The Investigation of Toecap's Tragedy
The Investigation of Toecap's Tragedy
The Investigation of Toecap's Tragedy
A Family was Murdered in their own home, and the Murderers were never caught.
Can Somebody find the truth and bring a grieving soul peace?
Table Of Contents
Chapter 3 – The Monastery of 22
Introduction 4
Knowledge
Setup 4 About The Monastery of Knowledge ......22
If you’ve played Toecap’s Puzzle House ...4 The Buildings ...........................................................................22
Financing and Records ..........................................................22
If you haven’t played TPH .....................................4 Approaching the Monastery .............................23
Inserting into an existing campaign .......... 4 Inside the Patagonia .................................................23
If you’re in the city of Plifortakune ........ 5 The Room on the Ninth Floor .......................24
Starting the Adventure 8 The Spiders ..............................................................................24
Cleaning and Searching ........................................................ 24
Chapter 1 – Guard Station 122 9 Awarding XP ...................................................................... 25
1st Floor .................................................................................9 Chapter 4 – 139 Purple Reef Road 31
1 Reception .................................................................................9 Approaching 139 Purple Reef Road .............31
2 Interview Room ......................................................................9
3 Locker Rooms .........................................................................9 1st Floor ...............................................................................32
Bounty Board List ...................................................................10 The Doll .................................................................................... 32
4 Officers’ Offices ....................................................................11 If an alarm was triggered ...................................................... 32
5 Break Rooms ........................................................................11 2nd Floor .............................................................................33
6 Holding Cells ........................................................................11
After the fight .............................................................. 33
2nd Floor .............................................................................12 Loot ............................................................................................33
7 Records Room ......................................................................12 Interrogation and the Guards ...............................................33
8 Evidence Room ....................................................................12 Talking to Wellington ..............................................................34
Leaving the Station .................................................. 13 Talking to Odabi ...................................................................... 34
Awarding XP ...................................................................... 13 Awarding XP and Gold ........................................... 34
NPCs ..........................................................................................35
Chapter 2 – The Order of Diligent 15 Emnil ......................................................................................... 35
Clothes Makers Guild Hall Gargrim .....................................................................................35
1st Floor .............................................................................. 15
1 Alleyway .................................................................................15
2 Entrance ................................................................................ 15
Ticket Costs and Availability ................................................ 16
3 Foyer .......................................................................................16
4 Backstage ..............................................................................17
5 Dressing Rooms .................................................................. 17
6 Washroom .............................................................................17
7 Runway Room ...................................................................... 17
2nd Floor .............................................................................18
8 Gathering Room .................................................................. 18
9 Kitchenette ............................................................................19
10 Meeting rooms ...................................................................19
11 Washroom .......................................................................... 19
NPCs ..........................................................................................19
Ophirora Cottenwood ............................................................ 19
Barret Silverspoon ..................................................................19
Yuzi .............................................................................................19
Odabi Loomshift ......................................................................20
Awarding XP ...................................................................... 20
Table of Contents
2
Chapter 5 – 3131 Sandcastle Tower 38
Player Planning ............................................................ 38
Water Wings .......................................................................39
Water Wings Item Guide .......................................................39
Vessels and Mounts ................................................................39
Sandcastle Towers ..................................................... 40
Ground Floor ........................................................................... 40
Basement Floor 1 ................................................................... 41
Basement Floor 2 ................................................................... 41
2nd Floor .................................................................................. 41
3rd Floor ...................................................................................42
4th Floor ................................................................................... 42
5th Floor ................................................................................... 43
NPCs ..........................................................................................43
Resil Tsen ................................................................................. 43
Shezta ........................................................................................43
Linefin Salthoof .......................................................................44
Pixane ........................................................................................44
The Sahuagin .......................................................................... 44
Khalaash ................................................................................... 45
Gyrashiil ....................................................................................45
Awarding XP ...................................................................... 46
Taking them to the Guards ............................... 46
Rewards ..................................................................................46
Endcap .....................................................................................46
Epilogue - The Aftermath 49
Quick Book References 50
Magic Items 51
Alarm Bell .................................................................................... 51
Badge of Detect Magic .............................................................. 51
Candy of Water Breathing ........................................................ 51
Cube of Picture Taking ..............................................................51
DarkGlassesTM ...........................................................................51
Fishscale Mail ............................................................................. 52
Inferior Healing Potion ............................................................. 52
Robe of Sentient Silk .................................................................52
Transmitting Stones .................................................................. 52
Weighted Shackles .....................................................................52
Creatures 53
Handouts 55
1 - Bounty Board List .................................................................55
2 - Final Report on the Hnmng Murders ...............................56
3 - Water Wings Item Guide .....................................................57
Maps 58
City Map ....................................................................................... 58
City Map Legend .........................................................................60
Thank you for Reading The 72
Investigation of Toecap's Tragedy
Table of Contents
3
Warning: This adventure is a sequel to Toecap's Puzzle House, and contains spoilers for that adventure
Introduction
S
o your players have completed Toecap's Puzzle
House and, spoiler alert, found that there is, in Legal Disclaimer
fact, no treasure for solving the puzzle. Are they DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
unsatisfied with that conclusion? Good, that’s Forgotten Realms, Ravenloft, Eberron, the dragon
what Toecap wanted. But what about what she ampersand, Ravnica and all other Wizards of the Coast
needed? The players should have figured out that product names, and their respective logos are trademarks of
the Puzzle House was made from Toecap’s grief Wizards of the Coast in the USA and other countries.
