoid (orc), chaotic evil
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 16 (chain mail)
target. Hit: 10 (2d6 + 3) piercing damage.
Hit Points 102 (13d8 + 44)
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft.
target. Hit: 8 (2d4 + 3) slashing damage.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 11 (+0) 12 (+1) 16 (+3) Peryton Hatchling
This creature has a stag’s body, a hawk’s wings and talons, and the head
Saving Throws Str +6, Con +6, Wis +2
of a slavering wolf with a rack of sharp antlers on its brow.
Skills Intimidation +5, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc Peryton Hatchling
Challenge 4 (1,100 XP) Medium monstrosity, chaotic evil
Armor Class 13 (natural armor)
Aggressive. As a bonus action, the orc can move up to its Hit Points 13 (3d8)
speed toward a hostile creature it can see. Speed 20 ft., fly 60 ft.
Fury. The orc deals an extra 5 (1d10) damage when it hits
with a weapon attack (included in the attack)
STR DEX CON INT WIS CHA
Actions 12 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 10 (+0)

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one Skills Perception +5


target. Hit: 15 (1d12 + 4 plus 1d10) slashing damage. Damage Resistances bludgeoning, piercing, and slashing
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach from nonmagical attacks
5 ft. or range 20/60 ft., one target. Hit: 13 (1d6 + 4 plus Senses darkvision 60 ft., passive Perception 15
1d10) piercing damage, or 14 (1d8 + 4 plus 1d10) piercing Languages understands Common but cannot speak
damage if used with two hands to make a melee attack. Challenge 1 (200 XP)
Battle Shout (1/Day). Each creature of the orc chief’s choice
that is within 30 feet of it, can hear it, and is not already Dive. If the peryton hatchling is flying and dives at least 30
affected by Battle Shout gain advantage on attack rolls feet straight toward a target and then hits it with either its
until the start of the chief’s next turn. The orc chief can gore attack or with its talons, the attack does an extra 4
then make one attack as a bonus action. (1d8) damage to the target.
Flyby. The peryton hatchling doesn’t provoke opportunity
attacks when it flies out of the reach of an enemy.
Peryton Keen Sight and Smell. The peryton hatchling has advantage
on Wisdom (Perception) checks that rely on sight or smell.
This creature has a stag’s body, a hawk’s wings and talons, and the head
of a slavering wolf with a rack of sharp antlers on its brow. Actions
Peryton Multiattack. The peryton hatchling makes one gore attack
and one talon attack.
Medium monstrosity, chaotic evil
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 15 (natural armor)
target. Hit: 4 (1d6 + 1) piercing damage.
Hit Points 45 (6d8 + 18)
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 20 ft., fly 60 ft.
target. Hit: 3 (1d4 + 1) slashing damage.

STR DEX CON INT WIS CHA


17(+3) 16(+3) 17(+3) 11(+0) 12(+1) 10(+0)

Skills Perception +5, Stealth +5


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but cannot speak
Challenge 2 (450 XP)

Dive. If the peryton is flying and dives at least 30 feet


straight toward a target and then hits it with either its gore

14
The Missing Pin
transformed. She reverts to her true form if she dies.
Violet
Actions
This green-skinned fey has webbed hands and feet. Its hair is the color
of seaweed, and is decorated with shells. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d5 + 3) piercing damage.
Violet Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Small fey, neutral Lure. Violet sings a magical melody. Every humanoid and
Armor Class 13 (16 with mage armor) giant within 300 feet of her that can hear her song must
Hit Points 27 (6d6 + 10) make a DC 13 Wisdom saving throw or be charmed till
Speed 30 ft., swim 30 ft. the song ends. Violet must use a bonus action on her
subsequent turns to continue singing. She can stop at any
STR DEX CON INT WIS CHA time. The song ends if Violet is incapacitated.
While charmed by Violet, a target is incapacitated and
6 (-2) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 19 (+4)
ignores the songs of other nixies. If the charmed target is
more than 5 feet away from Violet, the target must move
Saving Throws Con +3, Cha +6
on its turn toward her by the most direct route, trying to
Skills Deception +6, Insight +5, Perception +5
get within 5 feet. It doesn’t avoid opportunity attacks, but
Senses darkvision 60 ft., passive Perception 15
before moving into damaging terrain, such as lava or a
Languages Aquan, Common, Sylvan
pit, and whenever it takes damage from a source other
Challenge 3 (700 XP)
than Violet, the target can repeat the saving throw. A
charmed target can also repeat the saving throw at the
Amphibious. Violet can breathe air and water.
end of each of its turns. If the saving throw is successful,
Shapechanger. Violet can user her action to polymorph into
the effect ends on it.
a Small or Medium aquatic creature, or back into her true
A target that successful saves is immune to Violet’s song for
form. Her statistics, other than her size, are the same in
the next 24 hours.
each form. Any equipment she is wearing or carrying isn’t

