The Enchanted Forest
The Enchanted Forest
The Enchanted Forest
2024
Table
of Contents
Introduction
How to Play PAGE 6
Introduction: The Enchanted Forest PAGE 11
Chapter 1: Exploring Willowmere
Exploring Willowmere PAGE 12
The Town Square PAGE 15
The Blue Goat General Store PAGE 16
Al’s Forge PAGE 17
Mira’s Bakery PAGE 18
The Giggling Goblin Inn PAGE 19
Side Quest: The Case of the Missing Puppy PAGE 21
PAGE 6
How to Play
PAGE 9
How to Play
Final tips:
Have fun! This adventure is designed for kids to have fun and
learn about roleplaying in a fatasy setting. We want to
encourage problem solving, teamwork and ultimately fun.
This guide will lead you through a magical journey filled with
engaging roleplay, exciting combat, creative problem-solving
and lots of other learning outcomes (puzzles, maths, logic,
teamwork etc…). Each chapter focuses on different aspects of
the adventure, offering detailed descriptions and helpful tips to
ensure a smooth and enjoyable experience for all.
PAGE 11
Chapter 1
Exploring Willowmere
The road has been long and tiring, but as you walk over the
last hill, a charming sight unfolds before you. Willowmere, your
old hometown. You have undergone training in your disciplines
as teenagers and have returned for a break back home for a
few months during the holidays. Known for its lush gardens and
cheerful markets, Willowmere welcomes you with open arms.
However, a subtle tension underlies the festive atmosphere.
PAGE 12
Chapter 1: Exploring Willowmere Town
PAGE 13
Chapter 1: Exploring Willowmere Town
Elena's Responses:
1 We will have many rewards for your help, not just from us in terms of
gold, 100 gold, but saving the town, helping the villagers and the local
animals too. Too many little animals have been seen scared lately and
have left their homes. the local tribes are also struggling and will also
want to give you something for your efforts too if you were able to
help get rid of this blight!
2 The plants are withering, animals are either fleeing or turning
aggressive, and it all seems to be spreading from the forest but we’re
not sure why. Leafa, our local guide to the forest, has been keeping us
informed. We do not know how long before the blight affects the entire
village and our fruit and vegetables are growing anymore.
3 Thank you! Your courage gives us hope.
(Hands each adventurer a beautifully crafted green tree-shaped pendant)
This pendant represents our bond and commitment to peace with all
forest tribes. Wear it proudly as a symbol of unity and hope. The path
you choose is fraught with peril, but I am confident in your ability to
bring light to this darkness. I have also sent letters to the other tribes
to keep an eye out for you. Please seek out our dear Leafa by the Great
Stone at the forest's edge. She is our local forest guide and knows these
woods better than anyone and will guide you on your quest. Make sure
to get supplies before heading to the forest, you will need them for the
adventure ahead! I would start at The Giggling Goblin Inn where you
can get a big meal, have a drink and maybe find out more information
about the blight—it’s just opposite The Blue Goat General Store up the
road. If you need weapons, head to Al’s Forge. We are all depending on
you here to help us and in return. Once you get what you need, then go
and meet with Leafa at the Great Stone just a few minutes outside of
town as I’m sure you remember! The fate of the town is in your hands
…Good luck!
PAGE 14
Chapter 1: Exploring Willowmere Town
PAGE 15
Chapter 1: Exploring Willowmere Town
Dialogues:
Prices at The Blue Goat:
Greeting: Ah, adventurers! You’ve returned
after years to The Blue Goat, have you? Healing Potion: 5 gp
Remember, I’ve got the best supplies in all (Heals 10 health)
of Willowmere. Not that there’s much
competition, mind you. Climbing Rope: 2 gp
On the forest’s blight: The forest’s been (50 ft/ 10 Squares)
sick for a while now. It’s unnatural, that’s Torch (Pack of 5): 2 gp
for sure. I’ve seen many seasons, and this is
unlike anything before. You’ll want to be Animal Feed: 1 gp
well-prepared if you plan to go poking Alistair’s Adventuring
around in there. Just be careful!
Pack: 8 gp
Advice for adventurers: A good rope and
(contains 1 rope, 2
a solid torch can save your life more than
once, my friends. And don’t underestimate torches, 1 healing potion,
the power of some animal feed —creatures and animal feed)
can be persuaded with the right snacks.
PAGE 16
Chapter 1: Exploring Willowmere Town
Dialogue:
Greeting: Ah, fresh faces! If you need
a weapon sharpened or some armor
patched up, you’ve come to the right
place. I can fix anything—well, almost
anything. Al
When asked about the blight: I’ve
heard the same as the others. Forest
creatures acting strange, plants
withering. Something ain’t right. I’ve Prices at Al's Forge
made more weapons in the past month
than I have all year. People are getting Simple Sword: 3 gp
prepared. If you’re heading into the (Same as normal weapons)
woods, make sure your gear’s in top
Shield: 5 gp
shape.
(+1 Defense)
If asked for help: Help? Ha, I’m no
warrior. I’m a blacksmith. But I can Armor Repair: 2 gp
make sure you’re well equipped for Arrowheads: 1 gp
whatever’s out there. And if you find any
(10 pcs)
strange metals or ores, bring ‘em back.
I’ll craft something special for you.
PAGE 17
Chapter 1: Exploring Willowmere Town
Dialogue:
Greeting: Ah, adventurers! It’s been years
Prices at the Bakery
since you’ve been home! You must be
hungry after your travels. Nothing like a Loaf of Bread: 1 gp
warm loaf of bread or a fresh pastry to lift
your spirits! Fruit Pastry: 2 gp
When asked about the blight: It’s a (heals 3 health)
terrible thing, isn’t it? My herbs aren’t Meat Pie: 3 gp
growing like they used to. People are
((heals 6 health)
worried it’ll reach the crops too. You
should be careful out there if you go into Berries: 1 gp
the forest. (Small Basket)
On the town: If you’re looking for a place
to rest, The Giggling Goblin has the best
pies in town—well, second best, after mine!
PAGE 18
Chapter 1: Exploring Willowmere Town
Hal Merrypie
(Innkeeper)
Appearance: A jovial halfling with
a broad smile. He’s always ready to
greet guests with a story or a joke.
Personality: Outgoing and friendly,
Hal loves to chat with adventurers
and hear their tales. He’s known for
his humor and ability to lighten the
mood.
Pippa Merrypie
(Cook and Hostess)
Appearance: An elegant gnome
with a tattoo of a world map on
her arm, always busy whipping up
Hal & Pippa pies or refilling mugs. She has a
sharp wit and a warm heart.
Personality: While quieter than Hal,
Pippa loves hearing stories from
travelers and is famous for her
blueberry pie, which is said to have
a "magical" quality about it.
PAGE 19
Chapter 1: Exploring Willowmere Town
Dialogue:
Hal’s Greeting: Welcome to The Giggling Goblin! Sit down, warm up by the
fire, and let Pippa get you something tasty. Our hearth will keep you warm.
Pippa’s Greeting: Oh, adventurers! Sorry to ask but have you seen Buttons?
My little puppy has wandered off again. Could you bring him back? He’s
quite the handful and it would help me tremendously!
!Should players accept this quest, please see Side Quest: The
case of the missing puppy
When asked about the blight:
Hal: Ah, the blight... Not much laughter in the forest these days. I’ve heard
strange things—plants withering, animals acting all wrong. But you’re brave
enough to look into it, right?
Pippa: Some say it’s old magic gone bad. Others whisper about a curse. All I
know is it’s making everything feel... darker. You’ll need more than pie to fix
that, though it certainly won’t hurt!
On the town:
Hal: Willowmere’s a lovely place—usually. We’re famous for our gardens,
markets, and friendly folk. But that forest... Well, something’s not right, and
the whole town knows it.
Pippa: You’ll want to stock up before heading into the woods. A full belly
never hurts, and if you’re looking for more rumors, you might overhear
something here at the inn.
PAGE 20
Side Quest
Quest Introduction
As the adventurers have entered The Giggling Goblin, they are
approached by Pippa Merrypie, the innkeeper. Pippa is visibly
distressed and seeks the help of the party.
Pippa: Oh, dear adventurers! My playful puppy, Buttons, has wandered off
again. I suspect he’s gotten himself into a spot of trouble at the market, or
maybe The Blue Goat General Store, the little pup is always looking around
for any treats he can get! He’s so cute but he’s so cheeky! Could you be dears
and help bring him back before he causes too much mischief? I would be
happy to reward you for your efforts.
Quest Acceptance
The players are likely to empathize with Pippa’s distress and
accept the quest to find Buttons. This quest serves as a light-
hearted introduction to the town and its inhabitants, fostering a
sense of community and responsibility.
PAGE 21
Side Quest: The Case of the Missing Puppy
Pippa’s Replies:
1 Thank you so much! I’ll have some fresh pie and a small bag of gold
waiting when you return with him
2 Buttons is a small, fluffy puppy with a mischievous glint in his eye. He
loves treats and is quite the escape artist!
3 You’re so kind! Buttons is quite friendly and loves people, especially
those who have treats!
PAGE 22
Side Quest: The Case of the Missing Puppy
Quest Resolution
Upon successfully freeing Buttons, the adventurers return him to
a grateful Pippa at The Giggling Goblin.
Pippa: Oh, my stars! Thank you ever so much for bringing back my little
scamp. Here, as mentioned, have some of our famous blueberry pie as a
token of my gratitude. And please, take this small purse of gold coins for
your troubles. You’ve certainly saved me from a day of worry!
PAGE 23
Side Quest: The Case of the Missing Puppy
Rewards
Material Rewards: Each player receives a whole dish of Pippa’s
famous blueberry pie wrapped up for travel and 12 gold coins in
a pouch.
Future Benefits: Improved relations with Pippa, who will offer
2gp discounts and information in future interactions.
Additional Notes:
Roleplaying Tips:
Encourage players to interact with both Pippa and Alistair,
exploring their personalities and gaining insights into
town life.
PAGE 24
Chapter 2
PAGE 25
Chapter 2: Entering the Enchanted Forest
PAGE 26
Chapter 2: Entering the Enchanted Forest
Leafa's Responses:
1 I don’t really know how it started to be honest, it just came slowly
then all of a sudden lots of the forest was getting sick! Then the
animals were getting scared too!
2 Oh boy! I’ve been here a long time... I think around 300 years... I’ve
only just started to be able to explore the forest by myself as there is so
much out here that is dangerous!