at losing her family, and even drawn the conclusion that if This work contains material that is copyright Wizards of
they can put her spirit to rest, maybe they can disenchant the the Coast and/or other authors. Such material is used with
puzzle house and take the magic items within. If any of your permission under the Community Content Agreement for
players have expressed to desire to solve a mystery, or you Dungeon Masters Guild.
just think this is interesting, then this is the follow up for you! All other original material in this work is copyright 2019 by
This adventure is broken up into five chapters, each of Forester Designs and Christopher J Foster, and published
which can be played in a 2-3 hour session, and even as stand under the Community Content Agreement for Dungeon
alone adventures if you so choose, with Wellington hiring the Masters Guild.
players for that one task. Each chapter is written with a party
of 4 at certain character levels in mind, with options to adjust
the encounters accordingly if the party has a different
composition. This adventure should bring 4 1st level
Setup
characters to level 3 by the final chapter. If you’ve played Toecap’s Puzzle
House
Character levels by chapter
Character If some of the characters have previously gone through
Chapter Levels Toecap’s Puzzle House, this can easily be played afterwards,
Chapter 1 – Guard Station 122 Level 1-2
even with some other low level adventures in between.
Chapter 2 – The Order of Diligent Clothes Level 1-2 If you haven’t played Toecap’s
Makers Guild Hall
Puzzle House
Chapter 3 – The Monastery of Knowledge Level 2
Well first all, it’s pay what you want on Dungeon Masters
Chapter 4 – 139 Purple Reef Road Level 3 Guild, and a very good adventure if I do say so myself, so you
Chapter 5 – 3131 Sand Castle Towers Level 3 don’t really have any excuse. But if you really want to play this
without that, well, I literally can’t stop you, so I recommend
just have Wellington approach the characters looking to hire
Accreditation them to solve his aunt’s family’s murder and go from there. Of
course, mentioning that she turned her house into a puzzle to
Writting & Art by: Christopher J Foster
Find my other works on Dungeon Master's Guild,
hide her treasure will undoubtedly get some players
or my Patreon.
interested, so they may want to run through it after that
This adventure is Part 2 of a Trilogy, a sequel to anyways.
Toecap's Puzzle House, which you are strongly
encouraged to play first, not just because this If you’ve inserted Toecap’s Puzzle
module will spoil some of that one, but because House into an existing
it's also pretty fun.
This adventure also as a prequel to Part 3 of the city/campaign
Trilogy, Return to the Puzzle House. This adventure assumes that the city in question is a large
This adventure can be played as a stand alone metropolis of people, and has some sort of head guard/police
adventure however. station with records, a clothes maker's guild hall and a
Document Version: 1.2.1 Monastery of Knowledge. The first or last could be
substituted with a City Records office or library of some sort,
but either way, adjust these places as necessary to better
insert them into your setting.
Setup
4
If you’re in the city of Service costs in Plifortakune
Cost Services
Plifortakune
1 cp Road or gate toll
The city of Plifortakune is this adventure’s intended setting.
The city is a large coastal city full of nearly every playable 2 cp Courier delivery within city from one of their
race living (including the monster races) in relative harmony, locations
or at least as much harmony as large cities tend to have. The 4 cp Tabaxi Taxi trip within city
city’s name, Plifortakune (Plee-for-ta-ku-nay), roughly means 5 cp Coach cab trip within city or between cities per mile
“Stronger Together”.
