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0% found this document useful (0 votes)
184 views6 pages

Sample

Decent sample sheet with info

Uploaded by

obryan shoun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Credits Contents

Author: David Thomas


Book Design: Will Thompson Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

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Land Acknowledgments . . . . . . . . . . . . . . . . . . . . 2
Editorial: Jacqueline Schlasner Quick Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Art Direction: David Thomas & Will Thompson Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Truth of the Beast. . . . . . . . . . . . . . . . . . . . . . . 5

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Cover Illustration: Gustave Doré, 1868 Idylls of the King
Interior Illustrations: Jason McNaughton, The Forge Studios, Running the Adventure . . . . . . . . . . . . . . . . . . . . . 6
Will Thompson, William McAusland, Marc Radle, and Verlina The Forest of Lost Children. . . . . . . . . . . . . . . . . 6
Owens Adventure Hooks. . . . . . . . . . . . . . . . . . . . . . . . 7
Starting the Adventure. . . . . . . . . . . . . . . . . . . . . . 8
All artwork used with permission. All rights reserved. Encounter: The Hunter & the Wolves . . . . . . . . . 9
Public domain images made available by The Biodiversity The town of Bridgedunon. . . . . . . . . . . . . . . . . . . . 14
Heritage Library.
Rumors and Gossip. . . . . . . . . . . . . . . . . . . . . . 15

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Special Thanks to: Harley Raptor, Verlina Owens, Martin St- Town Square . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Laurent, Liz Snyder, Finn Orion, and Commonspace Game Apothecary Shop . . . . . . . . . . . . . . . . . . . . . . . 18
Cafe Bear’s Roar Inn and Tavern . . . . . . . . . . . . . . . . 20

Land Acknowledgments
pl
This book was written on the lands of the Kiikaapoi, Osage,
Wichita, Caddo, and Comanche.
Hunting Lodge. . . . . . . . . . . . . . . . . . . . . . . . . . 21
Fort Dunon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Keep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Keep After Dark. . . . . . . . . . . . . . . . . . . . . . 28
The Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
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Fìonain’s Heart . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Quick Notes Encounter: Ritual of the Thorn . . . . . . . . . . . . . . 44
Ruleset: 5th Editon Final Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Suggested Group Number: 4–5 Slaying the Beast. . . . . . . . . . . . . . . . . . . . . . . . 46
Suggested Adventurer Levels: 5th–6th Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Estimated Play Time: 6–8 hours Breaking the Curse: Slaying the Witch. . . . . . . . 50
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Breaking the Curse: Blood for Blood. . . . . . . . . . 55


Epilogues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Copyright Absurdist Productions LLC., 2021
Appendix: Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 64
[Link]
Appendix: Items. . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Open Gaming License . . . . . . . . . . . . . . . . . . . . . 71

2 THE BEAST OF BRIDGEDUNON Credits 3


Introduction The Truth of the Beast
The town of Bridgedunon and the fortress from which it takes Many years ago, Artur was a great hunter, and during one hunt,
its name have stood guard for hundreds of years. Over the he chased and badly injured a White Stag. That stag was Brigid’s

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years, it has held against barbarians and fey armies, standing brother traveling the forest in animal form. He evaded Artur and
the tests of time. But now, in an era of peace, it faces a more was able to return to the shelter he shared with Brigid, but he
subtle and insidious attack. then died in her arms from his injuries. She swore vengeance
on Artur. Her vengeance began with secretly causing Artur’s

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Farmers have reported the loss of sheep and goats, hunters wife’s long illness and death and has continued with seducing
have found the mutilated bodies of deer and elk in the woods, him, only so that she could get close enough to place her
and strange tracks have been found, made by some massive curse upon him.
and unknown Beast. The townspeople have begun to fear for
their lives, worried that the creature may soon start to crave The initial ritual for the curse took place in the caves known as
human flesh. Fìonain’s Heart. Brigid pledged the souls of both herself and
her fallen brother to the capricious entity Fìonain in exchange
Strangely, the local Lord refuses to take action. It is up to the for the power to enact her revenge. Fìonain’s power branded
adventurers to solve the mystery. They must locate the Beast

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Brigid and her brother and gave Brigid knowledge of a ritual
and remove the threat it poses to the town. to permanently change a man into a Beast. The ritual takes
time, however. At first, Artur would become hungry and less
inhibited each night as the sun set. With each passing night,

pl his transformation became more pronounced until he began


to physically change. So far, the transformation is still temporary,
his mind and form reverting as the sun rises, but soon he will
be trapped as a Beast.
Artur has hidden his affliction from everyone and each night
attempts to protect the town by locking himself within a hidden
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cell in the fortress’s dungeons. Unfortunately, Brigid has repeatedly
tampered with his attempts to lock himself away, hoping that
the fear his presence is causing will lead to the townspeople
hunting him down and slaying him as he did her brother.
To break the curse, there must be blood spilled, be it with Artur
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or Brigid’s death or through a ritual involving a magical thorn,


blood, and Cathal’s love for his Lord.
How the story unfolds will depend on what the Party learns of
this tale of woe and how they decide to end it.