15
Legal Appendix
Designation of Product Identity: The following items are hereby designated as acceptance of the terms of this License.
Product Identity as provided in section 1(e) of the Open Game License: Any and 4. Grant and Consideration: In consideration for agreeing to use this License,
all material or content that could be claimed as Product Identity pursuant to sec- the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
tion 1(e), below, is hereby claimed as product identity, including but not limited license with the exact terms of this License to Use, the Open Game Content.
to: 1. The name “Frog God Games” as well as all logos and identifying marks 5. Representation of Authority to Contribute: If You are contributing original
of Frog God Games, LLC, including but not limited to the Frog God logo and material as Open Game Content, You represent that Your Contributions are Your
the phrase “Adventures worth winning,” as well as the trade dress of Frog God original creation and/or You have sufficient rights to grant the rights conveyed by
Games products; 2. The product name “The Lost Lands,” “The Blight: Richard this License.
Pett’s Crooked City,” “The Blight,” “Between,” as well as any and all Frog God 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Games product names referenced in the work; 3. All artwork, illustration, graphic portion of this License to include the exact text of the COPYRIGHT NOTICE
design, maps, and cartography, including any text contained within such artwork, of any Open Game Content You are copying, modifying or distributing, and You
illustration, maps or cartography; 4. The proper names, personality, descriptions must add the title, the copyright date, and the copyright holder’s name to the
and/or motivations of all artifacts, characters, races, countries, geographic loca- COPYRIGHT NOTICE of any original Open Game Content you Distribute.
tions, plane or planes of existence, gods, deities, events, magic items, organiza- 7. Use of Product Identity: You agree not to Use any Product Identity, including
tions and/or groups unique to this book, but not their stat blocks or other game as an indication as to compatibility, except as expressly licensed in another,
mechanic descriptions (if any), and also excluding any such names when they are independent Agreement with the owner of each element of that Product Identity.
included in monster, spell or feat names. 5. Any other content previously designat- You agree not to indicate compatibility or co-adaptability with any Trademark or
ed as Product Identity is hereby designated as Product Identity and is used with Registered Trademark in conjunction with a work containing Open Game Content
permission and/or pursuant to license. except as expressly licensed in another, independent Agreement with the owner
This printing is done under version 1.0a of the Open Game License, below. of such Trademark or Registered Trademark. The use of any Product Identity
Notice of Open Game Content: This product contains Open Game Content, as in Open Game Content does not constitute a challenge to the ownership of that
defined in the Open Game License, below. Open Game Content may only be Used Product Identity. The owner of any Product Identity used in Open Game Content
under and in terms of the Open Game License. shall retain all rights, title and interest in and to that Product Identity.
Designation of Open Game Content: Subject to the Product Identity Desig- 8. Identification: If you distribute Open Game Content You must clearly indicate
nation herein, the following material is designated as Open Game Content. (1) which portions of the work that you are distributing are Open Game Content.
all monster statistics, descriptions of special abilities, and sentences including 9. Updating the License: Wizards or its designated Agents may publish updated
game mechanics such as die rolls, probabilities, and/or other material required to versions of this License. You may use any authorized version of this License to
be open game content as part of the game rules, or previously released as Open copy, modify and distribute any Open Game Content originally distributed under
Game Content, (2) all portions of spell descriptions that include rules-specific any version of this License.
definitions of the effect of the spells, and all material previously released as Open 10. Copy of this License: You MUST include a copy of this License with every
Game Content, (3) all other descriptions of game-rule effects specifying die rolls copy of the Open Game Content You Distribute.
or other mechanic features of the game, whether in traps, magic items, hazards, or 11. Use of Contributor Credits: You may not market or advertise the Open
anywhere else in the text, (4) all previously released Open Game Content, materi- Game Content using the name of any Contributor unless You have written permis-
al required to be Open Game Content under the terms of the Open Game License, sion from the Contributor to do so.
and public domain material anywhere in the text. 12. Inability to Comply: If it is impossible for You to comply with any of the
Use of Content from The Tome of Horrors Complete: This product contains terms of this License with respect to some or all of the Open Game Content due to
or references content from The Tome of Horrors Complete and/or other monster statute, judicial order, or governmental regulation then You may not Use any Open
Tomes by Frog God Games. Such content is used by permission and an abbre- Game Material so affected.
viated Section 15 entry has been approved. Citation to monsters from The Tome 13. Termination: This License will terminate automatically if You fail to comply
of Horrors Complete or other monster Tomes must be done by citation to that with all terms herein and fail to cure such breach within 30 days of becoming
original work. aware of the breach. All sublicenses shall survive the termination of this License.
OPEN GAME LICENSE Version 1.0a The following text is the property of 14. Reformation: If any provision of this License is held to be unenforceable,
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. such provision shall be reformed only to the extent necessary to make it enforce-
(“Wizards”). All Rights Reserved. able.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 15. COPYRIGHT NOTICE
who have contributed Open Game Content; (b) “Derivative Material” means Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
copyrighted material including derivative works and translations (including into System Reference Document 5.1. Copyright 2016, Wizards of the Coast, Inc.;
other computer languages), potation, modification, correction, addition, extension, Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
upgrade, improvement, compilation, abridgment or other form in which an Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
existing work may be recast, transformed or adapted; (c) “Distribute” means to Townshend, based on original material by E. Gary Gygax and Dave Arneson.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- Quests of Doom 4: The Missing Pin © 2017, Frog God Games, LLC;
wise distribute; (d) “Open Game Content” means the game mechanic and includes Author: Alex Kammer
the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and deriv-
ative works under copyright law, but specifically excludes Product Identity; (e)
“Product Identity” means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures; characters; stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor; (g) “Use”,
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content; (h) “You” or
“Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your

16

You might also like