This adventure takes place entirely in the Clear Coast 1 sp Ship’s passage per mile
District, but other areas of the city are detailed to help 2 sp 1 Novice Hireling (like Scribes or Private Courier)
understand the city and the people within. per day
1 gp Tabaxi Taxi hired for the full day, staying within city
The City of Plifortakune
The city was founded 86 years ago, in the year 1526 (the 2 gp 1 Skilled Hireling per day
current year is 1612), on the 1st day of the 7th month, by a 5 gp Coach cab hired for the full day, staying within city
silver dragonborn with the express intention of creating a
place for all races, and has since grown well into a thriving The Districts and Notable Places in
city with over 168,000 people in seven districts, although this
adventure will all take place in the Clear Coast District, so it Plifortakune
won’t cover any locations outside it. There are large stone The Clear Coast District
walls separating each district, practically from the city “The sand here is warm and smooth, good for eggs, good for
growing outside the walls as it went, with gates here and family.” – Orga, Lizardfolk, Community Leader
there for passage between. Travelling through a gate requires
paying a 1 copper gate toll used, by the city to both count gate
use and help pay the guards. This district has a population of roughly 23,000, largely
The city has a lot of the standard large city amenities, like Tritons, Aarakocra, Humans, and Tabaxi, with sizeable
organized city guards, criers announcing the latest news, and Lizardfolk and Yuan-ti communities who enjoy the sandy
a thieves guild, but also some interesting features, like Tabaxi beaches. The district is one of average living and respite,
Taxis, rickshaws pulled by Tabaxi than can be hired to take where most don’t have to worry about their daily living. That
people around the city for 4 copper a trip, or 1 gold for the doesn’t mean everything is perfect however. A large section of
day, can be easily found on most major streets most of the the district is underwater by design, often referred to as “The
day, but they won’t travel outside the city. These Tabaxi are all Shallows”, where largely Tritons, Sea Elves and Merfolk live,
monks and members of the Monastery of Knowledge, so see with the occasional Nereid, Siren or Sahuagin who have
that section for more details. found their way to the city. As such, rentals for magic items
Thanks to the Coach and Carters’ Guild, in cooperation that allow for water breathing and travel can be found along
with the Scribes Syndicate, there standardized are road signs the edge of this area, and architecture incorporating various
throughout the city, which are large signs with 1 foot tall text water features (such as waterfall stairs and resting pools) are
placed along the roadways, either through wood signs, stone quite common.
markers, or metal plaques imbedded into building walls, The governor and advisor of the district are determined by
usually 10-15 feet off the ground. This has made finding one’s the winner and runner up of a race through the district, half
way around the city relatively easy. running and half swimming, which is held every other year in
The city is run by an elected council of governors and the summer. The race is open to everyone so long as they
advisors, one of each from each of the seven districts. These sign up with the district’s offices before the deadline and pay
14 people then elect a council head to oversee them and act the 10 gold registration fee, and there’s usually around 20 or
as the city leader, which is currently held by the city’s founder. so competitors. The only rules are that they must pass
These 15 people form the city council, who oversee city policy through all the check points on the route, which changes a bit
and make sure the various ministries are doing their jobs every year but always starts on the shore, and are prohibited
handling all the day to day stuff. They’re all busy people, so from carrying weapons or armor. Combat is allowed, which
the players shouldn’t run into any of them unless they’ve has resulted in some people entering just to fight someone
really messed something up. and keep them from winning, but un-sportsman like
behaviour is frowned upon and may result in audience
interference, as the race is watched by many citizens who are
encouraged to voice their support and disapproval, which can
make it more of an obstacle course than a race. A race like
this isn’t going to be happening in this adventure, but I’ve
detailed this just to make the kind of attitude this district has
known.
S
tart the players out at their favorite hangout, pub, “He won’t be happy, especially if he knew what I was up to,
or headquarters. If they’re in Plifortakune, start
them off at The Mad Harp. The characters are but he’s gotten enough gold from that house doing practically
sitting at a table talking when a young goblin they nothing, and he technically doesn’t own the house, he’s just
would recognize if they played Toecap’s Puzzle fulfilling Toecap’s last will. I think that putting Toecap’s soul to
House as Wellington Pennyloafer, a 21 year old rest counts as solving the house's puzzle, since he doesn’t
Goblin Apprentice Wizard (Volo 209) who was recognize the actual solution, with the magic items being the
working the admission booth and talked to them when they treasure. I don’t think he could reasonably object to that, even
left. Wellington scans the room and immediately spots the if he'll try, but he’ll move on to some other venture after he
players, quickly approaching them and taking a seat without
asking if he can sit down. He will ask is the players gets over himself.”
remember him, introducing himself if any of them don’t, and
cut right to the chase. • If the players ask him about any leads he might have or
where to start
“I’m here because I want to hire you. You managed to clear
Toecap’s Puzzle House, something not many have done, and “Well, I can think of a few leads. I don’t think the guards from
you are aware that the house was created 5 years ago out of Station 122 ever released what they found, but they would
Toecap’s grief. I’m not entirely sure, but I suspect her soul is have had to write up a report on the Hnmng murders at some
actually fueling the magic in the house, but even if it’s not, I point that probably has some information, although they
doubt her soul has rested well after her family’s murder. So I probably wouldn’t just give it to you if you asked. There’s also
want to hire you to investigate the murders and help bring her The Order of Diligent Clothes Makers, the guild Toecap
soul to rest.” belonged to, there might someone at the guild hall who would
be able to help. Those are the two most promising ones. After
The players are now free to ask him questions. you investigate those two we can figure out more.”
