Ties That Bind 5e
Ties That Bind 5e
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holy symbol of Reannan onto the body of his ADVENTURE HOOKS
brother in a bitter gesture. Cecil returned and
in the weeks that passed attempted to become The PCs may choose to journey to Littlespur
close to the mourning Cassandra. There was a for any number of reasons. As the DM, it is
search, and they found evidence of the battle, your job to decide how best to involve them in
but with Cecil manipulating the situation at the adventure. You can use the following hook
every turn, the search ended. Orian's death to spur your imagination, modifying it as
was officially said to be caused by a group of necessary to fit your campaign or the
brigands that were out to settle an old score characters, or invent your own.
with him; the location of his body was never
Old man in distress. The news that Cecil has
discovered. Cassandra mourned for months
been seen wandering around the outskirts of
and months, but she fell into a deep
town, calling for help and frequently falling
depression and one night took her own life,
down in his illness, has spread throughout
for Cassandra loved Orian so devoutly that if
Littlespur. Every bard and local tavern patron
they could not be together in life she would
knows that the insane Cecil is seeking someone
be with him in death. When Cassandra's spirit
to retrieve his old holy symbol, that he claims
journeyed to the other side, she did not find
to be able to reward them well, but no one
Orian; instead she learned the truth about
knows where the holy symbol is. They do
what had happened, and, overwhelmed by this,
know, however, where Cecil can be located. An
her spirit traveled back and began to torment
intelligence (Investigation) check DC 12 will
Cecil. This final act drove Cecil mad. He gave
reveal the fact that Cecil used to be a paladin,
up everything and became a drunk. He drank
and that he lost his paladinhood under
his entire life away.
suspicious circumstances shortly after his
Cecil is now 78 years old and dying because of brother Orian disappeared.
the "spirits" he came to love so much and
Word of the abandoned bandit hideout. The
because of the spirit that could never love
heroes may have heard a legend that there is a
him. Cecil in his old age has come to realize
dungeon that used to be a bandit hideout that
that his acts have doomed him for eternity.
is rife for exploration. They should stop in
He wishes to repent for his crimes, but to do
Littlespur to find out information of its exact
this he must retrieve his holy symbol from the
location, and there they will encounter Cecil,
tomb of his brother. Cecil unfortunately can't
whereupon he will ask them for their help.
do this in his condition, and with no money,
he cannot hire anyone either. The quick and the dead. If your players
completed the previous adventure in the
ADVENTURE SYNOPSIS World of Farland adventure series, The Quick
The heroes must invade the bandit hideout and the Dead, Abbot Gilden may have sent
and recover Orian’s holy symbol. To do so, them to investigate word of a former paladin
they must fight the undead Orian. who seems to be seeking to recover a lost holy
symbol.
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PART 1: BEGINNING
THE ADVENTURE Littlespur is surprisingly busy for a small
village, and you quickly see why: it is a
The adventure begins after the players have natural trading post on the Daven walk.
arrived in Littlespur, located in the Kingdom Merchants from the south and from
of Kelerak. They will want to explore the Dragonspur City keep the town bustling.
town to find lodging and supplies. These merchants deal with the traders guild,
located in the center of town, and stay in the
Littlespur “Great House,” a large tavern and inn next to
the traders guildhall. Outside of the center
The small town of Littlespur lies some 20
of town, though, the pace quickly slows to
miles south of the metropolis of Dragonspur
that of the typical farming community.
and indeed is named after that great city. The
Local farmers amble about, moving to and
Lord of Littlespur is Sir Roger Ack-Harbert, a
fro in the fields that surround littlespur.
nobleman knighted by the throne for
providing a nice loan. Sir Roger does not
dwell in Littlespur. The local mayor is John
Ack-Turpin, called John Bottoms. Littlespur Places of Interest in Littlespur
is primarily a farming and trading community.
Because it lies on the Daven Walk, many Mayor’s Manor
merchants and travelers pass through,
providing money, goods, and news. The The manor houses of Mayor John Bottoms is
population is 200 humans and a few half-orcs, not much of a mansion. It is really a glorified
who are second class citizens. farming house. Mayor John is a friendly man
and often entertains townsfolk at his home.