3 Well, I’ve got a map and we can make a start straight away. We can
take the shortcut, which leads us through a section of the forest that’s
a bit tricky shall we say? Or we can take the longer route, which will
keep us safer but may cost us precious time. The choice is yours.
Leafa carefully folds the map and tucks it away, then gestures
toward the path that winds into the forest. The air around
them seems to grow quieter as they prepare to leave the safety
of the town behind.
PAGE 27
Chapter 2: Entering the Enchanted Forest
! Should they choose the long way, skip The Shortcut Path
section. The party arrives safely at Bramble.
PAGE 28
Chapter 2: Entering the Enchanted Forest
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Chapter 2: Entering the Enchanted Forest
Once the party is out, have Leafa breathe out a sigh of relief and
congratulate the party on doing such an excellent job of getting
out.
PAGE 30
Chapter 2: Entering the Enchanted Forest
I was here collecting honeydew but slipped and got stuck here. Thankfully
you came in time! As thanks for your kindness, I wish to share a secret of
the forest, follow me."
Her voice tingling with excitement. She darts off, her glow a
faint beacon beckoning the party to follow
Shortly after following her, Salia taps a great tree’s root with
her tiny hand. Magically, a section of the ground shifts,
revealing a small, hidden hollow.
Salia: Here, beneath the loving Oak, a treasure for those who respect the
forest's residents. Treasures such as these are yours for saving me. Thank
you once again!
PAGE 31
Chapter 2: Entering the Enchanted Forest
Rewards
Inside, the adventurers find a
collection of small treasures:
a handful of bright, polished
stones that emit a soft glow
(worth 20 gold), and a small
pouch 15 gold coins
Salia: Remember, every creature, no matter how small, has a part in the
story of the forest. Treat them well, and they will do the same for you.
PAGE 32
Chapter 2: Entering the Enchanted Forest
Bramble
As the adventurers press onward after their encounter with the
quicksand and the helpful pixie, the Enchanted Forest deepens
around them. The path they follow becomes more intricate, with
the tall trees overhead casting dappled shadows that dance
with the movement of the leaves. The air grows cooler, and the
sounds of the forest—chirping birds, rustling leaves, and the
occasional distant call of a creature—create an ambiance both
mysterious and inviting.
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Chapter 2: Entering the Enchanted Forest
PAGE 34
Chapter 2: Entering the Enchanted Forest
The forest grows slightly more darker on the floor around the
players as they approach the druid’s altar. The trees here are
starting to become twisted, their bark cracked and blackening.
The air feels like an unnatural fog that clings to the ground,
making it difficult to see more than a few feet ahead. The
adventurers can feel the weight of the forest’s sickness pressing
in on them, and even Leafa seems uneasy.
PAGE 35
Chapter 2: Entering the Enchanted Forest
The journal then begins to fade and Leafa advises that the
party should not touch it anymore and perhaps hide it. After
the players do some checks, have them notice tracks heading
towards a certain direction. Leafa suggests that the path leads
to the Dwarven Village and they may have answers.
PAGE 36
Chapter 3
Leafa: The forest has told me that the leader of the dwarves is a brave
man named Thromgar. I will go as far as I can, but I may have to wait for
your return as dwarves and elves don’t speak to each other since the old
times. There was a big war and they decided they didn’t want to be friends
anymore. Perhaps once this is over they might start talking again. I will
see if I can come in but if not then I will seek more information from the
forest... Here’s to good luck!
PAGE 37
C h a p t e r 3: T h e D w a r v e n V i l l a g e
PAGE 38
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Thromgar: Ah, that rascally Pipper! Always up to his tricks! Where are
you, you little trickster?
That’s Pipper, our village’s mischievous mascot. Now, little elf lady, you
will have to wait here as you know, no elves are allowed in the dwarven
village. Err.. By the way, are you looking for that druid? Seems the only
reason you would pass here… You missed him by a few days... he seemed
distracted by something… He knows no dwarf here and entered the the
cave of the ogre so we left the druid on his own. He kept to himself and
looked a little unwell. That cave would be the best place to start… other
than that I have no idea what he did here, sorry friends.”
If you are looking for anything else, there is The Stone Mug Inn for rest and
rumours, The Emberheart Forge for weapons or armour, and The Arcane Elixir
for potions and herbs. The are all just in the village centre. I will take you to the
mines to investigate if you wish, when they are ready.
I’ll meet you at the front of The Stone Mug Inn when you are ready to move on.
PAGE 39
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Oh, did I ever tell you about the time I Group Lodging (Per
wrestled a rainbow slug? Aye, it was night): 5 gp
thiiiis big—
(He gestures wildly with his arms.)
PAGE 40
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Dialogue:
The Stone Mug Inn
Ahem! It was the size of a loaf of
bread, and you got scared and Roast Ox Leg (Restores
ran away. Let’s not exaggerate Full Health) 6 gp
again, Olaf. Hearty Stew (Restores 5
Health): 3 gp
Dwarven Ale: 2 gp
PAGE 41
C h a p t e r 3: T h e D w a r v e n V i l l a g e
When players ask about the village, the blight, or the druid, Olaf is eager to
help but tends to get distracted by his own stories. He knows a little about
the druid passing through, mentioning that the druid looked unwell and was
holding something close, but then Olaf quickly starts rambling about how
the villagers carved their own mines.
Dialogue:
When asked about the blight and Druid:
Olaf: Ah, the blight, the druid, you say? He passed through, looking a bit
sickly, like he'd been wrestling with something in the forest— But you know,
speaking of strange things, back when we were carving out the mines, there
were whispers about... Oh the blight, never mind that, it’s probably nothing.
Ludo: Probably nothing? Since the blight, we’ve had more dangerous creatures
creeping around the village than ever before. You should really tell them about
that, Olaf.
Ludo: Good luck. I would advise to stock up on things... That Thromgar has his
hands full with problems at the moment.
! Let the players decide where to go next and read the relevant location.
Remind them that after they have explored the areas to meet Thromgar at
the Inn.
PAGE 42
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Appearance: A dwarven
blacksmith with thick, muscular
arms. She has light skin and
holds a hammer in her hand firm.
She stands shorter than most. Her
long, brown hair is always pulled
back into a neat braid and she
looks very strong.
Dialogue:
Greeting: Ah, more adventurers, eh?
The Stone Mug Inn
Don’t just stand there—come closer. No,
you aren’t like the other sickly one… Iron Sword
Don’t worry though, The Emberheart (+1 damage): 9gp
Forge doesn’t bite. How can I help today?
Battle Axe
When asked about the Blight: Ehhh the
blight, not sure about it other than (+1 damage): 9gp
business slowing down. Runic Leather Armor
When Asked About the Druid: That (+1 to Defence): 15gp
druid, right, he was a nervous one. Came
here asking for special gear, to secure Iron Shield: 4gp
something from deep within the mines. I
didn’t have it so he just rushed off - no
idea where though!
PAGE 43
C h a p t e r 3: T h e D w a r v e n V i l l a g e
PAGE 44
C h a p t e r 3: T h e D w a r v e n V i l l a g e
PAGE 45
C h a p t e r 3: T h e D w a r v e n V i l l a g e
As the party ventures deeper into the mine, they notice the walls are
becoming slick with moisture. Stalactites drip ominously from above,
and the faint sound of squelching echoes through the tunnel ahead. The
tunnel widens into a larger chamber where several puddles of
gelatinous substance glisten in the dim light. Thromgar turns to the
group, his voice low.
Thromgar: These mines, once full of life and history, are now home to
dangerous creatures. A large ogre, Chunkhead, guards our treasure—a
chest of precious artifacts that could help us reclaim our strength. We
desperately need your help to retrieve it and prepare to face the growing
blight!
PAGE 46
C h a p t e r 3: T h e D w a r v e n V i l l a g e
PAGE 47
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Conclusion:
Suc ces s b y Avoidan c e:
If the p la yers m an age to avoid the jellies t hrough s teal th
or dis trac tio n, th ey will b ypass the encounter safely and
continue o n their wa y tow ard Chunkhe ad’s lair.
Victory in Co mbat:
Aft er defeating the jellies, t he playe rs can f in d a c l u e
abou t the dr uid Ca elo rn in the form o f a dis carded
journal page th a t one o f the j ellies had p artial l y
dis s olve d. Th is p rovides a dire ct lead fo r t he pl ayers,
connect ing Caelor n’s a ctions to the forest’s bli gh t.
Defe at:
If the p laye rs ar e o verw helmed,
they w ill b e kn ocked unco nsci o us
but wake up just out side the
cave, re scued by Thro mgar and
his dwar ve n allie s. The y’ ll have
the chanc e to r egr oup an d t ry
again.
PAGE 48
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Chunkhead
Dialogue:
Thromgar: We are here… the ogre is
just ahead. How do you plan on
getting past? Getting the treasure for
my people would be incredible and
turn the tides for the dwarves. Good
luck adventurers!
The party can choose from several tactics to overcome the situation.
Each option comes with advice from Thromgar. He is reluctant to move
closer as although he is leader of the dwarves here, he wants to avoid
conflict if possible and mentions he struggles with combat now that he
only has one eye. He also knows his people need him now more than
ever and if something were to happen, it would be bad for the village.
PAGE 49
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Chunkhead: Who… who goes there? Dwarves again? No… not dwarves.
You… smell funny. Small ones, what you want? I want peace here.
Di st ract i on ( Usi ng Noi se or Mag i c) : P l aye rs may at t e mp t t o
di s t ract t he o gre by t hrow i ng ob j ect s o r usi ng sou nd -b ased
sp el l s o r i t ems. A Spo t check ( DC 1 0) w i l l al l ow t he p l ay ers
t o i dent i f y a go od sp ot t o t hrow a st on e or cas t a n oi se
sp el l , drawi ng t he o gre aw ay f r om hi s cam p. I f succ essf ul ,
t he og re w i l l m ove t owar d t he sound , gi vi ng t he pl aye rs a
cha nc e t o snea k by .
Chunkhead: What!? More cave jelly? I will squish you so you leave me
alone!
Chunk head t hen l eaves t he ar ea f or a whi l e an d co mes
bac k wa nt i ng t o rest .