4 THE BEAST OF BRIDGEDUNON The Truth of the Beast 5


Running the Adventure
The Beast of Bridgedunon is a dark fairy tale in the vein of the
original Brothers Grimm stories. The story is a one-shot adventure,

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originally written for the 5th edition ruleset for a Party of 4-5
adventurers of levels 5-6. A balance of classes will be helpful,
as it is in all adventures.
Adventure Hooks

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As the game master, it is suggested that you read through this The following are suggested adventure hooks to get your players
entire adventure and especially look at the monsters that are to Bridgedunon and involved with the mystery:
included in each encounter so you can make any changes
you feel will be necessary to balance the adventure for your A Call for Aid
players. The townspeople of Bridgedunon have sent out a call for aid.
Their Lord either cannot or will not deal with the Beast stalking
This adventure is somewhat non-linear. It should take place over the local woods. They have offered a small reward and asked
several days and nights. Players may visit many locations in for the help of adventurers to deal with the threat. The Party
whatever order they choose, gathering the same information

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may hear about the town and its plight from rumors in a tavern,
in multiple places. Depending on the order in which players see a posting on a board in a guild of some type, or meet
gather their information and interpret it, they may end the one of the townspeople sent to spread the word on the road
adventure in several different ways. Artur, Brigid, or Cathal may while traveling.
die, and the curse may or may not be broken. The epilogue

throughout the adventure.

The Forest of Lost Children pl


(page 58) will differ depending on the actions of the Party

If the Party has played through the previous adventure The


The Bounty
A man named Cathal has offered a bounty to any adventurer
who will come to the town of Bridgedunon and help him hunt
down an unknown Beast that has been stalking the nearby
woods. The Party may learn of the bounty from rumors in a tavern
or perhaps see a posting on a board in a guild of some type.
m
Forest of Lost Children, they will already know the name Fìonain
and have some knowledge of him from their encounter with
his avatar in the village of Hamford. They will also recognize A Chance Encounter
his vines when encountered at points in the adventure. Rather than having any foreknowledge of what’s happening in
Bridgedunon, the Party may simply be traveling and stumble
Have Mother Salm comment on sensing Fìonain’s influence upon the body of a deer beside the road, its body savagely
upon the party when they ask her about Fìonain’s Heart or torn apart by some unknown creature. This is the first event of the
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Fìonain’s Thorn. story and can be found under “Starting the Adventure” (page
8). With this hook, the Party can follow the story, as written,
from the beginning without adding any additional details as
needed with the other hooks.

6 THE BEAST OF BRIDGEDUNON Running the Adventure 7


Starting the Adventure After the Party investigates the corpse, or if they decide to
ignore it and attempt to move on, read the following:

Y
Regardless of which adventure hook was chosen, the adventure
ou suddenly hear a loud rustling coming from
should start on the road to Bridgedunon. The old dirt road
the woods, then the sound of snapping branches

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cuts through an ancient forest. Trees tower up over either side,
and someone cursing. A man bursts from the treeline,
allowing only a thin slit of sunshine to illuminate the road. As
sword drawn and blood flowing from several wounds.
such, most of the road is covered in mottled shadows as the

H
light shines through the treetops. If traveling at night, only a hint e sees you and yells, “Draw your weapons. They’re

fil
moonlight can reach the ground, leaving it near black as pitch. coming!” He turns just as a pack of wolves rushes
As the Party travels along the road, they soon hear the loud from the woods, snarling, and growling. They look
buzzing of flies and, shortly thereafter, come across the mangled slightly crazed and very, very hungry.
remains of a large deer beside the roadway. It is only identifiable
as a deer by the antlers that hang from the ravaged remnants Encounter: The Hunter & the Wolves
of its head. The creature appears to have been nearly ripped The wolves should fight using pack tactics, ganging up on one
in half, much of its insides scooped out. player at a time, always going for whoever has the lowest hit

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points. They will also use hit-and-run tactics, darting into the
An Investigation, Nature, or Survival check DC 5 woods and coming out again at another point of the road
will quickly reveal signs of some massive Beast: on their next turn.
jagged rips in the creature’s flesh from teeth and
claws, large claw marks in the dirt The road is 15 feet across. The woods on either side are thick
around it, and even a tuft of dark
brown fur clinging to one of the
antlers along with a small bit
of blood.
A Nature or Survival check DC
pl with brush, and movement in the woods is cut in half. The woods
also reduce visibility to 5 feet. The wolves’ sense of smell acts
as blindsight out to 15 feet.
Cathal is a large man, well over 6 feet, and barrel chested
with long auburn-black hair that he typically ties back with
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10 will reveal large paw prints a red ribbon. He is clean shaven, square jawed, and has a
nearby that might be from a bear, deep tan from his many years spent out of doors and on the
but it would be a larger bear than hunt. A bow is across his back, and the sheath for his rapier
anyone in the Party has ever seen before. hangs at his side.
Cathal acts as an ally to the Party. He will always attack the
nearest wolf, unless a player has been downed, in which case
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he will attempt to reach them and cast cure wounds at 1st level.
The wolves will retreat back into the woods and run away as
soon as at least two of them have been killed.