The DM should read the following to the He will be happy to receive the PCs and hear
players: why they are in town. He will quickly tell
them about Cecil.
Traders Guildhall
The most important place in town, the
guildhall serves as a trading outpost and local
general store. PCs may purchase goods there.
The guildmaster is an older townsman by the
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name of Peter Ack-Thurstin, called Canny
Peter.
Temple Street
One of the streets adjacent to the town square
is temple street. There the heroes will find a
church of Heshtail, Bestra, Kantor, Neltak,
Dekk, and Bel.
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PART 2: THE BANDIT
HIDEOUT of 300 SP, which he has hidden. He will tell
the heroes where it is hidden when they return
the symbol.
Cecil’s Abode
Cecil (Use Guard stats, MM p. 347; he fights
The adventure begins in earnest when the PCs
with a rusty longsword instead of a spear,
make their way to the home of the hapless
however, but only if forced to do so).
Cecil. They may have been directed to find
him by either Abbot Gilden or by townsfolk.
Otherwise, have the PCs run across the former
paladin, and have him invite them home to BANDIT HIDEOUT
talk. Cecil lives in a small rundown shack
outside of town. He sits in front of an unlit ENTRANCE
fireplace wrapped up in a blanket and rocking
softly in his chair. He has long, thinning white The old bandit hideout is located five miles
hair and a black eye patch over his right eye. south through high grass plains, and 50 yards
He is pale and thin and seems to be sick. He is east once one arrives at an old burnt-out husk
very sporadic in his speech and often will yell of a tree. The grass is about four feet high,
at the wall. All these long years the ghost of making the entrance very hard to find. The
Cassandra has cried at his side; she is non- entrance used to be within a small farm house,
combative in any way, more of a lost spirit but only the slightest hint of that remains:
than a ghost. At night a Wisdom (Perception) only the wooden trap door that leads to the
check DC 15 will allow the heroes to hear the underground area. It is covered by earth and
disembodied voice of a woman, crying softly. grass. (Wisdom [Perception] DC 20 to find
In his strange, halting way, Cecil will convey the door, DC 12 with careful directions.)
that he feels he is doomed because of his
Once the door is open an old wooden ladder
previous acts.. He says that he wishes to be
leads down into the darkness. The smell of
redeemed for his crimes, but to do this he
mold and damp earth seep from the entrance.
must recover his old holy symbol from the
The ladder is very old: any PC over 180 pounds
tomb of his brother. Cecil will ask the PCs to
will have to make a DC 12 Dexterity
retrieve his holy symbol and will give them
(Acrobatics) check or fall 15 feet down, taking
careful directions to the Bandit Hideout. He
2d6 damage (the damage is reduced by 2
will not offer a reward unless they ask for
because of the damp ground), after which the
one, in which case he will offer his life saving
ladder is useless.
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UNDERGROUND AREA LAYOUT check and deactivated with a DC 15 Dexterity
check.
The entire place is pitch black. There are
lanterns mounted on the walls every 15 feet, T2: A wooden board with a thin layer of dirt
but all are empty of oil. It is very damp and is loaded atop a powerful spring. The Spring
musty. There are support beams every 20 feet throws any PC stepping onto it into the roof.
in hallways and around the sides of rooms. (A PC on the board must make a DC 15
Most of the support beams are in good Dexterity saving throw or suffer 20 (4d10)
condition, but combat in close quarters could bludgeoning damage. The trap can be
cause a cave-in if the supports take any detected with a DC 15 Wisdom (Perception)
damage (supports have 20 hit points, but 10 check and deactivated with a DC 12 Dexterity
hit points of damage to any support has a 50% check.
chance of causing a cave-in in a 10 feet radius
T3: Hidden Pit (A DC 15 Wisdom
around that support. Anyone caught in a
(Perception) check discerns an absence of foot
cave-in needs to succeed at a DC 12 reflex
traffic over the area and a DC 15 Intelligence
saving throw or take 6d6 bludgeoning damage
(Investigation) check confirms it is a pit.
and be restrained until dug free; on a success,
When a creature steps on the covered pit, it
the creature takes half damage and is not
falls 20 feet onto spikes. It takes 10 (2d10)
restrained.) Massive cobwebs cover most of
bludgeoning damage plus 10 (2d10) piercing
the archways.
damage). The pit can be wedged closed with a
Map Key spike or similar object once it is detected.