Engagement ( Co mba t ) : Pl ay er s who cho ose t o en gag e t he
ogre w i l l be f a ced wi t h a chal l e ngi n g f oe . T hi s ogre seems
t o have t ough h i d e and a b i g cl u b t hat coul d d o s eri ous
damage. ( See Ap pend i x: Cr eat ure s f or st at s o n Chun khead ) .
Chunkhead: Why small ones so mean? Chunkhead just want quiet! Fine…
Chunkhead fight!
He rai s es hi s cl ub a nd roar s, b ut hi s at t acks r emai n
unco ordi n at ed, as he cl earl y pre f e rs n ot t o f i ght . I f
Chunk head st art s t o get t he uppe r hand , hav e hi m ask t he
pa rt y t o l eav e hi m al one or t her e wi l l be m ore t r oub l e.
PAGE 50
C h a p t e r 3: T h e D w a r v e n V i l l a g e
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C h a p t e r 3: T h e D w a r v e n V i l l a g e
Thromgar: Look at this! Thank you so much for helping our village! Let
me open it with the town key and give you your reward… You must also
understand, with this sceptre, we can begin to heal our land and ignite
bravery in all of our folk.
Thromgar op ens t h e ch est and pul l s out a t hi ck d warven
sc ep t e r f u l l of mu l t i c olo ured cr yst al s e t che d a t t he t i p
and a c ro w n wi t h a t h i ck mul t i co l ored j ew el s aroun d i t .
PAGE 52
C h a p t e r 3: T h e D w a r v e n V i l l a g e
Leafa: Well done, heroes! Your bravery is inspiring. While you were gone
I heard of whispers that the druid was heading to the gnome town of
Tinkerton. Not sure what he was doing there but it’s not too far from
here. Let me take you to the next place as quickest as I can.
If you need anything else before we go, now is the time to stock up on
anything. Let’s try be quick though, we don’t want to lose him.
When the party is ready, they can head to the town of Tinkerton.
PAGE 53
Chapter 4
Before she gets a chance to tell the party, a huge beastial roar
can be heard in the distance that startles Leafa.
PAGE 54
C h a p t e r 4 : O n t h e r o a d t o T i nk e r t o n
Leafa: Listen guys, it’s actually been a long time since I have been this far
into this side of the forest… I want to go on but I’m actually a bit scared.
You young people don’t seem to be scared of anything… do you have any
advice? What are you scared of and how do you keep going when you are
scared?
PAGE 55
C h a p t e r 4 : O n t h e r o a d t o T i nk e r t o n
Interaction:
Explain that the gate’s magic responds to color combinations.
Players need to mix the primary-colored flowers found nearby
to match the colors on the gate's panels.
The gate won't open until all the panels are properly matched
with the mixed colors.
Solution:
The players need to place the correct combinations of flowers
on each panel:
Purple: Combine Red + Blue
Orange: Combine Red + Yellow
Green: Combine Yellow + Blue
Outcome:
Success: When all three panels glow brightly with the correct
colors, the ancient stone doors glow bright then slowly creak
open, allowing the party to continue their journey towards
Tinkerton.
Have the players roll a Spot check. On a 12+ they find two small
pouches with 8gp each and a small light blue gem (worth 10gp).
PAGE 56
Chapter 5
As you arrive and enter the gear contrapted doors, you see huge
mechanical marvels and realise the village is a wonder in itself,
with whimsical buildings and colorful decorations. The air is filled
with the sounds of tinkering and a bit of chaos strangely.
PPAAGGEE 5X7
Chapter 5: The Gnome Village of Tinkerton
PAGE 58
Chapter 5: The Gnome Village of Tinkerton
Introduction:
Welcome to Tinkerton! I’m Gearwell, and as I see you wear that Amulet of
WIllowmere, I can ask of you, your help! The blight has reached our town,
and our Sky Clock has stopped, throwing everything into chaos! The Gear
Goblins stole the clock’s gears, and without them, things will only get
worse.
PAGE 59
Chapter 5: The Gnome Village of Tinkerton
PAGE 60
Chapter 5: The Gnome Village of Tinkerton
PAGE 61
Chapter 5: The Gnome Village of Tinkerton
Dialogue:
Greeting: W-welcome to the Cog & Wheel The Cog & Wheel
Workshop! Feel f-free to look around.
Need a repair or my Pop and Lock kit? It’s Workshop
only 5 gp for you? Misc repairs: 9gp
Distraction invention
When asked about the Blight: Machines
are acting weird—b-brand new cogs (Distract opponent for 2
rusting and the boiler refusing to boil. I- turns): 9gp
it’s spooky!
PAGE 62
Chapter 5: The Gnome Village of Tinkerton
Gearwell: These parts are essential for the clock's operation. They have been
taken by Gear Goblins! Please, bring them back and help out town – we are
desperate! Many people are going Haywire… Including Haywire & Menny
Pilwicken the town friar!!
As he says that, walking backwards past the party, an odd looking
gnome approaches looking at the party yelling “I can fix it! Just fetch
me my hammer and fork, I’ll write a letter to start” while trying to
push two wrenches together.
Gearwell: The goblins are cunning and always follow a certain pattern with
their stolen loot. They divide important parts between three key places at
their Goblin camp:
One piece is always kept at the Guard post. Those goofs don’t even know
who is goblin if you talk close enough like them - they can’t see properly!
Another is given to a Goblin Tinkerer, who tries to modify or experiment
with it. You'll have to come up with a clever idea to swap it out.
The final piece is handed over to the Goblin King himself, who hoards it
as a trophy. This will be the hardest and will require all your skill.
To retrieve all the gears, you'll need to figure out ways to get past these
challenges. Whether through stealth, trickery, or force, I believe you have
what it takes. Here's the map and some magical talking stones that might
help with communication between you —good luck, brave souls! I have to
sort out my people!
Talking Pebbles: 5 smooth metallic round pebbles with a painted
face and a cheeky grin. When spoken to a pebble, it repeats the
message to the other stones up to 50 squares. These can be handed
to each player to communicate (think walkie talkies!)
Gearwell hands over the map and pebbles to gather all three gears
to fix the Sky Clock
PAGE 64
Chapter 5: The Gnome Village of Tinkerton
Standing at a makeshift guard post built from scraps are a duo of goblin guards.
The guards are bickering, constantly chattering in their own unique slang. The
guards are small but stocky, about the size of dwarves, each with distinctive
appearances.
PAGE 65
Chapter 5: The Gnome Village of Tinkerton
PAGE 66
Chapter 5: The Gnome Village of Tinkerton
PAGE 67
Chapter 5: The Gnome Village of Tinkerton
Outcome:
Success : Skroggle will eagerly hand over the gear, not bothered by
it but excited to see how his newest creation works with it. "Ohhh, I
bet it' ll go BOOM! Here, take dis and go see wot happens! Gonna be
amazin' !"
PAGE 68
Chapter 5: The Gnome Village of Tinkerton
PAGE 69
Chapter 5: The Gnome Village of Tinkerton
Once successful, the party is able to obtain the last Cog, the
adventurers notice something else amidst the pile… another
journal.
PAGE 70
Chapter 5: The Gnome Village of Tinkerton
As you get closer, you notice the air here is filled with the scent
of blooming flowers, and gentle music floats through the trees.
The wooden gates ahead are open and Leafa greets people as
you enter. The homes and buildings are crafted out of ornate
elegant designs of the forest with smooth finishes in and
around the trees, and the streets are clear save for a few
leaves that have recently fallen.
Leafa points out the elven leader to you and mentions they will
be back in a few minutes. Leafa mentions that they already sent
word earlier and the elves have been expecting you. As you
head through, you're greeted by an elven woman named Silvara
a tall, calm and wise elf with flowing silver hair, greets the
party.
PAGE 72
C h a p t e r 6 : T h e E l v e n L a nd s
Leafa: Heya! I’m sorry, I need to check on my family and make sure
they are ok - you go on ahead and I’ll catch up! This blight seems to
be way worse than I thought if its come all the way here!
Silvara
Greeting:
Welcome, brave souls. While our forest is usually a place of peace,
we are troubled. Our owlbear cub, Lexi, is missing near the Crystal
River. Will you help us bring her home?
PAGE 73
C h a p t e r 6 : T h e E l v e n L a nd s
Tracking Lexi
Setting the Scene:
The players set out on their journey to find Lexi, following her
trail through the dense, magical forest. The path is narrow, with
low-hanging branches and the occasional sound of distant
animals.
Tracking Le xi
The adve nturers set fort h with t heir pendan ts glo win g
softly as gu ides. Th e fore st is den se and f ille d w ith sound s
of wildlife. Th e gro und is so ft ben eat h t heir f e et, an d the
air s mells of p ine and dam p earth. T he adv enturers must
tra c k the cub, follo wing signs that she le ft behi n d durin g
her wande rings.
PAGE 74
C h a p t e r 6 : T h e E l v e n L a nd s
Tracking Lexi
DM Notes: (Success): Depending on what they decide they
want to search for, read the below.
Owlbear Feathers – On the forest floor, you see several
soft white and brown feathers scattered. You also
notice some feathers caught in the brambles, leading
further down the narrow path
Broken Branches – A series of broken branches seem
somewhat to match Lexi’s size & weight.You see a set
of small, deep claw marks scratched into a tree, as
though it tried to climb but it quickly abandoned the
attempt.
Muddy Paw Prints – Lexi must have splashed through a
mud puddle, leaving clear prints leading deeper into
the woods.
PAGE 75
C h a p t e r 6 : T h e E l v e n L a nd s
Tracking Lexi
Poacher Gnome: Hold the net properly, you oaf! How are we supposed to
catch the cub if you’re all tangled up in it
Poacher Orc: Iz not my fault! And are we iz even in the right part of the
forest? Dis map doesn’t make any sense!
Poacher Young Human: It’s upside down Gorlag!
Tracking Lexi
DM Notes: Build suspense if the party fails or is caught.
This could lead to a tense encounter or combat.
Once the Poachers are dealt withand the party unlocks the
lock to the cage door, Lexi dashes into the forest in a panic!
PAGE 77
C h a p t e r 6 : T h e E l v e n L a nd s
Rescuing Lexi
PAGE 78
C h a p t e r 6 : T h e E l v e n L a nd s
Rescuing Lexi
Once out and rescued, Lexi, runs off, still scared and hiding
behind the tree allows the players to approach her. Her big,
round eyes peer out from behind the bark, and she lets out a
soft, nervous hoot.
Leafa then arrives and can help the party if needed. She also
tells them her family is safe thankfully but she had to help clear
the blight for a bit!
