Adventure One Write Up in Gothenya | World Anvil
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Adventure One Write Up

Your sometimes employer, Krimko of "Krimko's Delights" in the town of Bramble, has a job for you. He has recieved word that a bizarre artifact, THE AMULET OF SAITOS, has turned up in the Northern Thaw, only a few days journey from here. How fortunate! How seemingly easy!   The PC's have been tasked with negotiating a reasonble price for its purchase, and Krimko has provided them with a pouch of 500gp. It's "all he can spare right now. But that should be more than enough."   The Red Herring/MacGuffin The amulet of Saitos is said to be a "bringer of bountiful fortune." It is named for Saitos, a mage who attempted to “tame” the Eastern continent of Golthien. He established his own city, "Saitanya," right next door to Lentokk, and instantly incurred the wrath of the God Kings themselves. However, he was able to somehow survive, and his city oddly began to thrive… for a time.   This all ended when his “lucky” keepsake, the amulet, was stolen from him in the night, possibly by a 'trusted' advisor who was 'bought' by the Lentokki for this very purpose. But instead of bringing the amulet to the God Kings, the thief crossed the ocean, hoping to sell it in Varuum for more than his second half of gold (payment upon delivery). He felt emboldened as the amulet should protect him from any Lentokki attack, or various "general retribution."   He never once questioned why, if the trinket so blessed the wearer with luck, he managed to steal it in the first place.   In fact, the ONLY MAGIC property of the amulet is a CURSE that makes those coveting it see what they desire as the device's power. Any magic used to detect its purpose gives vague results inclined to support the assumption (if not completely lying). This odd enchantment may only be bypassed with powerful magic, like a Wish spell. However, non-magical observation and/or research may reveal the truth to the deductively reasoned mind.   Krimko knows of the item and its purported power, but if he knows it's true nature, he doesn't tell the PC's. The PC's know that Krimko has a special "fondness" for cursed items, and the purse he provides them suggests something along those lines for the amulet.   Information Krimko May Provide The amulet has been missing for many years. It was last seen in Varuum, but even that is second-hand information.   Krimko was sent a letter via his magical flyers (his communication of choice). The flyers have a magical property where whatever is written upon them also magically appears in Krimko's ledger.   The flyers provide knowledge of this and instructions, and as such, many ledger entries are pretty foul (and occasionally clever, if useless).   The magical response places the amulet in a small farming town of "Last Harvest" on Northwestern edge of The Thaw, where the formerly dead and "poisoned" soil (result of tributary from The Churn) suddenly became lush and vital.   The offer of sale came from one Waldon Peerman, a local share cropper. This is pretty much the extent of Krimko's knowledge. He does have a description of the item, in order to verify its authenticity.   Amulet Description (from Krimko): A cloudy half-ruby, the size of a pixie's fist, embedded in a silver disc only slightly larger. On its reverse, etched in the silver, are the words "Kleeyando Krevatti Ni Sorochemo," which is Lentokki 'Deep Speech' meaning, "true luck is taken, not given."   Chapter Two The PC's arrive in Last Harvest and are met by Waldon, who is accompanied by a young boy of 8, named Petyr. Waldon doesn't do pleasantries and tells the PC's he needs to speak to them privately (indicating Petyr) once they're settled.   He offers them accomodatiobs in either the family barn (spacious!) or perhaps even Petyr's parent’s house, as it’s no longer occupied and all valuables have either been sold or moved to storage.   This odd tidbit leads Waldon to explain that his brother, Bayliss (who is Petyr's father) and his wife Mary, have recently passed away. Petyr is quick to angrily interject "they were murdered!." Waldon indicates the sensitivity of the subject is why he wants to speak with them privately.   If the PC's take Waldon up on either offer, he leads them towards the Peerman family farm on the edge of town. Along the way, the following encounter takes place:   As they approach the farmstead, a stern man leads a procession of three combat-ready subordinates, who pull a wagon containing what appears to be a covered, dead body.   The Town of "Last Harvest" An independent town of the Vale, yet allied with the Free State of Lyssia.   Mayor- Leydon Cork “of the Freemantle Farmers   Guild,” and Dullwood delegate to the   Democracy of Wheat.   Sheriff- Will Daggerham Rival Town- “Vale’s End”-   allied w/the Barony of Rocha. Former member of   the Democracy of Wheat, now in an exclusive   contract for grains & corn w/Rocha (in an   attempt to unify the free cities under one lord). "Vale's End" Mayor- Claresse Feffer, half-elf (Kelti)   female, 120 yrs old.   Questioning Waldon and Will Daggerham can provide the following information: The body is that of Robert Causewell, a business associate of Waldon's. Robert committed suicide by hanging. Will finds this suspicious, as Robert was a "go getter," always dreaming up a new scheme.   He left a note, which Will may be convinced to show the PC's, provided they convince him they have abilities of value to his investigation.   