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ROOMS IN THE BANDIT of their vision. If they fail the spot check,
they will be surprised by the encounter.
HIDEOUT
Room 1 As you enter this room you get a full glimpse
of five cadaverous figures, the flesh falling
away from their bones. One is very large.
The entrance room seems to have once been
With vacant stares they lurch toward you,
fortified in some way, maybe as a guard post or
obviously bent on destruction.
something of that nature. There are many old
rotten planks strewn about the floor.
Room 2 Room 4
This room appears to be empty, except for This might have once been a chapel of some
the snow-like remnants of dusty years. kind. Not much remains now, only some
broken, rotten wooden benches.
Room 5
Room 3
As the PCs walk down the hall towards room The silence in this apparently empty room
three, have them make a Wisdom (Perception) chills you to your soul.
check DC 15. If they succeed, tell them that
they see a slouching, dark figure at the edge
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The room is in fact empty, but roll for a of healing, a potion of climbing, and a
random encounter. sapphire gem worth 50 SPs in a small black
box. The box is trapped with a needle trap,
however.
A Wisdom (Perception) check DC 15 will You hear something from the adjacent room,
reveal a small key ring with 2 keys on it. One a strange dragging sound.
is to the cell, one to the vault in room 11.
However, as the PCs approach the keys, give
them another Wisdom (Perception) check DC If they fail, or after you have read the above
20 to notice the giant bats and stirges hanging if they succeed, read this:
on the ceiling. The jangle of the keys being
picked up will irritate the bats and stirges and
The room appears empty, save for cobwebs
they will attack.
and grime.
2 Giant Bats (See MM p. 323)
Room 7
Room 9
This room had a door, although the door has
Three sickly gray figures are crouched
long since been torn down. The remains of
around a small object. Disgusting crunching
many boxes and chests cover the room, and
sounds and slobbering comes from the
there are 20 to 30 brackets on the wall. It
creatures.
was perhaps an old storage room.
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the PCs enter. A fourth ghoul is attempting Orian's death, but he had just resolved to
to hide in the shadows (make a stealth check quite the gang and change his ways. He came
for him). They will attack the PCs, although to the "meeting" to try to tell the bandit
they are not above talking their way out of chief of this, but before he could, he was slain
the fight if they feel the PCs are too much by Cecil. Now he resents his fate. He will
for them. They do not wish to die (again). speak to the heroes, and if they make a
successful Charisma (Persuasion) check DC 10
4 Ghouls (See MM p. 148) he will tell them his story. A Charisma
One of the ghouls has 19 CPs secreted in his (Persuasion) check DC 20 will cause him to be
tattered rags. very friendly towards the PCs; he will tell
them all about the complex. A Charisma
(Persuasion) DC 25 will cause Hector to
accompany the heroes and aid them in slaying
Room 10 Orian. If the heroes make any successful
Charisma checks, give them XPs as if they had
This large room has a huge amount of debris. defeated Hector in combat; he will in fact beg
This may have been a meeting room or a them to come back and slay him after Orian is
dining hall at one time. Now it simply defeated so that he can have the satisfaction
represents chaos. of the old warrior put to rest and having his
own torment ended. There is nothing of value
Skulking in the corner, attempting to hide in the debris.
behind some debris is a ghoul (roll a stealth
check and compare it against the PCs’ passive Hector the Ghoul (See MM p. 148)
perception scores). Read this if they see it; if
they do not spot him, Hector will not reveal
himself unless he deems the heroes friendly. Room 11
You spot an evil looking, gray skinned and This room has a thick wooden door with a
sharp-toothed humanoid figure. Clad in rags, keyhole that seals it. The door seems to have
the creature's tongue lolls from its mouth. resisted the ravages of time, although it is
Strangely, it holds up a hand in a gesture of presently open. This room appears to be a
friendship and seems as if it is about to small vault. There are several chests in this
speak. room; some are closed and some are open,
although from your vantage point you cannot
see into them.