PAGE 79
C h a p t e r 6 : T h e E l v e n L a nd s
Rescuing Lexi
DM Notes: On the way back, ask the party how you are
travelling with Lexi? Are you in a line side by sude or
are you in a straight line or a group?
Roll Initiative.
Description: When triggered, it springs to life, wrapping around
the legs of unsuspecting adventurers and tickling them
mercilessly.
Silvara: You have done a great deed today, brave adventurers. Thanks to
your courage and kindness, Lexi is safe, and our village is forever grateful.
May the forest always protect you!
As the elves sing a joyful song, the adventurers watch Lexi playfully hoot and
nuzzle their feet with the mother by her side now, nuzzling it. The elves are
clearly thankful for their help. Leafa has now returned and is smiling ear to
ear.
Leafa: I knew you could do it! Well done! Where are we off to next? Did
you find any clues out there as to what might be causing the blight or
where we should go?
A l l o w t h e p l a y e r s t o h a v e a d i s c u s s i o n a b o u t w h a t t o d o n e x t a nd i f
s t u c k , h a v e L e a f a a d v i s e t h a t p e r h a p s t h e f a i r i e s h a v e h e a r d s o m e t h i ng
a n d i t m i g h t be w o r t h h e a d i ng t h e r e t o c h a t a s e l v e s a n d f a i r i e s g e t
along well!
PAGE 81
Chapter 7
PAGE 82
C h a p t e r 7 : O n t h e r o a d t o T w i nk l e t o n
Leafa: Wowza! These aren't just any nature barriers; they're from the sick forest
itself. We need to find a way to cross here to get to the village before the gap opens
further.
The gap in front of you is approximately 5 squares long (25 feet) and
jumping would be just out of reach. The players will need to think of a
clever way across and perhaps work as a team.
Find a Natural Bridge: Players can search the nearby area for a natural
formation or an appropriate fallen tree or vines that might span the
width of the chasm. This requires a successful Spot check (DC 12).
DM tip: Have the players come up with ideas and let them
roll with it... DC 12 is average so if they are looking to do
something quite difficult have Leafa gently advise against
it.
If they come up with a unique way to deal with the vines,
such as using forest animals or using environmental
elements to their advantage, facilitate this by setting
appropriate DCs and allowing the narrative to adapt to
their ideas.If it seems too easy, make the gap open up a
little further, resulting in the party having to pass another
series of challenges.
PAGE 83
C h a p t e r 7 : O n t h e r o a d t o T w i nk l e t o n
Leafa: Wow! Well done team! Though we made it to the other side, this means that the
blight is much worse than we thought... cracking open the earth like this... I’ve never
seen anything like it in my 400 years! We need to get to the fairy village asap and send
word to the other villages as to what has happened.
Once the party has successfully passed the bridge, Leafa looks at her
map and tells the party the fairy village is up ahead not too far. She
mentions they should try get to the fairies as quickly as possible to tell
them about what happened here.
PAGE 84
Chapter 8
PAGE 85
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
The players are greeted by a swarm of giggling Fairy Sprites who hover
around them, curiously inspecting their belongings. They hum to Leafa who
seems to understand what they are saying. The blight seems to be at the
edge of the Village and looking like a small section wide but very dark and
blight affected.
Leafa tells the party the sprites will go and tell the village we have arrived
and they can rest and replenish at The Petal Rest where Arty might have
some news or even a good bed or drink.
Once ready and rested, the sprites will guide them to a nearby section of
unhealthy crops that Fairy Elder Glowbell is inspecting it.
Fairy Elder Glowbell flutters toward the adventurers, her iridescent wings
shimmering in the soft light.
PAGE 86
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
In this period as Elder Glowbell is making her way to the party, have Leafa
mention that the Fairies and Elves have been friends for centuries and are
here to help each other. They also once used to share magic and artefacts
too. Leafa also whispers to the party that Elder Glowbell has not aged since
she was a little girl nearly 400 years ago... imagine how old she must really
be!
Activity: Here, the players will help the fairies deal with a pest
infestation that is threatening their magical crops.
PAGE 88
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
Puzzle Solution: The players must match the right fruit and
vegetable seeds with the correct alphabetical order to
create a magical barrier to protect them. They must do the
Fruits and then the vegetables in separate lists. Once this is
done, the seeds emanate a powerful glow over the fields,
deterring any pests from entering. Leafa can drop some tips
if the players get stuck.
Elder Glowbell: You have done what we could not. Our fields are safe, our
future is secure, and it is all thanks to your bravery and wisdom.
Planning and preparation are the seeds of success.As a token of our
gratitude and a reminder of your deeds here, take these magical items.
One last thing before you go…I ask that you help Eboneth with her
windmill issue. I’m not sure whats happened but I know its causing her
all sorts of issues.. I must see to the recent blight outbreak on the
otherside of the village but will be back soon.
PAGE 89
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
Eboneth: Thats it! I’ve had it!!… and well, been trying to fix this all day,
and nothing works! Silly thing! The gears won’t align, and if the mill
doesn’t start turning soon, we’ll lose all the grain. This mill is the heart of
Twinkleton—we depend on it! Please, can you help me? I’ll take any
advice or assistance at this point. I just… can’t do it alone anymore and
everyone seems too busy to help.
PAGE 90
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
Mechanics:
Intelligence Check (DC 13): Players can roll to gather
insights about the sequence. Each successful check
provides a hint about the correct order.
Players can also describe their actions to test
placements or suggest solutions. Eboneth provides a
running commentary, reacting to their progress.
Interactive Elements:
Time Pressure: Each round, the grinding gears grow
louder, and the mill’ s structure begins to vibrate. If
players take too long (e.g., 5 rounds), introduce a minor
hazard like a dislodged gear falling (Agility Check DC 10
to avoid 1d4 bludgeoning damage).
Teamwork Opportunity: One player can adjust gears,
another can inspect the order, and a third can roll
Strength (DC 12) to manually reset the mechanism once
aligned or manage the creatures that are coming.
Puzzle Solution:
Players correctly align the gears by matching the sequence.
When the final gear clicks into place, the grinding noise
ceases, and the mill' s blades begin to turn smoothly. A
golden light fills the room as the mill resumes its function,
and the fairies cheer in relief.
PAGE 91
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
Glowbell: You are always welcome here and in time we will thank you
with something special. Before you go, make sure to speak with Arty
at The Petal Rest who might know a bit more about whats going on.
May your journey be filled with luck and the blessings of the fairies.
PAGE 92
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
Appearance: Arty is a
young male fairy with
golden wings that shimmer
like sunlight on water. Hi
wears plain clothes and
carries an oaken staff with
him.
Personality: Arty Playful
and quick-witted, he loves
charming his guests with
sharp humor and whimsical
stories. His genuine care
make him beloved among
Arty Dewlight the fairies and visitors
alike.
Greeting:
Ah, weary travellers! Welcome to The
Petal Rest. Stretch out those legs and let
the flower’s magic do the rest. The Petal Rest
Moonlit Nectar (Restores
About the Blight: Full Health): 6 gp
The blight? Pfft, it’s an unwelcome guest
like that druid who came past desperate Sweet Blossom Tea Potion
for something. He looked really sick
though but before I could do anything, he (Restores 5 Health): 3 gp
yelled in frustration and left! Scared out
some of my patrons too! He was holding Group Lodging (Per
a dark red gem of sorts. Good luck! group/ Night): 5 gp
On the Town & Help:
Glowbell’s wisdom, Eboneth’s windmill
woes, and, of course, my charm. You’d be
lost without me! PAGE 93
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n
PAGE 94
Chapter 9
As the party steps onto the log, it breaks in half and they all
fall into the muddied area. It then goes silent and you feel very
uneasy. Leafa darts her eyes around quickly... Suddenly, a Giant
Monster covered in muck and grime bursts out of the swamp
and a battle begins.
Roll initiative.
PAGE 95
Chapter 9: The Frog Marshes
Combat Strategy:
Env ironmental Haz ards: T he b attlefield should inc lude
areas o f deep mud a nd pools of w at er, whi ch allow the
Mu d Monster to mov e faste r and b enefit from its
rege ne ration and playe rs to mov e slow er.
Div ide and C onquer: T he Gian t Mud M onster will ofte n
attempt to iso late and en trap one player with Sw amp
Eng ulf w hile using Mu d Sli ng t o slow down resc uers.
PAGE 96
Chapter 9: The Frog Marshes
Leafa: Wow! That was tough! I hope we don’t run into anything
like that again! Who are you?
PAGE 97
Chapter 9: The Frog Marshes
PAGE 99
Chapter 9: The Frog Marshes
Eldar
Croakwell
Appearance: Eldar Croakwell is an old but commanding figure
with vibrant green skin, a long white beard and an intricate
wooden staff, decorated with dark, swirling patterns. His robes
are adorned with various symbols denoting his chief rank.
PAGE 100
Chapter 9: The Frog Marshes
Introduction:
Welcome, brave adventurers. I am Eldar Croakwell, chieftain of the
Frog Marshes. Our scouts have sung of your deeds. We suffer from a
blight, a corruption spreading through forest and water, here worse
than ever! We believe you are key to purging this evil. Will you aid us as
you have aided the others?
Kendar also bows to you and heads back up the river you
came from.
Let the players decide where to go next and read the relevant location.
Remind them that as time passes, things are getting worse both here and the
entire forest.
PAGE 101
Chapter 9: The Frog Marshes
The sweet, pungent smell of smashed swamp berries fills the air as you
see a distressed frog in a brimmed hat flapping his hands and trying
to salvage his scattered goods.
Task:
Help Gribbit organize his stall and find clues about the intruder.
Greeting:
Oh my days! My poor stall—
kaput! Someone rushed through
and destroyed everything. Please
help me organize it again…
maybe we’ll find a clue about
who caused this mess!
Ohhh nut! Ohhh noot!! Nearly all
of it messed up or gone! Can you
help an old Croaker??
PAGE 103
Chapter 9: The Frog Marshes
PAGE 104
Chapter 9: The Frog Marshes
Gribbit: Ohh my days! Thank the Croakers…thank the Ancient Lilies, thank
you adventurers for saving my shop! Goodness and goop ohh I’ll finally be
able to sell stuff again. Half price my items for your help - thank you!