Robert's Suicide Note “I didn’t mean it. My thoughts betrayed me. May the Gods forgive me and provide for sweet young Petyr.”   Robert was found in the tiny cottage he rented, adjacent to the Peerman family home. His death was indeed suicide, but his reasons may not be expected at least not at first. It may be useful to leave additional clues that make the suicide seem more suspect. Perhaps claw gashes in the walls of his home. If investigated, his room will also turn up written "business plans" for a deal between the collective of Robert and Waldon and offered to Bayliss Peerman.   Sitting down with Waldon Uncle Waldon has hired a local girl, Socie, to watch Petyr so he can slip away to meet with the PC's He suggests a local tavern, "The Golden Hour" for a meeting place.   Once there (or possibly elsewhere if the PC's insist), Waldon launches into the tale of his brother, Bayliss.   The farm had been prosperous it seems until a dam used to keep the pollution from The Churn out of the stream that cuts through town was destroyed. Waldon blames Hobgoblins, but it may be more likely that it has something to do with a rival town.   The farm was on its last legs, with no person willing to travel into the Dullwood to deal with the destroyed dam ("suicide's what that'd be!). Eventually Bayliss had no choice but to take up the task himself. He tried to hire local boys to accompany him, but none were of strong enough mettle to step up.   Regardless, in less than a week's time, Bayliss returned with renewed hope and energy. Shortly thereafter, the crops returned... almost overnight.   Apparently the farmer found the source of the problem, and it was easily repaired. It wasn't "destroyed" per say, more of just "inconvenienced," which Waldon relates with a laugh, thinking of his brother's sense of humor. But this doesn't explain the quick return of the crops. Waldon mentions he also asked this of Bayliss, and the man seemed put off and a bit sullen, as if accused of some misdeed. He said he followed a family recipe that required herbs from the Dullwood to fix the problem. "Perhaps there's still magic in the Dullwood," is as far as Bayliss would go. Even Waldon thinks there's more to it.   At some point the conversation will turn to the amulet. Waldon doesn't have it on him, but he can get it. If asked where it is, he says "close by." If pressed, or after a few drinks (Waldon will readily accept as many drinks as the PC's offer to cover for him), he'll reveal that it was Bayliss' and it turned up missing once he died.   If they press further, Waldon begins to tell them of his brother's behavior upon returning to town.   Bayliss may have bragged about his “magic corn” and other “magic food.” His mystical, fast-growing crops, of a size nearly twice that of the normal crop. Giant corn and giant wheat.   Word quickly spread to the neighboring town of "Vale's End," who have always held a rivalry with "Last Harvest" regarding control of the corn/wheat trade. Word quickly led to jealousy, as Vale's End had suffered from a reduced crop (even though they were further from the river, they still got a portion of the effect) and had not been so fortunate once the dam was "fixed."   But what does this have to do with the amulet? Waldon insists it was a family heirloom that he didn't know his brother kept until after he returned from his trip into the Dullwood. He then went around flaunting it, talking about the luck and "good fortune" it brought him.   If asked the obvious question, "If it's an heirloom, why would you wish to sell it? Especially since now the farm seems to be doing just fine." Waldon (hopefully good and drunk by now) leans in close. He tells them part of the truth. He thinks the amulet is actually an omen of bad luck, if not the actual cause. It was when his brother began bragging that he died. On the night he got into a pissing match with some visitors from Vale's End. Groten Harat, a rival farmer, angrily insisted Bayliss bought it with ill gotten gains. That he paid or was paid to poison Groten's farmland. "That amulet is a sign of an evil pact. It's cursed, it is. The mark of devil worshippers. They'll burn our land, turn the soil to salt."   "It came to blows, it did. Me an Buxy had to pull 'em apart. Buxy took Groten to cool down, but I don't think he cooled down at all. Robert's death I think proves it. See Robert went to them. He always had Buxy's ear. Groten's too. He was good at business, my Robert was. What he said to 'em I'll never know, but he didn't stop 'em. They killed my brother, then Robert cause he could put the finger to them. Then they tried to make it look like Robert killed em his own self. That note. That's all the proof I need."   Waldon, though now legal custodian to Petyr, was not close with his older brother in many years. Bayliss always thought him to be a layabout and a drunk. For his part, Waldon thought his brother to be a selfish miser. He resented him because he always suspected the man was hiding "real money." In fact, his business partner Robert had cooked up a scheme, a real doozy of a plan that'd make Bayliss' fortune look like a pile of yesterday's rot. "It couldn’t fail. Foolproof but for the fool who wouldn't trust in it."   