• If the players ask about a reward:
If the players accept Wellington’s request he’ll do an insight
“Well, I can give you 60 gold now, and if you do put her soul check to make sure they’re going to do it, which if they pass,
to rest, I believe that the Puzzle House can be disassembled. I he’ll thank them, give them the 60 gold, tell them where to
know there’s a bunch of magic items and materials in there
find him when he’s not at the house, and to let him know
what they find before leaving to head back to the house.
that you could then take, as appose to nothing of value if you
The players now have two choices, go to Guard Station
tried to brute forth the magic off with a wish spell or 122 and try to get the report on the incident (Chapter 1), or
something.” go to The Order of Diligent Clothes Makers Guild Hall and
talk to people (Chapter 2).
• If the players ask about the murders:
G
uard Station 122 is a simple brick box Any attempt to intimidate or threaten her will result in her
building, reminiscent of the practicality over hitting an alarm under the desk alerting the rest of the
aesthetics design of government buildings. If station, who will come out and engage in combat with the
there wasn’t a sign that said “Guard Station players. The guards will attempt to take the players out with
122” on the front most would just assume the non-lethal damage, but they won’t hesitate to bring the
building wasn’t any sort of important. players down and stabilize them later if they fell they’re being
The players essentially have two choices, walk in and try pressed.
asking for the report, or sneak in and steal it. The following is If the players take a look at the wanted posters, they’ll see
written largely with the players trying to talk their way in, as the Bounty Board List on the next page, which they should
anyone caught sneaking around in the station would be note have been ordered from highest to lowest bounties. If
attacked first and questioned later. Attempting to attack the they attempt to take a poster, Hahlu will stop them using
guards should be treated as stupid, since there’s 7 Knights, a Mage Hand to keep the poster in place, asking them if they
Mage, and a Champion in the building, and more would be are a bounty hunter or adventurer. If the players say they are,
called if a commotion was raised, with the closest guards she’ll offer then a small booklet that contains all the posters
being able to arrive with 3 minutes of being alerted. All (Handout 1 - Bounty Booklet), saying it’s the latest issuing for
guards will try their best to take down players with non- the city’s most wanted. If the players say they aren’t, she’ll ask
leather damage. them to please not mess with her display. If the players ask
All of the guards have their own Badge of Detect Magic Hahlu about any of the posters, she’ll reply that she doesn’t
(ITT 51), which is city issued and has their Guard ID number know any specifics about any of them, since they’re city
on them. issued, but that they can get up to 50% of the bounty for
providing information that helps lead to an arrest. Otherwise
they’d have to bring the person in question in themselves,
1st Floor although killing someone who’s wanted dead will result in
only 25% of the bounty being paid out, and a murder charge if
1 Reception they’re not. Anyone wanted for questioning is a person of
interest in an investigation who they do not believe
Inside the entrance is the reception area, where a few empty
committed the crime, but they might have some important
chairs and potted plants sit before an elderly lady in a guard information. Usually they’re adventures who have travelled
uniform knitting behind an imposing and raised reception outside the city at the moment, and they can go to a station
desk across from a wall of neatly placed Wanted Posters. Even themselves and collect the bounty after answering some
though she’s sitting, the lady is at eye level with those walking question.
into the building thanks to the raised platform behind the
desk. 2 Interview Room
“Oh, hello there, welcome to Guard Station 122, is there A bare and empty stone room with just a table and some
something I can help you with?” the lady says in a polite and chairs. Notably, the table is made of metal and bolted to the
cheery manor. floor, and there are several spots to chain things to in the
floor and table.
This lady is a Yuan-Ti Mage (MM 347) named Hahlu, and will 3 Locker Rooms
talk with the players in a polite and courteous manor, at least
as long as the players do the same. Hahlu has worked as a
receptionist at the station for a few decades now and has A co-ed locker room for guards to store things in their lockers,
seen a few things in her time, and dealt with those things as like their common clothes or their armor and uniforms
she could, which is to say rather well. depending on if their on duty. There’s also an all gender
If the players ask her if she knows anything about the washroom with three stalls and a door to the office.