PAGE 105
Chapter 9: The Frog Marshes
Outcome
Success: Pla ye rs dis cov er Mosq uito F lats has the hi ghe st
blight concentra tio n. Dr. Hopper perf orms a ritual with the
d ata, unc overing a hid de n path t hrough the marsh.
Fa ilu re: Dr. Ho pp er ta kes a closer loo k at it and asks them
to try again as so mething doe sn ’t lo ok ri ght.
PAGE 106
Chapter 9: The Frog Marshes
The grove opens up before you, filled with the glow of lily
pads floating on still water. Each lily pad bears a glowing
letters, illuminating the darkness. The letters shift and move
as if inviting you to arrange them. A faint murmur seems to
rise from the water, urging you to find the hidden message.
PAGE 107
Chapter 9: The Frog Marshes
Eldar Croakwell: Well done my friends. With this unlocked and the help you
have given us, we will surely be able to last much longer in the fight against the
blight. Please take these ancient items to help in completing your quest. May
your croaks be heard for all the ages!
Roll a d6 to determine which magical item they get from the Frog
Marshes magical item list in Appendix 2: Magical Items.
PAGE 108
Chapter 10
PAGE 109
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
Greeting: Welcome to
Bramblebrook, travelers! We
don’t get many visitors here, but
Ivy you look like you’ve been
Meadowgleam through quite a journey. Please,
make yourselves at home—our
doors are always open.
On the blight: The blight has seeped into our land, threatening
crops and health alike. Hazel hoped to find a cure, but even she
hasn’t returned since yesterday morning.
On the Town & Help: Our people are kind, but times are hard.
Please, speak to Tawny or Otto just in there—they may know more
about Hazel’s whereabouts. We’ll gladly offer any aid we can.
PAGE 110
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
PAGE 111
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
As thank s whe n sh e
gets home, Ha ze l giv es
the ad ven tur ers a
smal l pou ch of
med icin al herb s that
gran t te mpo rar y
re sistan ce to po ison
for 3 tu rn s.
PAGE 112
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
PAGE 114
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
Outcome:
Magical Rewards: Otto gifts the adventurers two magical
items: Roll a d6 on Apprendix 2: Magic Items Halfling
Village to determine what each player gets.
Otto Barleybrew: Holy halfling holes you did it! I’m as stunned as a
goose on Tibseston! My oh my I’ve got to get to work - err, take those
and thank you! I’ve got too much to do! See if you can find that
herbalist girl if you haven’t already.
PAGE 115
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
Greeting:
Well, aren’t you a sight for sore eyes! Welcome to Bramblebrook! If you’re here
for Hazel, you’ve come to the right gardener.
On Hazel:
Oh, you’re here about Hazel? I bet she wandered to Havenbrack grove —she
mentioned something about finding a rare herb to fight the blight. Just mind the
strange creatures
PAGE 116
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
Thistledown
Greeting:
Ah, travelers! You’ve stumbled upon Milo Thistledown, teller of tales and spinner
of songs. Care to hear a story or two?
PAGE 117
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k
The Festival
As du sk settles, the village comes alive w ith t he war m g l ow
of h angin g lanterns and the soun d of che er f ul hal fl ing
voic es of the festiv al. Tab les are laid out lade n w ith fr esh
food and p la tters o f swe et ho ney cak es. Chi ld re n chase
eac h ot her a ro und the tables, w hi le the elde rs laugh an d
sh are st ories o f old. Milo begi n s a liv e ly tune on his fl ute,
and e ven Otto raises a mug of hi s b re w , now fully fin ished .
Afte r g athe ring insigh ts into the b li g ht, the adv e ntu rer s
prepare to lea ve Bramblebr ook, now know ing t he Dru id
Circ les may h old th e key to stopping i t. The villager s b id
you farew ell with gifts an d gratitude .
PAGE 118
Chapter 11
The Confrontation
After gathering supplies and magical items from each
community, you follow the twisted, shadowed path to the heart
of the Enchanted Forest, where the blight’s source festers. You
notice that there is only one way in as the corrupted forest has
blocked the rest of the paths.
The path to the Dark Druid’s lair is lined with withered plants
and lifeless trees, marking the center of corruption. As you step
deeper into the dark, damp grove, the air grows thick with a
foul energy.
Leafa: Ummm... I hate to say it but it looks like we are heading to the right
place.
PAGE 119
Chapter 11
The Confrontation
As you approach the heart of the forest, the trees around you
grow twisted and blackened, their limbs reaching out like
skeletal hands. The ground beneath your feet is cold and
lifeless, with only patches of sickly moss and thorny vines
clinging to life.
As you get closer to the figure, you realise the forest behind
you closes up, preventing you from escaping. Caelorn smiles.
Roll initiative.
PAGE 120
Chapter 11: The Confrontation
PAGE 121
Chapter 11: The Confrontation
PAGE 122
Chapter 11: The Confrontation
With a frustrated shout, Caelorn slams his staff into the ground,
sending a wave of dark energy surging out in all directions.
The air crackles as dark tendrils of energy spread, forming
pockets of twisted vines and thorns. The corrupted plants
sprout around you, clawing at your legs and slowing your
movements as you try to evade his attacks.
PAGE 123
Chapter 11: The Confrontation
PAGE 124
Chapter 11: The Confrontation
PAGE 125
Chapter 11: The Confrontation
Caelorn: I’m not sure how the crimson gem got to me so deeply but I
simply remember it making me feel like I was doing right, even
though it was making me do bad things. I tried to fight against it but
it was too powerful and had me in its grasp. I thought if I could just
leave clues where I went that perhaps someone could see them and
work out where I was going to stop this madness - thankfully you
found my clues and were able to defeat me and the crystal! The forest
owes you a tremendous debt... I will think of a suitable reward in
time but for now I must work with Bramble to restoring the rest of
the towns and forests.
PAGE 126
Chapter 12
Epilogue
With the forest freed from the blight, Bramble, the ancient treant
guardian, is now fully healed. He steps forward, his bark now
glowing with renewed energy, and speaks to the adventurers in a
deep, resonant voice.
Bramble: Young ones, you have saved this forest. Your bravery and
kindness have restored life to all who dwell here. The forest will
remember your deeds, and so will we.
As the adventurers return to the village, they are greeted by the
joyful communities of Willowmere, Tinkerton, the dwarven
settlement, and the elves. Each group comes forward to honor the
young heroes, and they gather in a grand celebration—a festival of
unity and gratitude.
PAGE 127
Chapter 12: Epilogue
Epilogue
The forest is alive with celebration. Lanterns are strung between
trees, casting warm light across the gathering. Tables laden with
food and drink stretch across the glade, with villagers from every
community laughing, singing, and sharing stories. Music fills the air,
and children play among the trees, their laughter echoing through
the forest. Leaders from all around are here to visit and celebrate.
PAGE 128
Chapter 12: Epilogue
Epilogue
Elena: Today, we celebrate not just the end of the blight but the
bravery and friendship that brought us together. These young
adventurers have shown us the power of unity. Let us always
remember that together, we can overcome any darkness.
PAGE 129
Chapter 12: Epilogue
Epilogue
Upon entering George’s Rest, you notice the breath-taking view of
the forest. The walls are lined with gifts from each community. It is
a place of peace, warmth, and welcome, a true home for heroes. On
the dining table you also notice a pouch and a scroll attached to it.
Upon reading the scroll you see a detailed thanks from all of the
village leaders. Opening the pouch, you realise there is over 500
gold pieces for you to all share between you. This was a gift from
all of the village elders.
PAGE 130
Chapter 12: Epilogue
Thank you!
Thank you for purchasing this game and helping it come to life. This
all started from my own daughter wanting to get involved in
tabletop RPG’s more. I really hope whoever you played with it had a
tremendous time!
Keep Charging,
Harry
PAGE 131
Chapter 12: Epilogue
Special Credits
Specific thank you to the wonderful backers who pledged that little
bit more on Kickstarter to help this get to the fully upgraded version
here. Thank you so much!!
PAGE 132
Chapter 12: Epilogue
Disclaimer
This adventure is an independent creation by Cavalier 3D
Miniatures/ Cavalier Adventures and is not affiliated with,
endorsed, sponsored, or specifically approved by Wizards of
the Coast LLC. Dungeons & Dragons is a trademark of
Wizards of the Coast LLC, a subsidiary of Hasbro, Inc., which
does not sponsor, authorize, or endorse this product.
PAGE 133
Appendix 1
Creatures/ Enemies
Bouncy Boggle
Creature Rating (CR): 1
Description: A small, round creature that bounces everywhere it goes. Its body
is rubbery and bounces off surfaces with a boing sound.
Defense: 12
Health: 18
Movement: 5 squares (bouncing)
Actions:
• Bounce Attack: Leaps high into the air and attempts to land on a target. Roll
a d20 +4 to attack, dealing 6 bludgeoning damage.
• Ricochet: Once per encounter, can bounce off a hard surface to change
direction unexpectedly, gaining an advantage on its next attack.
Blight-Touched Sprite
Creature Rating (CR): 0.25
Description: Once a peaceful forest sprite, now corrupted by the blight and
spreading its evil influence.
Defense: 12
Health: 10
Movement: 6 squares
Actions:
• Magic Bolt: Roll a d20 +3 to attack, dealing 1d4 damage.
• Curse: Forces a Charm check (DC 11) or the target’s attack rolls are reduced
by 2 for 1 turn.
Encounter Suggestion: 4 Blight-Touched Sprites (Total CR 1)
Blightwalker Toad
Creature Rating (CR): 1
Description: A large, bloated toad with skin that oozes a slick, oily substance.
Its eyes have a sickly yellow sheen, and it hops sluggishly.
Defense: 11
Health: 22
Movement: 3 squares
Actions:
• Acidic Croak: Emits a loud croak that sprays acid in a cone up to 2 squares in
front of it. Roll a d20 +2 to attack, dealing 6 acid damage.
• Sticky Leap: Can leap to a target within 4 squares, attempting to land on and
grapple them. Roll a d20 +3 to grapple, the target is restrained and takes 3
bludgeoning damage per turn until they break free (Strength check DC 12).
PAGE 134
Appendix 1
Creatures/ Enemies
Bog Baddies
Creature Rating (CR): 2
Description: Sludgy creatures that emerge from bogs; they like to pull
adventurers into the muck.
Defense: 10
Health: 18
Movement: 3 squares
Actions:
• Muck Pull: Pull an enemy into the bog, reducing their movement by half for 1
turn (Strength check DC 12).