The scheme involved the selling of soil from the "bountiful land." Selling it as magic soil and promising the sky. But Bayliss wouldn’t go in, even when the cash began to flow with his good fortune. He thought it was a thumb in the eye to his competitors (who were already riled enough). But Robert thought Bayliss to be a selfish man who simply didn't want any fair competition. Robert even went so far as to offer fraudulent soil from off the farm. But no. Robert hated the pompous man, and he would tell anyone who would listen when he was good and drunk at the local tavern.   "Robert was raving openly in this very tavern the night it happened. T'was less than a cycle (month) past. I was gonna see him home, but he insisted he was fine. I'll regret that decision for as many suns and moons I got left."   The next morning, the lucky farmer Bayliss and his wife Mary were found dead, torn apart, their remains smeared across the walls of their bedroom. Across the hall, their son Petyr slept through it all and was left untouched. And nothing was stolen or even out of place. "Wasn't no robbery. It was revenge. It was pure hate an' revenge. What they wrote on the wall with my brother's blood. Hate Survives. To me that meant a warning. That amulet was the spark that hit the haystack. You really think I want it now?"   Around this time sheriff Daggerham may enter the tavern. He hangs back and watches. He's not trying to be subtle. On the contrary, he wants either the PC's or Waldon (or both) to know he's watching. If the PC's approach him or speak with him, he'll attempt to ask the questions. He wants to know why they're there, where they're planning to stay and for how long. His attitude will be shaped by how truthful they make their answers.   No dummy Will already knows why they're here. Because of the flyers. "An small band of outsiders, very similar to yourselves, put the damn thing up a few years back. I tear it down, it comes back. The rain destroys it, next day, back in perfect condition."   If they cooperate, Will can give them some information.   Petyr lives with his "Uncle Waldon" who instantly sold the lion's share of his parents' belongings "to make ends meet." Waldon also hired cleaners to take care of the farmhouse so he can move in at his earliest convenience. Waldon's current home is a hovel in the slums occupied by part-time farmhands and short-term tenants loking for work.   Will even knows some about Krimko. The toymaker is known from his flyers; “ads” proclaiming he’ll buy enchanted items, no questions asked. He papers towns with them (this is easily verified since Krimko even asked the PC’s to take several flyers with them in case they venture into a town not yet papered to death).   Will pieced together that Waldon contacted Krimko, but to sell him what? "My first thought is that amulet Bayliss was going on about, but it hasn't been seen the murders. So either I'm wrong, or Waldon is hiding evidence so he can line his own pockets." This obviously doesn't gel with what Waldon told the PC's.   If the PC's play dumb, Daggerham will offer to keep an open line of communication with them. He only asks once what they're actually here to purchase, just so he can watch how they react. He won't contest their answer. He'll act similarly if the PC's deny they're here on Krimko's behalf. Will is happy to let them think he's dumber (or at least more "in the dark") than in actuality. If they tell the truth, that Waldon intends to sell it to them, he asks if he revealed where he's keeping it. He's willing to strike a deal. If they help him, he'll allow them to purchase it "at a forced discount" once he's done with the investigation.   Will also assumes there's a chance it was actually stolen and that Waldon isn't above trying to sell them a fake. If they're all getting along, he's happy to feed that nugget to them.   If the PC's push the topic with Waldon either before or after speaking with Will, he'll eventually crack and say he doesn't know where it is, but he's pretty sure Petyr is hiding it from him. Petyr reacted "very strongly" when Waldon suggested selling the damn thing.   If the PC's suggest they'd like to speak with Petyr on the subject, Waldon enthusiastically agrees. He doesn't want to force the child to sell, but he's not letting the PC's leave empty handed either. "You do what you need to change the boy's mind. He's not in a good place to make decisions."   Waldon seems somewhat desperate to get rid of the amulet, to the extent that it's easy to suspect it's not really about the money. Though he'd have to be really drunk to admit it, he's truly convinced it's what killed his brother. His unginged suggestions shed more light on his desire to be rid of it.   "Maybe we can do a swap?" Waldon suggests possibly switching the amulet for an imposter. “You have things of that nature, yeah?” Whether or not anyone in the party is willing and/or able (illusion spells?) to entertain this nutty notion could possibly lead the interaction(s) with Petyr in a different direction.   Regardless of any decisions made in the tavern and where the PC's decide to sleep, and also assuming the PC's won't go to Petyr in the middle of the night, something BAD happens only to be discovered the next morning...   Waldon will die TONIGHT Petyr's Uncle dies on the first night of the PC’s arrival. Unless, for some crazy reason, they force him to stay with them. In which case, the party will be attacked in the night by the true killer. see below   Eerily similar to his brother, Waldon is ripped apart in the night. His blood covering the walls of his one-room shack. And the bloody message is way more 'on-the-nose' this time: "Kleeyando Krevatti." Those paying attention will note only the first part of the amulet's message is posted. Deduction or knowledge of Deep Speech will translate the partial message to "True Luck."   