Hnmng murders from several years ago, she would nod in
recognition as she remembers them being some nasty The lockers all have locks, which can be opened with a DC
business. If the players ask if she knows anything else, if they 17 Lockpicking check and 5 minutes. Searching the lockers
can see the report, or talk to the detective that handled the without making any noise requires a DC 15 sleight of hand
case, and they’ve been polite talking to her, she’ll take them to check, and on a failure all the guards in the office room will
Detective Fardal, the Dwarf in charge of the case back in the be alerted and come investigate. The 13 lockers contain a set
day, who’s current in his office doing paperwork (see 4 of common clothes, and 7 contain Breastplates with Guard
Officers' Offices). If the players have been rude or insignias on them. If anyone puts on the guard armor and
disrespectful, they’re going to have to convince her to help attempts to pass themselves off as a guard in front of the
them with a DC 15 Persuasion. other guards, they’re going to have to pass a DC 20
Deception check, or DC 25 for Hahlu or Fardal, or be
immediately attacked for impersonating a guard.
There are 5 Knights (MM 347) in the room, as well a Dwarf There are 2 Knights (MM 347) in here drinking some tea and
Champion (Volo 212), all of them in various states of making small talk about young couriers being idiots racing
working. through traffic. If they notice any of the players approach,
If Hahlu is guiding the players: they’ll stop and stare at them wondering what they’re doing
there.
Hahlu leads you to the desk of a Dwarf is old but shining
armor with gray hair and stone gray eyes as he looks up at the
approaching party. “This is Detective Fardal, he’s the one who
handled the Hnmng Murder case. Detective, these people
have some questions for you. I’ll leave you to it,” she say as
she leaves.
Fardal grimaces in annoyance at your arrival. “The Hnmng
Murders, everything I could tell you is in report I wrote, so why
are you bothering me?”
A. A large suit of red plate armor with blue trim that also
3 Foyer emits blue flame. The description says it was crafted by
Thermur Hammerspark (dwarf) for the first Colosseum
champion, Barog Black Scar (Orc). A DC 12 Arcana heck
This crowded two story tall foyer is fashionably designed, with
a set of stairs that are roped off that lead to a second floor would reveal that while the armor and flames are magical, the
balcony in the foyer that has doors to the Gathering Room. armor doesn’t offer any more protection than a regular set of
There are also several glass cases that contain “historic” or
noteworthy outfits that the guild has decided to showcase.
plate armor, and that the flames only emit dim light, but that
These outfits are worn by simple, manikin looking constructs it does give advantage on Intimidation and Performance
that will move around a bit and occasionally strike a pose for checks. A DC 14 History check would remind the character
the people admiring them. that Barog was champion 3 years in a row before retiring
somewhere in the city, having kept a low profile since.
A human security guard named Billie, using Thug stats (MM B. A long green silk dress with what appears to be living
350), sits in front of the rope reading a fashion magazine. She flowers growing out around the low cut collar and across the
can be persuaded to let players through on a successful shoulders. The description says it was designed by Ophirora
Persuasion 13 check if they offer a valid reason, such as Cottenwood (Half-Elf) for Ravaxisys Kantamdo (Elf) to wear
needing to talk to someone up there, or with a Deception DC to the high class Elven Spring Ball last year. Detect Magic, a
18 (before the show) or DC 14 (after the show) check if the DC 15 Nature or Arcana check would reveal that the flowers
players try to bluff that they are allowed up there. A front row are in fact magical and alive.
ticket comes with access to the after party, so if a player C. A silver grey robe that hovers in the center of its case,
presents one, or a ticket altered to look like one, she’ll also let little white clouds seem to float on the fabric and occasionally
them pass. If the players do anything disruptive, like try to float off the fabric and become tiny little clouds that circle
steal from any of people waiting for the show to start, she will around the robe before eventually floating back onto the
attempt to throw them out, starting peacefully so long as fabric. The description says that it was made by Nimbus
she’s not attacked. If attacked, people will rush out and alert Stormsphere out of fabric his Air Genasi family wove from
city guards using Knights stats (MM 347), who will rush in threads of cloud. A DC 12 Arcana check would reveal that it’s
and attack the players after 3 rounds. definitely magical, that clouds probably were a component in
The constructs that look like manikins in glass cases use the robe’s making, and that anyone wearing and attuned to
Animated Armor stats (MM 19), each have a small article the robe could probably cast the Fly spell on themselves once
detailing the history and importance of the outfit. If someone a day and always be under the effect of the Featherfall spell.
attacks one of the display cases, the constructs will attempt D. In an alcove full of water, a dress made of many layers of
to protect their outfit and flee to safety, as they have been fine red and orange fabric floats calmly as the construct
instructed. within gently treads water with its bare feet, a necklace and
Ophirora Cottenwood (See NPC section for this Chapter) crown of bubbles slowly floating around its head. The
is in the foyer hanging around the display case with her dress description says it was designed by Watlyn Remrath for to
(in Case B) trying to act casual while listen to see if anyone wear at last year’s Governor’s Race.