• Sludge Splash: Splash sludge at an enemy, blinding them and reducing their
attack rolls by 2 for 1 turn.
Bog Creeper
Creature Rating (CR): 1
Description: A sluggish creature from the bogs, covered in muck and slime,
seeking to drag adventurers into the mire.
Defense: 12
Health: 26
Movement: 3 squares
Actions:
• Muck Pull: Roll a d20 +3 to attack. Target must succeed on a Strength check
(DC 13) or be grappled.
• Sludge Slam: Deals 1d6 bludgeoning damage and reduces the target’s
movement by 2 squares for one turn.
Bramble Hounds
Creature Rating (CR): 2
Description: Wild dogs covered in brambles and thorns, driven mad by the
druid’s influence.
Defense: 13
Health: 16
Movement: 6 squares
Actions:
• Bramble Bite: Bite into an enemy, dealing 3 damage and causing them to
bleed, taking an additional 1 damage on their next turn.
• Pack Howl: Howl to call for other hounds, increasing their attack rolls by 2
for 1 turn.
Bubble Bees
Creature Rating (CR): 2
Description: Bees that blow bubbles instead of stinging. They live in harmony
with the flowers and trees. Often seen in swarms.
Defense: 9
Health: 5
Movement: 6 squares
Actions:
• Bubble Burst: Deal 3 points of damage. If the target is hit, they are encased in
a bubble and float 2 squares away.
• Honey Heal: Heal an ally for 2 health points by sharing their honey.
PAGE 135
Appendix 1
Creatures/ Enemies
Bubble Frogs
Creature Rating (CR): 4
Description: Frogs that blow bubbles to communicate and play. Often found in
pairs or small groups.
Defense: 9
Health: 10
Movement: 6 squares
Actions:
• Bubble Blow: Blow a bubble that deals 2 points of damage and encases the
target, reducing their movement by 2 squares for one turn.
• Croak of Joy: Emit a joyful croak that boosts all allies within 3 squares,
increasing their next attack roll by 2.
Fungal Sporebat
Creature Rating (CR): 1
Description: A small bat whose body is covered in glowing fungal spores. When
it flaps its wings, it releases a cloud of blight spores that shimmer in the air.
Defense: 12
Health: 15
Movement: 6 squares (flying)
Actions:
• Spore Release: When attacking, it releases a cloud of spores. Roll a d20 +3 to
attack, dealing 3 poison damage. Additionally, the target must succeed on a
Charm check (DC 10) or become poisoned for 1 turn.
• Evasive Flight: Increases evasion, giving attacks against it a disadvantage
until its next turn.
Frolicsome Foxes
Creature Rating (CR): 5
Description: Foxes that love to play tricks and frolic around the forest. A
typical encounter might involve a small pack.
Defense: 10
Health: 12
Movement: 8 squares
Actions:
• Quick Dash: Move up to 10 squares and deal 3 points of damage.
• Playful Pounce: Pounce on an enemy, dealing 4 points of damage and
knocking them prone unless they succeed on an Agility check (DC 12).
PAGE 136
Appendix 1
Creatures/ Enemies
Giant Mud Monster
Creature Rating (CR): 8
Description: A towering elemental composed of thick,
viscous mud, the Giant Mud Monster moves with a slow,
lumbering gait across solid ground. In muddy or watery
environments, it gains additional speed, allowing it to
traverse such terrains more efficiently. This formidable
creature uses its massive form to slam enemies, sling
mud from a distance, and attempt to engulf foes in
swampy depths.
Defense: 13
Health: 45
Movement: 2 squares (lumbering movement on solid
ground; +1 square in mud or water)
Actions:
• Slam Attack
- Melee Attack (1 square)
- Damage: 7 bludgeoning
- Effect: On a hit, the target must succeed on a Strength
check (DC 12) or be knocked back 1 square and prone in
the mud.
• Mud Sling
- Ranged Attack (up to 3 squares) Damage: 5. On a hit,
the target's movement is reduced by 1 square until they
use an action to clear the mud off.
Special Traits:
• Mud Armor
- The Giant Mud Monster’s thick, viscous armor absorbs
part of each attack. Reduce incoming damage from all
sources by 2 points per hit (minimum 1 damage per hit).
Fire attacks deal full damage and bypass Mud Armor.
• Marsh Regeneration
- At the start of its turn, if the Giant Mud Monster is in
water or muddy terrain, it regains 3 health unless it
took fire damage during the last turn.
Encounter Suggestion:
• Solo Encounter: 1 Giant Mud Monster (CR 8)
• Group Encounter: 1 Giant Mud Monster (CR 8) + 3
Swamp Sprites (CR 2 each) (Total CR 14)
PAGE 137
Appendix 1
Creatures/ Enemies
Giggling Gelatinous Cube
Creature Rating (CR): 2
Description: A transparent, cube-shaped blob that jiggles comically when it
moves. Every movement is accompanied by bubbly, infectious giggling sounds.
Defense: 8
Health: 40
Movement: 3 squares
Actions:
• Engulf: Can engulf creatures it moves over. Roll a d20 +3 to attack, engulfing
creatures and dealing 5 acid damage per turn. Creatures can escape with a
Strength check (DC 12).
• Laughing Bubbles: Releases laughter-filled bubbles. Creatures within 3 squares
must succeed a Charm check (DC 10) or start laughing uncontrollably, next action.
Giggle Blossom
Creature Rating (CR): 3
Description: A flower that releases giggle-inducing pollen when touched.
Typically encountered in small groups.
Defense: 7
Health: 8
Movement: Stationary
Actions:
• Pollen Burst: Release a burst of pollen that causes all enemies within 3
squares to giggle uncontrollably, reducing their attack rolls by 2 for one turn.
• Sweet Nectar: Heal an ally for 3 health points by sharing its nectar.
Giggle Sprites
Creature Rating (CR): 3
Description: Tiny, glowing fairies that love to play pranks and spread laughter.
Typically found in groups.
Defense: 8
Health: 8
Movement: 8 squares
Actions:
• Tickle Touch: Deal 2 points of damage and cause the target to giggle
uncontrollably, reducing their next attack roll by 2.
• Laughter Burst: Once per encounter, the sprites can create a burst of
laughter. All enemies within 3 squares must succeed on a Charm check (DC 10)
or be incapacitated by laughter for one turn.
Glow Worms
Creature Rating (CR): 2
Description: Luminescent worms that emit a soft, calming light. Usually found
in small groups.
Defense: 7
Health: 10
Movement: 1 square
Actions:
• Light Beam: Deal 2 points of damage and blind the target for one turn,
reducing their attack rolls by 2.
• Calm Glow: Emit a soothing light that heals all allies within 3 squares for 3
health points.
PAGE 138
Appendix 1
Creatures/ Enemies
Grumble Golems
Creature Rating (CR): 3
Description: Grumpy golems made of rocks and dirt. They grumble constantly
and enjoy blocking paths and entrances.
Defense: 11
Health: 22
Movement: 4 squares
Actions:
• Block Path: Stand in the way, preventing passage until they are moved or
defeated.
• Gravel Toss: Toss gravel at enemies, dealing 3 damage and reducing their
movement by 1 square for 1 turn.
Haunted Leaves
Creature Rating (CR): 1.5
Description: Leaves that have been cursed to hover and swirl menacingly
around intruders.
Defense: 9
Health: 10
Movement: 0 squares
Actions:
• Leaf Swarm: Creates a swirling vortex of leaves that disorients enemies,
reducing their defense by 2 for 1 turn.
• Razor Edges: The leaves slice at enemies as they swirl, dealing 3 damage.
Marshmallow Goop
Creature Rating (CR): 4
Description: A blob of living marshmallow that loves to hug and squish things.
Typically a solo encounter or with smaller creatures.
Defense: 10
Health: 15
Movement: 2 squares
Actions:
• Squishy Hug: Deal 4 points of damage and cause the target to be restrained
for one turn unless they succeed on a Strength check (DC 12).
• Sticky Throw: Throw a piece of itself at an enemy, reducing their movement
by 2 squares for one turn.
PAGE 139
Appendix 1
Creatures/ Enemies
Prankster Pixie
Creature Rating (CR): 0.5
Description: A tiny, fluttering pixie with a mischievous grin. It carries a small
sack of glitter that it uses to sprinkle on unsuspecting victims.
Defense: 14
Health: 8
Movement: 6 squares (flying)
Actions:
• Glitter Bomb: Tosses a handful of glitter at a creature. Roll a d20 +5 to
attack, deals no damage but causes the target to sparkle brightly, giving
disadvantage on stealth checks for 1 turn.
• Giggle Fit: Emits a high-pitched giggle that is contagious. Creatures within 2
squares must succeed on a Charm check (DC 10) or be forced to giggle along,
losing focus and their reaction until the next turn.
Rainbow Slugs
Creature Rating (CR): 3
Description: Colorful slugs that leave a trail of rainbow slime wherever they
go. They tend to travel in pairs or groups.
Defense: 7
Health: 12
Movement: 3 squares
Actions:
• Slime Trail: Create a trail of slippery slime. Any enemy that moves through it
must succeed on an Agility check (DC 10) or fall and lose their next turn.
• Glitter Splash: Splash an enemy with glittery slime, causing them to sparkle
and be easier to hit. Reduce the enemy’s defense by 2 for one turn.
Snortlet
Creature Rating (CR): 1
Description: A tiny creature with oversized nostrils that snorts loudly when
amused or excited, sending small gusts of wind.
Defense: 10
Health: 12
Movement: 4 squares
Actions:
• Mud Spray: Snorts out a spray of muddy mist. Roll a d20 +2 to attack, dealing
3 bludgeoning damage and blinds the target until their next turn.
• Windy Waddle: Can create a small gust of wind with a snort, pushing objects
or creatures within 1 square away by 1 square.
PAGE 140
Appendix 1
Creatures/ Enemies
Thorned Guardians
Creature Rating (CR): 4
Description: Animated wooden statues covered in sharp thorns, acting as
protectors of the druid's lair.
Defense: 12
Health: 20
Movement: 4 squares
Actions:
• Thorn Barrage: Shoots thorns at enemies, dealing 3 damage and causing a -1
penalty to attack rolls for 1 turn.
• Root Snare: Roots extend from their base to entangle enemies, reducing their
movement by 2 squares for 1 turn.
Ticklish Treant
Creature Rating (CR): 3
Description: A large, walking tree with branches that quiver and shake as if
being tickled. Its bark is knotty and occasionally bursts into giggles when
touched.