If the PC's escorted Waldon home and/or stood watch over his house, they still saw nothing (unless they use magical light, as the killer teleports through portals of darkness). Depending on how or even if the PC's interacted with Daggerham the previous night, they are in the potential position of becoming suspects.   Petyr will be moved to Will Daggerham's stead now, as Will's wife Ismene (a "foreign girl" from the Southron Nations) is happy to care for the child, at least for now. There are ample opportunities for the PC's to speak with Petyr, especially if they're on good terms with Will.   Petyr isn't devious. He has no desire to keep secrets, other than the location of the amulet (which was largely for his Uncle's benefit). Now that Waldon is dead, Petyr is becoming more and more frightened. It won't take much to get information from him.   He reveals the amulet is NOT a family heirloom, and that his father returned with it from his travel to the Dullwood. He says most of what his father told him is true. He did indeed fix the dam. However, the reason WHY the damn was sabotaged has nothing to do with Hobgoblins.   Turns out, the dam was busted as a beacon of sorts. To draw someone out to the Dullwood. A man who everyone knows about, but most have forgotten, lives on the edge of the woods.   A desperate old hermit of a mage, too feeble to travel, sought to send a message south to the township. As far as anyone knows, the man, known as "Ilano Mouse House" because he apparently practiced bringing mice back to life, was simply in need of money. This is true, but few could suspect the extent of his ambitions.   Ilano Mertis, Necromancer Ilano Mertis, was a decrpit necromancer who wanted to live on as a Lich. But he was faltering and needed money. But he had a plan. Many years ago, when he still lived in Varuum, Ilano bought The Amulet of Saitos from a disgruntled mage who passed it off as the " bringer of luck." Ilano's luck was so "great" that he was forced to flee the south to become a hermit of the Northern Thaw. But he learned, as the mage who duped him had learned, how to sell the amulet as something fantastic.   He sold Bayliss a magic powder to add to his crop. That was always his plan, and as such, his sale was honest. Ilano might have been a necromancer, living off the energy of the dead (well, mice), but he wasn't a crook.   But his visit didn't end there. For Bayliss was always a superstitious man, and questioned Ilano about the amulet he wore around his neck. Ilano, seeing an oppirtunity to rid himself of the accursed thing (and make a few coins in the process) said it brought him good fortune (though going blind, he could still see Bayliss’ growing interest).   He doubled down and told the farmer that the amulet would aid the process and help usher in the harvest. Bayliss bet the farm, so to speak, giving Ilano all his savings in return for the powder and the amulet. Two desperate men, both seeing only what they wanted to see.   The Soul of a Stone The amulet has a will of its own. It desires to spread to as many owners as possible. It feeds off strife. Chaos. It was forged in the Abyss, in the chaos realm of the 14th layer known as the "Steaming Fen." The "cloudy ruby" is actually the trapped and tortured soul of an Efreeti. It promises much and delivers more, just not what is expected. It constantly seeks to be set free. But the only way it knows how is to drive it's owner to destroy it, whatever the cost.   Petyr may also reveal (reinforcing the red herring nature of the amulet) the “tiny detail” that Bayliss wasn’t wearing the amulet at the time of his death.   In fact, it wasn't even in the ROOM. It seems his mother Mary wouldn’t allow it in the bedroom, as she (rightfully) feared the influence of evil spirits (in this case, just the wrong evil spirits).   From here, things become far less linear... so it's probably as good a time as any to let you in on the true nature of the gruesome murders...   What happens when a Lich fails to become a Lich? They sometimes become a fearsome, yet less powerful creature known as a Boneclaw. Mordenkainen's Tome of Foes, p.127   This is the fate of Ilano, having failed to become a Lich after years of preparation. He was too weak to enter his phylactery and and complete the transformation. Denied its promised home, his wicked soul sought out an entity of pure evil to latch onto.   When it couldn't find pure evil, it found pure hate... from within Robert (who openly wished for Bayliss’ death). It latched onto him until his suicide forced it to find a new master. One with hate in his heart. Nobody suspected a child could hate so strong.   If and when the PC's determine they're dealing with a Boneclaw (or similar evil entity) the amulet may be the assumed source of the its control (especially once they realize the creature is bonded to the child), but it’s not. They may take it, destroy it, whatever, and for a short time they will assume they've bested the enemy. But (unless other precautions have been made) Petyr discovers the treachery and the creature attacks the (most) responsible PC shortly after.   The Boneclaw cannot be destroyed while it’s Master lives. Petyr must die, or somehow cast off the creature (easier said than done). It’s not enough to make the boy aware of the creature (he’s not at first) or even make him desire to release it from servitude (it won’t). He must fully release his vengeful desires (he’s freshly grieving, so good luck with that), or something else must happen? New parents possibly? A distraction from his pain? I don’t actually know, and perhaps that’s a good thing.   