This is no regular ghoul; he is a neutral ghoul
who deeply resents Orian and the fate he has
brought upon him. The ghoul's name is This was a small vault, the treasure room of
Hector. Hector was a bandit at the time of the ancient dungeon. It was cleaned out long
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ago, but its guardian magic still operates. If This is Orian. Read the following.
someone touches one of the chests, the door
slams shut, and a disembodied voice is heard
An undead figure sits upon a pile of old
that says, "Answer the following riddle to continue bones. An old longsword sits upon his lap. He
to live: Born at the same time as the world, destined wears platemail, gauntlets and a helmet; all
to live as long as the world, and yet never five weeks are worn and blood-stained, and his flesh
old. What is it? You have one minute to answer, appears insubstantial; his skeleton shows
and you must clearly shout out the answer." The through. Around his neck is a holy symbol of
answer is "The Moon." Reannan, old and tarnished. As he looks up
when you approach, you can see his eyes glow
If the characters say the answer, the door will dimly and then disappear as the light gets
open. If not, a cloud of noxious poison gas will closer. "In life I was called Orian Keen. Many
shoot out. PCs must make Constitution saving years have passed since the living have
throws DC 13 or suffer 20 (4d10) poison entered this place. In the past they came for
damage, They will take half that damage on a gold and gems, and my miners feasted on
successful save. This trap can be discovered their flesh, but you have made it beyond
before the chests are open with a DC 20 them. This intrigues me; I have not faced
Wisdom (Perception) check and disarmed true warriors in many ages. Tell me thy
with a DC 15 dexterity check. Using thieves names and why thou art here. [He pauses
tools to disarm the trap grants perception on here for the PCs to speak, then continues.] I
the check. It takes one minute to disarm the have been waiting a lifetime for you. I wish
trap; thus it must be started before the trap is so to see my Cassandra, but I cannot let you
triggered. have this symbol, for my brother must burn
for all eternity for what he has done. Come
face me now; if you can defeat me and my
minions than the symbol is yours. If not,
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then you will stay here with me forever, and
As you walk down this passage a voice calls out when my brother passes into darkness, I will
to you. The voice is low and eerie. be waiting for him to have my revenge." He
slowly stands up and the pile of bones begins
to crack and fall. He raises his sword and
“Who has entered my crypt? Come forth and
grips it with two hands; then suddenly Orian
show thyself." When you walk over the
and his minions rush into battle.
remains of a destroyed door into the largest
room in the hideout, the light shines upon 7
figures. Six are the same type of zombies you
have encountered before, two on either side Orian will give his minions orders during the
of the seventh figure as if guarding it. combat as a free action on his turn. Though
the zombies are unintelligent, they somehow
obey him implicitly. He is intelligent and
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fights with tactics. He will do all he can to
kill the heroes.
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CONCLUDING THE journey to Arden to investigate the markings
ADVENTURE on the map.
FURTHER ADVENTURES
There is not much else to do in the town of
Littlespur once Orian is dead and Cecil has
been put to rest. The heroes may wish to clear
out and occupy the bandit hideout, but before
too long the lord of Littlespur and even the
crown of Kelerak will assert eminent domain
to claim the hideout. They want to build a
fort over it and use it for storage. The heroes
can resist, but eventually they will be obliged
to clear out.
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THE APPENDICES Magical Longsword (wielded with two hands).
Melee Weapon Attack: +6 to hit, reach 5 ft., one
NPCs target. Hit: 10 (1d10 + 5) slashing damage.
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MAPS
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CREDITS
Author: Brian Stanton
Cartography: S. Baker
Editor: S. Baker
Production: S. Baker
Designed for the Farland Campaign setting. From the World of Farland (www.farlandworld.com),
Copyright 2015, all rights reserved. Dungeons & Dragons, D&D, Fifth Edition, 5e etc. are all legal
properties of Wizards of the Coast Inc. This document does not and is not intended to challenge or
infringe upon any legal copyright of Wizards of the Coast. Buy and support D&D products from
Wizards of the Coast.
Cover art: “Attack against the Kajs and reunion of Tariel and Nestan-Darejan” by Mihály Zichy
(common domain)
Interior art: “The Black Knight” by theflickerees (licensed for non-commercial reuse)
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