Defense: 15
Health: 52
Movement: 4 squares
Actions:
• Branch Bash: Swings a heavy branch. Roll a d20 +6 to attack, dealing 12
bludgeoning damage.
• Tickle Tremor: Stomps the ground, sending a ticklish tremor through the
earth. Creatures within 4 squares must succeed on a Charm check (DC 14) or be
incapacitated with laughter for 1 turn.
Tickle Vine Trap
Creature Rating (CR): 1
Defense: 12
Health: 15
Movement: None (stationary)
Actions:
Tickling Tendrils: Any creature that moves within 2 squares of the Tickle
Vine Trap must succeed on a DC 12 Dexterity saving throw or be restrained
and incapacitated with uncontrollable laughter for 1 turn.
Vine Lash: The trap lashes out at a target within 2 squares, dealing 1d6
slashing damage and reducing their movement by half until the start of
their next turn.
Twisted Fungi
Creature Rating (CR): 3
Description: Giant mushrooms twisted by the druid's magic, oozing with dark
slime.
Defense: 10
Health: 18
Movement: 0 squares
Actions:
• Slimy Spit: Spits dark slime at an enemy, dealing 4 damage and reducing their
movement by 2 squares for 1 turn.
• Fungal Cloud: Releases a toxic cloud that causes 2 damage per turn for 2
turns unless the enemy succeeds on an Intelligence check (DC 13).
PAGE 141
Appendix 1
Creatures/ Enemies
Twisted Vine Serpent
Creature Rating (CR): 3
Description: A serpentine creature made entirely of twisted, thorny vines. It
slithers silently and can blend into the underbrush with ease.
Defense: 14
Health: 45
Movement: 5 squares
Actions:
• Thorn Lash: Strikes with a whip-like tail made of thorns. Roll a d20 +5 to
attack, dealing 10 slashing damage and has a reach of up to 3 squares.
• Entangling Constriction: Can attempt to wrap around a target within 2
squares. Roll a d20 +4 to grapple, the target is restrained and takes 5
bludgeoning damage per turn until they escape (Strength check DC 14).
Whispering Wind
Creature Rating (CR): 4
Description: A playful breeze that carries soft whispers and giggles. Often
encountered solo or with weaker creatures.
Defense: 9
Health: 12
Movement: 10 squares
Actions:
• Wind Push: Push an enemy 3 squares in any direction.
• Whisper Confusion: Whisper confusing messages to an enemy, causing them
to lose their next turn unless they succeed on an Intelligence check (DC 10).
Leafa
Race: Elf
Class: Ranger
Special Feature:
Heightened Perception: Notice things others might miss twice per game.
Health: 10
Defense: 13
Movement: 6 squares
Actions:
Arrow Attack: Deal 1d8 +1 damage to a single target.
Healing Shot: Leafa uses her expert shot to shoot a pouch of magical
healing fragrances at the players feet. The magic rises from the ground and
heals them for 1d4 health each time.
Inventory:
Bow
Quiver of Arrows
Compass
Healing Herbs
PAGE 142
Appendix 1
Creatures/ Enemies
Kendar Marsh
Race: Frog Folk
Class: Fighter
Special Feature:
Amphibious Leap: Once per game, leap up to 8
squares to avoid an obstacle or attack.
Health: 12
Defense: 14
Movement: 5 squares
Actions:
Axe Slash: Deal 1d8 +2 damage to a single target.
Shield Block: Reduce damage by 1d6 on the next
turn.
Inventory:
Battle Axe
Shield
Healing Potion
PAGE 143
Appendix 1
Creatures/ Enemies
Druid Caelorn Darkroot - Final Boss Fight
Type: Human Druid
Size: Medium
Creature Rating (CR): 4
Defense: 13
Health: 40
Movement: 4 squares per turn
Actions:
Corrupted Staff Strike
Attack Roll: d20 to hit
Damage: 1d6 bludgeoning
Range: Melee (1 square)
Effect: If the attack hits, the target also suffers 1
poison damage at the start of their next turn.
Dark Vines
Attack Roll: d20 to summon
Damage: None
Range: Melee (1 square)
Effect: Summons twisting, dark vines to restrain a
target for one turn. The restrained player can make
a Strength or Agility check (DC 10) to escape on their
turn.
Blight Wave
Usage: Once per encounter
Attack Roll: d20 for each target within range
Damage: None
Range: 3 squares radius around Caelorn
Effect: A wave of corrupt energy radiates from
Caelorn, reducing movement by 1 square for affected
players on their next turn. Special Abilities:
Artifact Pulse
Effect: At the start of each round, the crystal
Summon Blight Creatures atop Caelorn’s staff emits a pulse of dark
Usage: Once per encounter when below half health energy, dealing 1 point of poison damage to all
(20 or less) players within 2 squares.
Effect: Summons a blight creature to aid in combat.
Battle Phases:
Blightwalker Toad (CR 1): Uses acidic croak and Phase 1: Initial Encounter
sticky leap abilities to spray acid and restrain Caelorn uses Corrupted Staff Strike and Dark Vines
players, enhancing battlefield hazards. to test the adventurers. Environmental effects such
Twisted Vine Serpent (CR 3): Complements as entangling roots challenge the players.
Caelorn's plant control with its ability to grapple Phase 2: Summoning Blight Creatures
and constrict targets from a distance, adding Trigger: Once Caelorn’s health is reduced to half,
tactical complexity. he summons Blight Sprites to assist him,
Darkroot Fungus Brute (CR 2): Emits toxic spores complicating the battle dynamics.
that synergize with Caelorn's corruption theme,
Phase 3: Blight Wave
affecting large areas and altering battlefield Caelorn uses his once-per-encounter Blight Wave to
dynamics. slow the movement of all players within a 3-square
Blight-Touched Sprite (CR 0.25): Individually radius, creating strategic obstacles for the players.
weak but, in swarms, can disrupt players with a
DM Tips:
curse ability, reducing effectiveness and Strategic Use of Fire: Highlight Caelorn's
reflecting the pervasive nature of the blight. vulnerability to fire, encouraging Leafa to tell
Ticklish Treant (CR 3): Provides fun factor and players to use fire-based attacks to counter his
uses its tickle tremor ability to incapacitate regeneration and defense capabilities.
players with laughter and a fun scene, Encourage Teamwork: Encourage players to
strategically aiding Caelorn. collaborate closely to manage multiple threats
effectively.
PAGE 144
Appendix 1
PAGE 145
Appendix 2
Magic Items
Balloony's Bracelet of Bouncing Buddies
Type: Bracelet
Rarity: Uncommon
Description: A colorful bracelet that releases playful balloon animals
when activated. These creatures bounce energetically, bringing joy to
those nearby.
Effect: Summons a balloon animal that can distract enemies or carry
small items for up to 5 minutes.
Range: 10 feet (2 Squares)
Uses: 3 times per day
Banana Peel
Type: Trap
Rarity: Common
Description: This appears to be an ordinary, slightly shiny banana
peel, but it is enchanted with a slickness that defies natural laws.
Effect: Causes anyone who steps on the peel to slip and fall prone,
potentially disabling them for 1 round.
Range: Placed within 15 feet (3 Squares)
Uses: Once, then it decays
PAGE 146
Appendix 2
Magic Items
Glowstick of Colors
Type: Glowstick
Rarity: Uncommon
Description: This translucent stick is filled with glowing liquid that
shifts through the colors of the rainbow.
Effect: Can be used to cast bright colorful light in a 20-foot radius or
draw glowing shapes in the air that linger for a minute.
Range: 20 feet (4 Squares)
Uses: 5 times per day
PAGE 147
Appendix 2
Magic Items
Crasmon Colorburst Conjuror Crasmon
Type: Writing
Rarity: Rare
Description: A crasmon that shifts colors, allowing the user to draw
objects that come to life briefly.
Effect: Draws a small object or creature (no larger than 5 feet) that
animates and acts independently for up to 10 minutes.
Range: 5 feet (1 Square)
Uses: 1 time per day
Echoing Acorn
Type: Acorn
Rarity: Uncommon
Description: A shiny golden acorn that seems to absorb sounds and echo
them back.
Effect: When activated, it repeats the last sound it captured, creating an
echo that can be heard up to 50 feet away (10 Squares).
Range: 50 feet (10 Squares)
Uses: 3 times per day
PAGE 148
Appendix 2
Magic Items
Fluffy Pillow
Type: Pillow
Rarity: Artifact
Description: An incredibly soft pillow that seems to be filled with the
fluff of clouds, always cool to the touch.
Effect: When used, it grants the user the benefits of a long rest in only
10 minutes, completely refreshing the body and mind.
Range: Self
Uses: Once per two days
Glowstick of Colors
Type: Glowstick
Rarity: Uncommon
Description: This translucent stick is filled with glowing liquid that shifts
through the colors of the rainbow.
Effect: Can be used to cast bright colorful light in a 20-foot radius or draw
glowing shapes in the air that linger for a minute.
Range: 20 feet (4 Squares)
Uses: 5 times per day
PAGE 149
Appendix 2
Magic Items
Goat Amulet
Type: Amulet
Rarity: Artifact
Description: This ancient silver amulet bears the engraving of a
frolicking goat. It pulses with a transformative magic.
Effect: Transforms the wearer into a giant goat with enhanced
abilities (as per the Polymorph spell) for up to 10 minutes. The wearer
gains all abilities of a giant goat, including charge attacks and sure-
footedness.
Range: Self
Uses: Once per week
Hover Boots
Type: Boots
Rarity: Artifact
Description: These elegantly crafted silver boots feature delicate
wings on each side that flutter rapidly when activated.
Effect: Grants the ability to hover up to 30 feet above ground and
move at double the walking speed for up to 10 minutes.
Range: Self
Uses: Once per day
PAGE 150
Appendix 2
Magic Items
Invisible Ink Pen
Type: Pen
Rarity: Uncommon
Description: A sleek silver pen that writes in ink visible only under
moonlight or similar illumination.
Effect: Allows the user to write messages that are invisible except
under moonlight. Messages fade completely after 1 hour.
Range: N/A (writing surface)
Uses: Unlimited
Jester's Cap
Type: Hat
Rarity: Uncommon
Description: A colorful floppy hat adorned with jingling bells that resonate
with magical mirth.