Petyr knows about his father’s jealous rivals. He wishes ill upon all of them. Those in his own town, and in the neighboring Vale's End as well. One by one, more victims begin to emerge.   Chapter Three The creature will kill again, this time focusing in on the men who confronted Bayliss the night of his death. It will up its game and kill two at once. Groten and Buxy of Vale's End are ripped apart in the night.   However, its not the PC's or Daggerham who find the bodies, since they die in their hometown.   By now, if the PC's had been staying on the Peerman homestead, they'll be asked to move, as Daggerham thinks it's still tied to the investigation. If they want to stay in the transient home ghetto, they can, but Will offers to put them up at his place as well.   In actuality, he'd prefer to have them under his own roof, to keep an eye on them. Even if they're getting on rather well,   the detective in Will can't fully remove them from his suspect list. At the very least, he is concerned they are tied to the case (even possibly without their knowledge).   A group of SIX tough, Vale's End farmers (use THUG stats from Monster Manual p. 350), arrive in town, looking for vengeance. They go looking for Daggerham to force his hand.   They confront him either at home, at his office inside the Court of Law (which houses a tiny jail with only two cells - capable of holding 4 people each), next door at the Guildhouse, or possibly at the scene of either of the violent murders.   They demand to be handed control of the investigation. They can be convinced to simply accompany Daggerham if they feel he has a grasp on it, or (provided the PC's are with him) if he shows strength in dealing with the "outsiders" they're convinced are involved.   They will not fight to the death, but will engage in combat if the PC's become hostile. Daggerham will only engage in self defense, but will attempt to stop any fight between the farmers and the PC's. He will NOT fight on behalf of the PC's.   If they are bested by the PC's, they will attempt to flee. If their escape is blocked, they will allow Will to take them into custody "to cool down."   If they get the upperhand on the PC's, they'll only stop of the PC's surrender. If the PC's won't, then eventually Daggerham will bring in "deputized" backup (use same Thug stats) in a quantity necessary to turn the tide. It's likely that this outcome would lead to both the PC's AND the Vale's End farmers landing in opposing jail cells.   If the Vale's End farmers are still in town (including the jail) once night falls, they WILL be attacked by the Boneclaw. The creature does not fear the local law enforcement, or the PC's.   It won't attack the PC's unless they attack it first. It simply doesn't care about them or even consider them a danger. However, it will still mostly stick to the shadows, making identification difficult. It's towering size and lanky form are easily noted, along with the smell of rot and it's long, bony fingers. It may also give in to its trademark cackling (The Boneclaw is known for its horrid laugh, made almost uncontrollably whenever it commits any of the various acts of cruelty it loves so very much).   Despite how it goes down, if the farmers are killed (left to their own devices, this is 100% their fate), Daggerham will seek out the PC's help, knowing he's in over his head. If they are in jail and did not escape during the attack, he will free them if they agree to be deputized until the threat is resolved.   If the farmers leave town, they will make camp not far away, in order to "keep an eye on things," and it is here that they will be murdered in the night.   If they somehow survive any version of the attack (only possible with aid from the PC's), they will realize the situation they're in and offer to assist the PC's and/or Daggerham. If their help is refused, they will offer to return to Vale's End and tell their people what really happened. This does not mean the Vale's End populace won't decide to handle matters themselves. They may form a larger lynch mob to retun for the creature.   If the PC's haven't questioned Petyr yet, Daggerham will make the suggestion. Eventually, the PC's will learn of the old hermit at the edge of the Dullwood.   They won't know his exact location, but can deduce it down to within a few miles. If they decide to head there, Daggerham will stay behind to protect Petyr (who he feels may be target). If the Vale's End farmers are deputized, they will stay with Daggerham, knowing he needs the support.   Chapter Four Into the woods. It's just about a day's journey to the edge of the Dullwood. If no other preparations were made, the party will spend an additional 1d6+2 hours finding Ilano's decrepit Mill House.   There IS someone else in Last Harvest who knows of Ilano (and knows of his dark plans, if not the specifics). Emmeline Baker, an old woman who lives off her dead husbands money, and claims to be a "medium." She is the subject of much gossip, and as such can be heard spoken about in the tavern. Or if the PC's ask pretty much anyone in the tavern about the occult or anyone who's been around longer than most, they may point them towards Emmeline.   