compliments her dress, at which point she’ll attempt to join E. A golden suit with wheat like patterns woven into it,
the conversation and encourage more complements of her making it look like a shimmering field of field, along with a
dress. If a player insults her dress, she will in turn angrily bright yellow bowler hat that is emitting a bit of light and
insult them, even if they weren’t talking to her. She also has a feels like sunlight, finished with a set of rich earthen colored
Front Row ticket in her pocket, which could be pick pocketed leather shoes that look like they were made for walking, and
with a successful DC 16 Sleight of Hand check, although if that’s just what they did, looking well-worn for it. The
she catches someone picking her pocket, she’ll insist Billie description says the suit was designed by Odabi Loomshift,
through them out. Ophirora knows Odabi is upstairs, having the hat by Resil Tsen, and the shoes by Toecap Hnmng, for
seen her walk up earlier, and will tell the players if asked if Governor Maurice Treeshade of the Golden Plain’s first run
she knows where Odabi is. for office. A DC 10 Nature or DC 12 Arcana check would
The other NPCs in the NPC section are also in the Foyer reveal that the hat is emitting sunlight thanks to magical
before the show starts, will go in when the show starts, and properties. A DC 12 History check would reveal that Maurice
then up to the after show when it’s over. This includes a lot of Treeshade has been the Governor of the Golden Plains for
uninteresting and uninterested people. nearly two decades now, and is a not quite elderly human
The outfits are: druid.
If the players have accepted Gromir’s offer to model, Gromir If players have accepted Gromir’s invitation to be models for
will lead them backstage and help them pick out an outfit, or him, he will have them go out one right after another, and
even two if they’re feel then can walk the runway twice, during the practice run he’ll explain what to do. A runway
saying they’ve got just enough time for them to do a practice walk consists of three parts that must be done successfully,
run before they have to start letting the audience in. (See 6 and players are encouraged to describe what their characters
Runway Room for what a walk will entail.) are doing to the fullest effect. The first part will be walking
There are a variety of outfits available, as well as prop down the runway, where players must succeed a DC 15
weapons to match, including but not limited to: Athletics, Acrobatics, or Performance check to show off to
An outfit that can only be described as “The Barbarian the audience. Players could also try a DC 13 Deception check
Battle Chicken” with a pair of “drumstick clubs” if they feel their character would need to be more “fake it till
A gown that looks and smells like it’s made of fish scales you make it”. The second part happens at the turn about,
with “crashing wave” trim where the character must do something to wow the audience,
A skin tight black body suit with a pair of cloth over wire such as strike a pose, perform an attack, or even try to
frame butterfly wings on the back intimidate the audience.
An outfit that gives the appearance of troll heads growing If they strike a pose, they could use Athletics, Acrobatics,
out all over your body Performance or Persuasion at a DC of 15, make an attack on
A suit of armor with obelisk like spikes coming straight up an imaginary opponent in the center of the turnabout and
out from the top of the shoulders succeed a DC 17 “hit”, or try to intimidate the audience with
A blue outfit with metal shoulder pads, a comically a DC 13 Intimidation check, since the audience wouldn’t be
oversized fake sword and a spikey blond wig expecting that. The third part of the walk if the same as the
An orange full body loin cloth with black triangle spots first, walking back from the turnabout and into the backstage.
and a blue tie When players do the show, they will see someone (Barret
A skirt that looks like a swan with the swan’s head to be Silverspoon) taking pictures in the front row.
pulled up the front and wrap around the neck How well the players do will influence how things proceed
A pink-red leotard with what appears to be red at the end. If they largely fail the checks or worse, they do
dragonborn scales sewn in and bunch of gold chains terribly. If they succeed as much as fail, they do alright. If they
A black leather armor and mask that have been decorated mostly succeed, they do great. If they succeed on nearly
with silver skulls everything or better, they do fantastic. DMs may adjust things
A turtle shell body suit and lion’s mask if there’s one player that stands out either way.
A set of metal armor decorated with crystals that make it If the players didn’t participate or did terribly:
look like it’s covered in ice The audience loudly boos and marches out. Some can even
A body suit with many long purple worms hanging off be heard demanding a refund. Gromir holds up his promise,
every inch of it given each of them 20 gold, but never speaks a word to them
A suit that looks like the combination of a Triceratops and and doesn’t acknowledge them after bringing them to the
a T. Rex after party upstairs.