8 THE BEAST OF BRIDGEDUNON Starting the Adventure 9


GM Note: This first encounter is meant to introduce the Party
to Cathal, as well as give them a hint that something is wrong
in the woods that has forced the wolves to attack men in
desperation. While combat is the most obvious course, do not CATHAL

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be afraid to allow the Party to scare off or calm the wolves Medium humanoid (half-elf), chaotic good
through the use of skill checks or certain spells. In any case, it
should be a relatively quick and easy fight. Armor Class 14 (leather armor)
Hit Points 27 (5d8 + 5)

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WOLF Speed 30 ft.
Medium beast, unaligned
STR 10 (+0)
Armor Class 12 (natural armor) DEX 16 (+3)
Hit Points 11 (2d8 + 2) CON 12 (+1)
Speed 40 ft.
INT 13 (+1)
STR 12 (+1) WIS 15 (+2)
CHA 10 (+0)

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DEX 15 (+2)
CON 12 (+1) Saving Throws Str +2, Dex +5
Skills Animal Handling +4, Athletics +2,
INT 3 (-4) History +3, Investigation +3, Nature
WIS 12 (+1) +3, Perception +4, Survival +4
CHA 6 (-2)
Skills Perception +3, Stealth +4
Senses blindsight 15 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP) pl Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 1 (200 XP)

Actions
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Keen Hearing and Smell. The wolf has advantage on
Multiattack. Cathal makes two attacks.
Wisdom (Perception) checks that rely on hearing or
smell. Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 6 (1D6+3) piercing damage.
Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf’s Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
allies is within 5 ft. of the creature and the ally isn’t one target. Hit: 9 (1D6+3) piercing damage.
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incapacitated. Spellcasting. Cathal is a 2nd-level spellcaster. His


spellcasting ability is Wisdom (spell save DC 13, +5 to
Actions hit with spell attacks).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Cathal has the following 4 spells prepared:
target. Hit: 7 (2d4 + 2) piercing damage. If the target
is a creature, it must succeed on a DC 11 Strength 1st level (4 slots): Cure Wounds, Detect Poison and
saving throw or be knocked prone. Disease, Goodberry, Hunters Mark

10 THE BEAST OF BRIDGEDUNON Starting the Adventure 11


Aftermath The Party can also learn the following information from Cathal,
After the wolves have run, Cathal turns to the Party and says: depending on what questions they ask and what you decide

T
to have Cathal volunteer:
hank you for the aid. I’m afraid the beasts in this
area are becoming desperate. If you hadn’t happened » The local Lord, Artur, has refused to send out hunting

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to be here, I’m not sure if I’d still be alive. My name is parties himself, claiming that the people should have
Cathal, game warden to Lord Artur of Dunon. I don’t no reason to fear a single bear, no matter its size. Cathal
recognize you. What brings you to this area? appears melancholy rather than angry when relaying

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this information.
GM Note: If you are using the A Chance Encounter Adventure
Hook, Cathal will tell the Party about the Beast roaming the ɰ Questions about this will reveal he is saddened at his
forests, which by all evidence appears to be some massive Lord’s cowardice and asks the Party to speak with Artur
bear. He will tell them that the creature has been slaughtering when they reach the town.
wildlife and any livestock that gets near the forest’s edge. He
will then offer them the bounty as mentioned in the other two » He can provide useful information about the town and
Adventure Hooks. He will also mention that the Party can most fortress as relayed in The town of Bridgedunon section
likely find him at the Hunting Lodge if he isn’t in the woods. (page 14).

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» He will recommend the Bear’s Roar Inn and Tavern as a
good place to find rooms and gossip.
If the Party investigates the wolves’ bodies, they will see that

pl they were starving to death. Their skin hangs loose on their


bodies, and their ribs and spine show. They also will find a half-
healed slash across the side of one body that appears to have
been made by massive claws. If the Party has investigated the
deer’s body, they will note that the same Beast likely attacked
both creatures.
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Cathal will guide the players to Bridgedunon but will take his
leave of them at the city gates, saying:

I thank you again for your help, my new friends. You


should speak to Lord Artur, since these are his lands.
If you need to find me, I have quarters in the Hunting
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Lodge that I’m usually in by nightfall. By day, I’ll be in


the woods trying to track this damned Beast.
The Party is now free to explore the town or visit the fortress.

12 THE BEAST OF BRIDGEDUNON Starting the Adventure 13

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