Will doesn't know too much about Emmeline, but it's clear he's creeped out by her. "She sort of came with the town," he'll say by way of dismissal. His wife, however, has more to say on the topic. She apparently went to her once, to gain insight on her inability to get pregnant. Emmeline only spoke of death, and how death surrounds the town and will eventually be its undoing. "This is why the crops stopped growing." Effectively weirded out, Ismene left it at that and never returned. She is haunted by the smell of death, barely covered by perfumes and incense, and the pickled remains of various tiny creatures. Things Emmeline said were "gifts."   If the PC's visit Emmeline, she will be suspicious of any inquiry that doesn't begin with at least the pretense of getting their futures told or communing with a lost loved one. However, once in the middle of things, they will find her to be quite talkative and easily swayed to the topic of their choice.   The price of her services amount to 1gp per person involved, 5sp per non-participant witness.   What Emmeline Knows... She has lived in Last Harvest since its formation. It was formerly a religious colony, established when she was but a small girl. The residents prayed to a lost god of the harvest. But one who demanded blood sacrifices. She fell in love with the son of the high priest. Eventually the community killed the high priest and outsed his followers to become the town it is now. The boy she loved took over an abandoned home not far away that was previously the home of a blood sacrifice. They've kept up communications all these years, but she's been too afraid to visit. Ilano is his name. And he wants to live forever with her. He told her he had a plan. And he sent her gifts "to prepare" for his coming. She knows part of his plan involves revenge on those who killed his family. On the path to the Dullwood... You may roll once or twice on for Random Encounters. Use Xanathar's Guide tables.   Roll the 1st on Forest Encounters lvl 1-4 Table (p 97). Once encounter is complete, you may want to roll 1d20 and if the result is 12 or above, then add the second encounter.   Roll the 2nd on same table, only Lvl 5-10 (p.99).   As the PC approach the Mill (best way would be to follow the stream north), they will see a tiny wheat field before it.   The wheat is overgrown and mostly dead. There are Four Scarecrows at even intervals, covering the width of the field. These scarecrows are animated constructs and use the stats from the Monster Manual (p.268). They will fight until destroyed, but if the PC's evade them and rush inside the Mill House, they won't cross the threshold.   The Mill House For exploring the Mill House, use provided map labeled "The Arcanist's Mill." Use the numbers, but only in reference to corresponding text in the body of this adventure, not on the original map key.   ----Points of interest for "Last Harvest" & "Vale's   End" appear later in the module and use recycled   maps & numbers also provided.   Rooms by Number Area 1: Courtyard with Scarecrows   Room 2: Mill Room. Mess with debris strewn about. Nothing of value.   Room 3: Bedroom. Possible scrolls.   Room 4: Observatory   Room 5: Laboratory   Room 6: Phylactory Creation Chamber   Room 7: Boarded Tunnel Entrance. Voices plea for help.   Room 8: Waterfall deposit/Spawns of Kyuss Cesspool   Room 9: Rot Chamber/Body Dump/Zombies Corralled   Room 10: Dry Goods   Room 11: Storage   Room 12: Phylactory Mausoleum   No Rooms 13/14.   Minions of Ilano- To be placed where most appropriate (guidelines above):   (1) Homunculus (MM p.188) servant (who can lead the   party to the Boneclaw's lair, which may be in the basement   of Emmeline's rotted out manor house. Named "Gregory."   (1) Corpse Flower (Mordenkainen p.127) is the source of   the zombies, which are spawned from discarded bodies of   Ilano's experiments. The corpse flower can be reduced in   power so it's not as difficult to destroy. Suggest half hit   points. AC and damage already easy enough.   (2) Spawn of Kyuss (Volo p.192) are part of the "worm   pool in the cave and are indicative of Ilano's dedication to   Orcus.   (1d6+6) Zombies (MM p. 316)   (1d10+4) Skeletons (MM p. 272)   (1) Zombie Ettin [use Zombie Ogre stats] (MM p. 272)   (1) Ghoul "speaker" (MM p. 148) - source of "cry for help."   (2d4) Gray Ooze and/or Black Pudding (MM p. 240)   Magic Items There will be items inside Ilano's Mill House including a spellbook (or scrolls) with spells from Xanathar, not currently available to the PC's until they find it. Also...   (1) Light of Brexia (wonderous item, rare), glowing holy   vial of light w/40' radius. 2d4 radiant damage against   undead (Save DC 14 for half-damage), turns any undead   w/CR 2-or-under (Save DC 14). 2 charges/long rest. 10min   duration/charge.   (1) Chainmail of Necrotic Resistance   (1) Bag of Beans   (1) Edwin the Sentient Dagger of Pain. +1 dagger, but on   successful hit (+ key word "Pain!" uttered, 6 charges/day)   target must make a (DC15) Save or will feel as if the   wound is worse than it actually is. All rolls at disadvantage   (except Save to end pain effect) each round until successful   save (same DC). 1 save attempt/round. Edwin is CN, with 8   INT, requires attunement, after which Edwin will often   offer (bad, INT 8) advice and greatly resents any request to   shut up.   (1) Onyx Dog (Rare): This onyx statuette of a dog can   become a mastiff for up to 6 hours. The mastiff has Int 8   and can speak Common. It also has Darkvision 60' & can   see invisible creatures/objects within that range.   