This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“We must strive for unity. We cannot allow inner turmoil to cloud our judgment. One among us has conspired against their brethren. We must root this evil out.”
Lady Elara Windrider
Brilshire, the second largest settlement in the Amber Expanse, is located by the Sapphire River delta, northwest of the Amber Mountain. The cursed hyena-folk emerged from the dormant volcano 3 weeks ago. In that time, they have laid waste to many settlements south of Brilshire. But something odd unfolds now. Barley Gate, a small farming settlement south of Brilshire has not yet been attacked but two gnoll raiding parties have already found their way into Brilshire; it remains unknown how they bypassed the city’s formidable walls. People suspect that the gnolls were led into the city by someone.
Lady Elara Windrider, a vassal of Grambury’s duke, covertly looks for the traitor. A councilor named David Clint is her prime suspect as he would benefit the most from her utter failure. Unfortunately, Lady Elara does not have enough evidence to proceed with an arrest.
RANDOM EVENT d6 | Details |
1 | Six soldiers (guards) march on the streets conscripting people of fighting age. All able-bodied people are sent to the barracks in the keep for basic training. If they see foreign warriors or mercenaries, they swiftly inform them of possible jobs in the keep. |
2 | A raiding party of eleven gnolls and one gnoll brute comes from the docks. They kill anyone on their path to Brilstone Keep. The characters are aided by six guards and one knight. This event may occur only once. |
3 | A storm hits the harbor, marooning all ships for 1d3 days. Four gnoll corpses are found by the piers when the storm dissipates. |
4 | Dozens of refugees from Barley Gate arrive at the city. The small town was left guarded by a small garrison of Brilshire soldiers. |
5 | A man is hanged at dawn before Brilstone Keep. A herald claims that he infiltrated the keep and tried to murder Lady Elara. |
6 | A merchant caravan wants to travel to Grambury. No escort dares accompany them though they offer 100 gp as payment. |
Level 1-2 Settlement
- Special Events. Check for a Random Event in every other area the characters visit (3-in-6 chance).
- Economy. Brilshire’s most profitable endeavors are fishing and trading with upstream and foreign settlements. The city is vassal to Grambury and sends a monthly stagecoach with tax tithes for the duke.
- Gnoll Raids. The gnolls came from the docks. In their rampage, they killed civilians, burnt down houses, and weaved unrest in the survivors. A total of twelve gnolls were eventually slain by the city guards. The relentless hyena-folk fought savagely to the death.
1. Stormhead Steeds
Ragan Stormhead breeds the finest mounts. He is committed to having fresh mounts for Lady Elara’s cavalry if a military engagement occurs. A detachment of the city guards stays in his home to secure him and the mounts in case the gnolls attack from the south.
- Steeds. If the characters aid Lady Elara and decide to travel south to Grambury, the ruler orders Ragan to lend the party four of the finest horses for this journey.
2. Berk’s Apothecary
A senior gnome, well-versed in botany and medicine, crafts wondrous potions and salves. Even the nobles in Brilstone Keep send their servants to secure ointments from the gnome apothecary. Characters looking for healing potions may find them here. There are even rumors that Berk knows how to heal more permanent conditions like debilitating diseases and petrification. Years ago, there was a rumor that he could revive the dead but Berk swiftly put a stop to that baseless allegation.
3. Ginner’s Home
Old Ginner is a retired soldier (knight with half HP) who served Lady Elara’s father. He is often at the barracks overseeing the training of recruits in his free time. Ginner is on the lookout for mercenaries as he now sees the need to return to action as his family is in danger. If he spots the characters on the streets, he invites them to his home for tea and attempts to join them.
- The Daughter. Ginner explains that his daughter Anna lives in Fallstead. The town remains untouched by the gnolls but there are wild tales of mutant apples and dire pumpkins. Ginner needs the characters to get there, he offers 150 gp if they can help him rescue her.
- The Son. Ginner’s son, Adam, lives in Letterton with his wife and children, south of Fallstead. It is known that the town was torched by gnolls and few survived. Ginner harbors hope that his family and other survivors might hide nearby. This scout and rescue mission is partially funded by Lady Elara, whose nephew Eric lived in Letterton. They offer a hefty reward of 350 gp.