If the players did alright:
5 Dressing Rooms The audience applaud politely, and leaves in an orderly
fashion. Gromir thanks them for their help, saying “I guess I
A collection of dressing rooms for models to switch outfits
should be thankful people I picked up off the street weren’t a
complete disaster.” He’ll then pay them and bring them to the
between walks. Each dressing room as a curtain door, a full
after party upstairs.
length mirror, and a few hangers. If the players did great:
The audience applaud happily with a few cheers here and
6 Washroom there. Gromir will thank them happily as the audience leaves,
giving them each 25 gold instead of the 20 before leading
An all gender washroom with three stalls and three sinks. them upstairs to the party.
If the players did fantastic:
The audience gives a standing ovation before eventually
having to leave. Gromir is absolutely beaming, giving each
player 30 gold before leading them upstairs to the party.
Chapter 2 – The Order of Diligent Clothes
Makers Guild Hall
17
If the players did great:
2nd Floor Gromir loudly announce your arrival to the party, which is met
8 Gathering Room with applause from the crowd. The party is fairly lively, and
If the players managed to get up here people are friendly when talking with you. A few designers
before the show: even giving some of you their card and inviting them to model
for them some time, and only one or two mean it as a
There are a few work hands setting things for the after party.
euphemism. Ophirora will come over and give her
Two long table with drinks and appetizers are setup by a
congratulations to you and Gromir. “Well, those were quite the
kitchenette, along with two small tables with chairs around
outfits you made Gromir. Perhaps you’d like to collaborate
them are setup in the middle of the room. An elderly Gnome
sometime?” she says offering him her card. Gromir takes it
sits at one of the tables, sipping some tea.
enthusiastically, only able to nod is head as words escape him
before taking a seat in a chair and being practically catatonic
This gnome is Odabi Loomshift. See her section in the NPC
list if the players talk to her. from happiness.
If the players come up after the show: Ophirora will engage in conversation with the players, asking
them how Gromir managed to find such talented models
Two long table with drinks and appetizers are setup by a
she’s never seen before, and if they’ve got any jobs lined up. If
kitchenette where two bartenders hand out drinks. There are the players manage to impress her or convince them to help
two small tables with chairs around them in the middle of the her, she’ll give them the boots she’s wearing, which a DC 14
room, where an elderly Gnome sits at one of the tables, Arcana or Investigation check would reveal to be Boots of
sipping some tea, while a Half-Elf stands by the bartenders Elvenkind (DMG 155), telling the players to tell others that
with a crowd gathered around her, soaking in the attention. they’re “hand-made Ophirora originals”. She’ll also point out
Odabi to the players if asked, and would follow them over to
This gnome is Odabi Loomshift. See her section in the NPC overhear what they’re talking about out of curiosity.
list if the players talk to her. The half-elf is Ophirora If the players did fantastic:
Cottenwood, who the players may have already encountered
in the Foyer earlier. Gromir loudly announce your arrival to the party, which is met
with grand applauses. The party is incredibly and everybody is
If the players didn’t participate or did having a grand time. All of you get cards from other designers
terribly: who genuinely want you to model their outfits for them in the
The after party has a dim and sober vibe, and you get the future. Ophirora will come over and give her congratulations
feeling few people are willing to talk to you. Ophirora snickers to you and Gromir. “Well, those were quite the outfits you
at your presences, and you can overhear her mocking your made Gromir. Perhaps you’d like to collaborate sometime?”
performance, which you get the feeling she wants you to hear. she says offering him her card. Gromir takes it enthusiastically,
only able to nod is head as words escape him before taking a
seat in a chair and being practically catatonic from happiness.
If the players did alright:
Opirora will then proceed to take off her boots and hand them
The after party is low-key, and people are courteous when to you. “I want you to have these. You were fantastic tonight,
talking to you. A few designers offer you their card, asking you and I want to show my appreciation.”
to “model” for them some time, but even the less insightful of
you gets the feeling it’s a euphemism. Ophirora can be
An examination of the boots with a DC 14 Arcana or
overheard, probably intentionally, saying it was an alright show, Investigation check would reveal them to be Boots of
and that the models “Perfectly represent how talentless the Elvenkind (DMG 155). Ophirora will refuse to take the boots
gladiators at the Colosseum have gotten”. back, saying they’re well worth what she saw tonight, asking
the players to tell others that they’re “hand-made Ophirora
A DC 13 Insight into that statement would reveal that she originals”, plus she made them herself and can just make
doesn’t know how the gladiators have been performing, another pair, which she’ll say will probably look better
having never been to the Colosseum in her life. anyway. Ophirora will also ask the players how Gromir
managed to find such talented models she’s never seen
before, and if they’ve got any jobs lined up. She’ll point out
Odabi to the players if asked, and would follow them over to
overhear what they’re talking about out of curiosity.
The other NPCs in the NPC section are also here and can
be talked to.