Once it has been used, it can’t be used again for 7 days.   His name is "Scallywag" and he's a scamp!   Ilano's Journals Hidden in a secret compartment in his bedroom, Ilano has several non-magical tomes containing notes and general insight into his activities. PC's may learn the following after taking 1d4 hours (half that w/successful Arcana or Perception check - DC 16, min 1 hour).   Ilano was clearly attempting to transform himself into a Lich. His long term plans involved the creation of another, unnamed Lich, along with references to his "undying love." His Lich name was to be "Lord Death Torrent," which is objectively stupid. There are some references about colleqgues and their warnings, which he blows off as jealousy. "...Pelgin even went so far as to say death is hardly the worst outcome. On again with his nonsense about the bone creature, or beast, or whatever. Pelgin's public university roots are clearly showing." "Saitos' amulet would make a great phylactory. Do I pay heed to more of Pelgin's peasant superstitions? He got in my head with this curse business. I know it's all really about how much I paid for it. He'll never shut up about that miniscule loan I allowed him (from the bottom of my heart, mind you) to give me. I'll show him. Actually, Lord Death Torrent will show him. And the other cliquish fools from Alabaster Tower." -The Alabaster Tower is part of the Mages'   university in Varuum, where the amulet was sold.   Chapter Five What to do next? The PC's should have several options by now. They may know that the creature they're dealing with is a Boneclaw, assuming they used the knowledge gained at the Mill along with either additional information from Emmeline, or a History/Arcana check (DC 18 base, lower DC or give advantage depending on how much time was spent in journals).   Regardless, its doubtful they'll know to whom the Boneclaw is attached. They may have suspected Robert, based upon his note, but none will know the creature (or at least this version) had the brief opportunity to latch onto another soul after Robert's demise.   Once the threat is identified as a Boneclaw, a further History/Arcana check (DC 18/DC 12 - if they successfully passed a previous History/Arcana check) will reveal that a Boneclaw cannot survive without a host/master.   It's reasonable to assume the PC's also deduced that the other person Ilano wanted to covert to "eternal life" as a Lich is Emmeline. Or if they suspect this, they may return to question her again.   If they confront Emmeline with their newfound information and accuse her of being in league with Ilano, she'll initially deny any connection. If they persist, she may eventually reveal that he was in love with her, but it wasn't reciprocal. She will feign surprise (this is detectable with a contested Charisma [+3 for Emmeline] vs Insight check) at his mention of another person in his journals that they suspect to be her.   If ever the conversation turns advisarial or even hostile, she will threaten the PC's with veiled violence. "You are making a rather large mistake. Others have made the same mistake and have not lived long enough to regret it."   If it gets to this, the PC's have rather good reason to believe Emmeline is master to the Boneclaw (she is not). If needed to push this red herring, it can also be added that she and Robert maintained a bit of a "relationship," which for Robert's part, was due to his need of money. For Emmeline, she just desired a gigolo and has disposable cash. But the implication is the same.   If things somehow get worse, Emmeline will play her final card, and simultaneously reveal her dark truth...   Emmeline's Dark Truth Emmeline has been a student of the dark arts for many years, slowly building her skills as a necromancer. She saw what her path reaped for those less cautious, so she's successfully hidden her true talents from the populace of Last Harvest for all these many years.   It was she who convinced Ilano to transition to undeath. She wanted to see a successful transformation before she took the plunge herself. Indeed, Ilano's failure is partially due to his rush to fulfill her request, before he was truly ready (assuming he'd ever be).   Emmeline has learned from his error and soon plans to transition herself to Lichdom. She even has a phylactory room, in her basement. It is also guarded by undead forces. Forces she will call to her aid if the PC's threats go too far.   Emmeline is protected by (2) Deathlocks (Mordenkainen p. 128). She may also have 2d4 standard Zombies (MM p. 316) trapped in her basement, if necessary to keep things interesting.   Emmeline, herself, is a Warlock and uses the stats of the Warlock of the Great Old One (Volo's Guide p. 220)   She has the random non-magical treasure of a creature of her CR (6), but also has (1or2) of the following magic items (may use 1d4 to determine):   (roll 1) Headband of Intellect (DMG p.173) and/or   (roll 2) Immovable Rod (DMG p.175) and/or   (roll 3) Medallion of Thoughts (DMG p.181) and/or   (roll 4) Ring of Mind Shielding *(DMG p.191).   Later That Night... If the PC's fight and defeat Emmeline, they have reason to assume the "nightmare is over." They will soon be proven wrong. That night, another murder will take place. Depending on the stakes, it could even be an attack on a PC. Or perhaps on Will Daggerham or his wife (because they try a bit too hard to "replace" Petyr's lost parents. His grief will distort their affections to malice, and he may begin to hate them for it). In this instance, if the PC's are staying in the Daggerham household, they may have the opportunity to rush to the rescue.   