4. The Lonely Griphon
Arlo, Magana, and Virken, three middle-aged halflings, own and work at this establishment. It is a tavern and inn; and the place-to-be for merchants, travelers, and adventurers. The three halflings are more than well-informed and gladly share rumors and information, for a suitable fee. Each bit of information is worth 10 gp:
- They say marvelous treasure awaits those willing to visit the strange, rune-inscribed door southwest of Barley Gate. They say a wizard created it.
- Oxedale Fort, north of Grambury, fell a few days ago. A rescue mission from the capital is said to set out in the following days. A great reward is offered.
- The shunned Forsaken Ossuary, east of Fallstead, is said to be the resting place of a hero of yore. Their fabled sword is rumored to be there still.
- A hooded man was seen by the docks before each of the gnoll raids in the city. Some have ventured to say that his gait, one of a man with a weak leg, is eerily similar to that of Councilor David Clint.
5. Town’s Docks
The docks bustle with activity as merchants load and unload barges. These barges brought the gnolls. Those who know have been paid off or threatened to stay silent.
- Tracks. Careful trackers see the gnoll footprints coming from the east piers, not the beach (DC 12 Survival).
- The People. Thorough questioning and bribing of dock laborers quickly reveal that some know more than they let on (DC 16 Insight/Persuasion). A hooded man with a strange, rhythmic gait came before each gnoll attack to oversee the unloading of two barley-grain barges.
- The Barge. One of the vessels is anchored at the piers. In its hold, there are gnoll droppings, fur, and enough evidence to prove their willing participation. The docks’ admiral reveals under duress that the barges belong to Councilor David Clint (DC 14 Persuasion).
6. Adventurers’ Hall
Normally a bustling place to meet other mercenaries, the adventurers’ hall has been closed temporarily by Lady Elara’s decree. She suspected the involvement of adventurers in the gnoll raids. Now, all fighting people are sent directly to the keep to receive instructions from her.
7. Brilshire Library
Characters can research the history of the Amber Expanse, heraldry, and local wildlife at the library. Each day of research yields a piece of information valuable for their quests in the realm (DC 12 Intelligence, per day).
8. Keep’s Bailey
Beyond the main gate, a closed bailey, surrounded by watchtowers spells a deathly trap for would-be invaders. The walls are 25 feet tall and feature murder-holes and crenelations with mounted crossbows and oil cauldrons.
9. Keep’s Courtyard
Artisans and nobles have their residences and sites of work here. Councilor David Clint lives in one of the small manors. Few people, corrupt and loyal to him, know that there is a secret tunnel that leads to the docks.
10. Brilstone Keep
The characters are admitted to Brilstone Keep along with three other mercenaries (thugs) for a private audience with Lady Elara Windrider. The noblewoman explains her suspicions of an inside job to allow the gnolls into the city. Lady Elara informs the party of the hooded suspect seen by the docks. She commands the characters to investigate the city and find evidence.
There is a 3-in-6 chance the characters spot Councilor David Clint in the keep, before the audience. He uses a cane to walk because of a horse-riding injury years ago.
Ousting the Councilor
The evidence found in the Town’s Docks is enough to convince Lady Elara Windrider that Councilor David Clint is a traitor to the realm. She commands the characters to break into his residence in the courtyard and take him into custody. The three thugs (see area 10), four guards, and the characters, are sent to do this. The court wizard, Harveng (Lv. 1 Wizard), is summoned to aid the characters in arresting Councilor Clint.
The councilor’s small manor is the image of opulence and decadence. It is truly the abode of someone who has taken every advantage of his position of power to enrich himself beyond the commoner’s imagination.
Councilor David Clint (commoner), four guards, and two ravenous gnoll brutes are in the manor hall. The councilor would become the ruler of Brilshire if Lady Elara failed to protect the city from the gnolls. Even when confronted directly, Councilor Clint remains confident and calm that he will assuredly rise to rule the city. He believes that the massive gnolls’ presence tips the scale in his favor. Alas, if the battle turns south, the councilor attempts to leave the manor through the secret tunnel to the docks where his ship awaits him.
Arresting, killing, or driving off Councilor Clint earns the friendship of Lady Elara. She rewards the characters with 400 gp and a promise of land and titles if they aid the realm with the cursed gnoll threat.
Interested in our catalog of full adventures? Check out these awesome goodies here.