Effect: Causes the wearer to spout humorous and sometimes insightful
jokes, granting advantage on Charisma (Performance) checks.
Range: Self
Uses: 3 times per day
Mimic Leaf
Type: Magical Item
Rarity: Artifact
Description: A vibrant green leaf that pulses with a magical glow, vibrating
gently when sounds are made nearby.
Effect: Copies the last sound it heard and amplifies it throughout a 30-foot
radius (6 Squares grid), creating confusion or distraction.
Range: 30 feet (6 Squares)
Uses: 3 times per day
PAGE 151
Appendix 2
Magic Items
Mini Raincloud
Type: Magical Item
Rarity: Artifact
Description: Contained within this small glass jar, a tiny cloud floats,
pulsing with a storm's potential.
Effect: When released, the cloud grows to cover a 20-foot radius,
showering the area with heavy rain that reduces visibility and douses
fires, lasting for 10 minutes.
Range: Thrown, up to 30 feet (6 Squares)
Uses: Once, then needs to be recharged during a natural storm
Effect: Allows the wearer to take a short rest in just one minute,
feeling refreshed and gaining the benefits of a standard short rest.
Range: Self
Uses: 1 time per day
PAGE 152
Appendix 2
Magic Items
Prankster's Mirror
Type: Mirror
Rarity: Uncommon
Description: A hand-held oval mirror encased in a frame adorned with
tiny jester hats and mischievous symbols.
Effect: When gazed upon, the mirror's reflection shows the viewer in
various comical and exaggerated expressions, causing laughter and
lightening the mood.
Range: Self
Uses: 5 times per day
Rainbow Glasses
Type: Glasses
Rarity: Artifact
Description: These oversized glasses have lenses that swirl with magical
rainbow colors, enchanting the viewer's vision.
Effect: Allows the wearer to see hidden magical auras and pathways,
providing insight into the mystical structure of spells and enchanted objects
within a 60-foot radius (12 Squares).
Range: Self
Uses: Once per day for up to 10 minutes
Sneezing Powder
Type: Powder
Rarity: Common
Description: This fine pink powder sparkles lightly. Even a slight
disturbance causes it to puff into the air.
Effect: Causes intense sneezing in all creatures within a 10-foot radius,
potentially interrupting concentration and causing discomfort.
Range: Up to 30 feet when thrown (6 Squares)
Uses: 2 times per day
PAGE 153
Appendix 2
Magic Items
Squirrel Summoner's Silver Figurine
Type: Figurine
Rarity: Uncommon
Description: A silver squirrel figurine that comes to life when
commanded.
Effect: Summons a silver squirrel for 1 hour, which can fetch small
items or create distractions.
Range: 10 feet (2 Squares)
Uses: 1 time per day
Sticky Gloves
Type: Gloves
Rarity: Common
Description: These bright yellow gloves are coated with a sticky, honey-like
substance.
Effect: Anything touched sticks to the gloves, allowing for easy grabbing of
items or climbing surfaces.
Range: Self
Uses: 3 times per day, becomes less sticky with each use
Squeaky Shoes
Type: Shoes
Rarity: Common
Description: These comically oversized red shoes are crafted from a
mysterious stretchy material that makes a loud squeak with each step.
Effect: Allows the wearer to walk on water or any liquid surface while
producing loud squeaks that can draw attention or cause distraction.
Range: Self
Uses: Unlimited
Talking Pebble
Type: Pebble
Rarity: Common
Description: This smooth, round pebble has a painted face with a
mischievous grin.
Effect: When spoken to, it repeats the last sentence it heard in a high-
pitched, funny voice.
Range: Sound can be heard up to 15 feet away (3 Squares)
Uses: Unlimited
PAGE 154
Appendix 2
Magic Items
Tickle Feather
Type: Feather
Rarity: Artifact
Description: This golden feather is said to have been plucked from a
celestial bird. It shimmers with potent, joyful magic.
Effect: When used, it induces euphoria in all creatures within a 15-foot
cone, causing uncontrollable laughter that incapacitates them for 1
minute.
Range: 15 feet (3 Squares)
Uses: Once per day
Wand of Giggles
Type: Wand
Rarity: Uncommon
Description: This slender wand ends in a star-shaped tip encrusted with
tiny multi-colored gems that glitter like a rainbow. It vibrates slightly with
contained laughter.
Effect: Causes a single target to burst into uncontrollable laughter,
rendering them incapacitated for 1 round.
Range: 30 feet (6 Squares)
Uses: 3 times per day
PAGE 153
Appendix 2
Magic Items
Whoopee Cushion Charm
Type: Charm
Rarity: Common
Description: A small, rubber charm shaped like a whoopee cushion,
glittering with a light dusting of magical sparkle.
Effect: When sat upon, it emits a loud, embarrassing noise followed by
a silly tune, causing laughter in a 10-foot radius.
Range: 10 feet (2 Squares)
Uses: Unlimited, recharges itself after each use
SUGGESTED MAGICAL ITEM LOCATIONS
PAGE 154
Appendix 2
Magic Items
SUGGESTED MAGICAL ITEM LOCATIONS
PAGE 155
Appendix 3: Races & Classes
Races
Human
Adaptive Learner – Automatically succeed on one check per game.
Elf
Heightened Spot – Notice things others might miss twice per game.
Dwarf
Sturdy – Reduce damage from one attack per game by 1d4.
Halfling
Fortunate Turn – If you roll a 1 on any roll, you can reroll it once.
Dragonborn
Dragon’s Breath – Once per game, deal 1d10 damage to all enemies in a cone.
Tiefling
Fiery Resistance – Reduce fire damage taken by half.
Half-Elf
Enchanter – Automatically succeed on one action involving Charm per game.
Half-Orc
Brutal Strike – Once per game, add 1d6 to the damage of one successful attack.
Gnome
Ingenious Inventor – Automatically succeed on one action involving fixing, creating, or
understanding a device or magical item per game.
Centaur
Bull Rush – Once per game, move up to 6 squares straight & deal 1d8 damage to the
target.
Fairy
Flight – Move up to 10 squares in any direction on the battlefield once per combat without
needing to roll.
Mighty Treeant
Barkskin - Once per game, increase defense by 2 points for three turns.
Halfling
Fortunate Turn – If you roll a 1 on any roll, you can reroll it once.
Orc
Brutal Strike – Once per game, add 1d6 to the damage of one successful attack.
Rockblood
Mountain Resilience – Once per game, reduce damage from one attack by 1d8.
Cat Folk
Special Ability: Feline Agility – Once per game, double your movement for 1 turn.
PAGE 156
Appendix 3
Classes
Fighter
Health: 12
Defense: 14
Movement: 4 squares
Actions:
Sword Strike: Deal 1d8 damage to a single target.
Shield Block: Reduce damage by 1d6 on the next turn.
Wizard
Health: 6
Defense: 12
Movement: 5 squares
Actions:
Magic Bolt: Deal 1d6+1 damage to a single target.
Blink: Move to any spot within 8 squares without rolling.
Cleric
Health: 10
Defense: 14
Movement: 4 squares
Actions:
Divine Light: Deal 1d6+1 damage to a single target.
Healing Touch: Heal 1d6+1 health to an ally.
Rogue
Health: 8
Defense: 12
Movement: 6 squares
Actions:
Sneak Attack: Deal 1d8+2 damage to a single target.
Dodge: Automatically dodge the next attack.
Ranger
Health: 10
Defense: 13
Movement: 6 squares
Actions:
Arrow/Sword Attack: Deal 1d8 damage to a single target.
Animal Ally: Use 1 round to call an animal companion to assist in battle, granting an
extra attack roll on your next turn.
Paladin
Health: 12
Defense: 16
Movement: 4 squares
Actions:
Holy Strike: Deal 1d8+2 damage to a single target.
Lay on Hands: Heal 1d6+1 health to an ally.
PAGE 157
Appendix 3
Classes
Sorcerer
Health: 6
Defense: 12
Movement: 5 squares
Actions:
Fire Spark: Deal 1d6+1 damage to a single target.
Magic Shield: Reduce damage by 1d6 on the next turn.
Druid
Health: 8
Defense: 13
Movement: 5 squares
Actions:
Nature's Wrath: Deal 1d6+1 damage and prevent movement of one enemy for one turn.
Healing Touch: Heal 1d6+1 health to an ally.
Warlock
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Dark Blast: Deal 1d6+1 damage to a single target.
Curse: Reduce an enemy's defense by 2 for the next turn.
Bard
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Inspiring Song: Boost a friend's next attack roll to guarantee a hit.
Distracting Performance: Distract an enemy to skip their next turn.
Barbarian
Health: 14
Defense: 13
Movement: 5 squares
Actions:
Rage Attack: Deal 1d10+2 damage to a single target.
Intimidate: Reduce an enemy's attack by 2 points on their next turn.
Monk
Health: 10
Defense: 14
Movement: 6 squares
Actions:
Martial Strike: Deal 1d8 melee damage to a single target.
Evasion: Automatically avoid the next attack.
PAGE 158
Appendix 3
Classes
Shaman
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Spirit Strike: Deal 1d6+1 spiritual damage to a single target.
Healing Spirits: Heal an ally within sight for 1d6+2 health.
Guardian
Health: 14
Defense: 16
Movement: 4 squares
Actions:
Shield Bash: Deal 1d6+1 damage and push the enemy 1 square back.
Protector's Aura: Once per game, create a shield aura that reduces damage taken by
allies within 3 squares by 1d4 for one turn.
Alchemist
Health: 8
Defense: 10
Movement: 5 squares
Actions:
Acid Flask: Throw an acid flask to deal 1d6+1 acid damage to a single target.
Potion Mix: Brew a potion for one turn to either heal 1d8 health to an ally or increase
an ally’s damage by 1d4 for their next turn.
Elementalist
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Earthen Grasp: Immobilize an enemy for 1 turn and deal 1d6+1 damage.
Elemental Burst: Deal 1d8 fire, ice, or lightning damage to an enemy within 6 squares.
Illusionist
Health: 6
Defense: 12
Movement: 6 squares
Actions:
Mirror Image: Create 2 duplicates, avoiding all attacks for 1 turn.
Phantom Strike: Deal 1d8 psychic damage to an enemy within 5 squares.
Duelist
Health: 10
Defense: 14
Movement: 6 squares
Actions:
Precision Strike: Deal 1d8+2 damage to a single target.
Riposte: Counter an attack, dealing 1d6+1
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159 to the attacker.