Potential deviations There is a chance the PC's will desire to travel to Vale's End, possibly to recruit help from or even confront the farmers (depending on how that encounter went).   If the purpose of their visit is to get help fighting the supernatural creature (or possibly even Emmeline), the farmers can be convinced. The ease of the task is largely determined by the tenor of the previous encounter with them. Regardless, if they proceed respectfully, it may be a challenge, but they should ultimately receive the aid they seek. (1d4+1) Farmers (use Thug stats, as before) may return to Last Harvest with the PC's to face the supernatural threat.   The fly in the ol' ointment here is that once it is determined that Petyr is the unwitting master to the Boneclaw, the Farmers will unanimously want to kill the boy (if it's even simply hinted that a Boneclaw cannot die unless it's master perishes first).   Chapter Six: The Final Encounter There are several ways the PC's may learn that Petyr is the master to the Boneclaw. None of those ways involves Petyr "revealing" the truth, as he has no idea that he has any control over the beast, or even that such a beast exists in the first place.   If the PC's need a definative moment, or a little hammering about the head, the previously mentioned attack on Will and/or Ismene can be used to put a button on it, so to speak.   After the attack, Petyr can go into hysterics or sob uncontrollably. He may even say something similar to Robert's suicide note. Perhaps Petyr spoke aloud his momentary feelings of hatred towards the well-meaning couple. But he recognizes those feeling were misplaced and instantly regrets them. But if the PC's don't connect the dots, Petyr can be self-aware enough to see a pattern in the killings.   It's even possible the creature whispers thoughts to him. Regardless, he should have heard its cackling in moments where it would be alone with him, yet doesn't hurt him. That's in itself a bad sign!   But how do the PC's learn the truth about Robert? And also learn of the Boneclaw's 1 hour time limit to find a new host once it's previous master dies?   Well, for one, let's deal with Robert.   Robert was the boneclaw's 1st master If that wasn't obvious already. Ilano failed at becoming a lich shortly after he gained enough money off of Bayliss to attempt the transformation. Robert's anger at his partner's brother is what drew the creature to him. After he realized what he had done, through his malice, he realized he could not live with himself. So, his death was indeed a suicide.   The easiest way for the PC's to make this realization is through the similarity to Petyr's mental state.   The easiest way for them to determine the requirements and specifics of the Boneclaw is from scouring Emmeline's own journals and notes. It's even possible that she mocks them with her dying breath. "Even if you kill its master, it will live long enough to find another. It can never be stopped!"   Something along those lines should do. But yes, the specifics could be snippets of research from her notes.   So, how to kill the damn thing? If the PC's can get Petyr to let go of his anger/hate (easier said than done), then the Boneclaw will attempt to find a new master. One of the Vale's End Farmers (if present) would be a good candidate. If they're in the room when Petyr is freed, the Boneclaw will attack and try to bond at the same time. If it dies before the bond can be completed, it dies for good.   The process for it to bond with a new master requires it to spend 1 entire turn in concentration (as if casting a spell). During this time, it can't do anything that would break this concentration and is subject to any external effects that may break its concentration. Note that this information is NOT part of Emmeline's notes, but will have to be determined situationally.   The Boneclaw may attempt to bond as often as it wishes, providing the potential master still has hate in its heart. An unaware host gets a saving throw at disadvantage (DC 20), or normal if it knows it's the subject of the bond. It can gain advantage on save if it is being aided in it's attempt to rid itself of hate. Aid can be either magical (charm spell or similar) or possibly a contested Charisma check (PC's charisma vs potential host charisma).   If the Boneclaw can be kept from any hate-hearted creature (within a one mile radius) for an hour, it will wither and die on its own. Note that a one mile radius provides a decent opportunity for the beast to find a master.   Epilogue Hopefully both Petyr and at least one of the Daggerham's survive the adventure. If so, Petyr will become a permanent member of their household.   If not, the mayor's wife will take the child in. If Will Daggerham survives, he will be a contant ally for the PC's throughout their careers. His house will be a safe haven for their travels.   The mayor will present the PC's with a "suitable reward" for ridding the town of evil spirits. Suitable is subjective, as these are relatively poor farmers. Total should be under 500 gp worth.   Petyr has no issue giving up the amulet, and is pretty convinced the thing is cursed. Krimko will provide pay (200 gp/PC) and a bonus upon the PC's return. He also has no interest in the other magic items they may have found.   The End?

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