Note: The Giant Seahorse rental does include saddle and bridle, but purchasing does not. An Exotic Saddle (PHB 157), which
costs 60 gold, would be needed and is available at Water Wings. This also doesn’t include Feed and Stabling, which Water Wings
offers at standard prices.
Chapter 5 – 3131 Sandcastle Towers
39
Shezta will need to be convinced that the players are there to
3131 Sandcastle Towers visit Resil, especially since he never has visitors. Odabi will
automatically succeed at this so long as the players follower
The Sandcastle Towers are a collection of a couple hundred her lead. Resil will ignore things until his name is mentioned
towers just offshore jutting out of the ocean, their lower floors or he is specifically called out to, which if Odabi is leading
beneath the surface connecting them to the underwater area things will be almost immediately. He will be easily
they are a part of. Families of semi-aquatic races abound, persuaded to show them around if his ego is flattered, to the
diving from open windows, lounging on docks, or swimming
point that a persuasion check isn’t needed at all.
around. The towers all have some sort of sand plaster coating,
If talked into giving a tour:
making them look just like the sandcastles you see at the
Resil stands proud as he waits for everyone to be looking at
beach, only much larger. Some towers have even been
him before starting. “Ahem. I am the great fashion designer
decorated with large fake shells and similar decorations.
Resil Tsen. No doubt you are all aware of the numerous awards
3131 Sandcastle Tower, however, has no decorations, and
I’ve won, and the celebrities and politicians who have worn my
no real notable markings aside from the standard number
clothes. You wouldn’t be here if you didn’t have at least some
marker every tower has. It sits at the back edge of the
awareness of that, I would hope, but you are new to all this,
collection, and seems to be farther from the other towers,
which is why Ms Loomshift has brought you all here, to learn
enough that it’s not an easy swim to from the nearest one, as
from her better. So pay attention, I’m not going to repeat
if it has been slowly trying to distance itself and sail out to sea.
myself. Which is my first lesson. Don’t repeat yourself. All my
The Tower appears to be 5 stories tall, with a small tower
designs are 100% original. Not a single one is like anything
along one side, and a square protrusion on the other. The
else. That’s why my outfits are in such high demand. I’ve got
entrance to 3131 is a set of double door with a 30 foot long
some, help,” he says with a gesture to the Sahuagin. “They
and 10 foot wide dock for boats and mounts to tie up to.
have been find diligent workers, and quite lucky to have me
employ them. Few would employ…” he pauses for a moment
If the players come during the day, the front door is unlocked. as if trying to remember something before waving a hand
If the players come at night, the front door is locked and dismissively and resuming, “these shark people in this city.
without a key (which Sheta, Linefin and Resil all have copies
of), a creature proficient with thieves' tools can pick the Their race has had a long hostility with the sea elves, and are
door's lock with a successful DC 15 Dex check and 1 minute lucky that generous people such as myself see fit to give them
of time. a place in our society. But let’s not disturb their work, they
have deadlines to meet. Why don’t we go upstairs, where I can
1 - Ground Floor show you just some of the awards I’ve won!”
The ground floor area is primarily a working area with 15 foot Resil will then lead the players up to the second floor, with
tall ceilings, with eight sewing stations, stools and Shezta right behind him. Linefin will stay there. When the
accompanying mannequins on spinning platforms, half formed players climb the stairs, if one of the players wished to keep
outfits pinned together in mid creation draped upon them. A going up without being noticed, they would have to succeed a
set of open doors reveal a storage area will of fabric and other DC 15 Stealth check. Shezta will absolutely notice if more
material across the room from the spiral stair case that leads than one player disappears.
to the other floors, with the stairs leading down flooded. A
desk with important looking drawings in progress sits by the Combat in the Tower
storage area, while a neatly organized desk sits between it and If players engage in combat in the tower, they will
the entrance. alert anyone in any adjacent rooms, which includes
the rooms above and below them.
This may be beneficial if the party has split up
If the players come at night, no one will normally be in the for whatever reason and someone gets into a fight,
room. but it may also be harmful given the high number
If the players come during the day: of potential enemies in the tower.
Either way, keep this in mind if combat breaks
Eight Sahuagins sit at the stations, measuring and cutting out.
fabric. Some of them look up at you with a weary look before
getting back to work. A large Minotaur sits on the floor by the
stairs watching you carefully as he polishes his axe in an
almost threatening manner. A human sits at the desk by the
storage area looking over some drawings, while a Yuan-ti
woman is sitting at the desk closest to the doors and looks up
from some documents, looking you up and down before
asking “Hello, who are you?”
If the players come at night, Linefin is asleep in his bed. He If the players come during the day:
will wake up if the players fail a DC 14 Stealth check, DC 16
if they’re in an adjacent room. A young goblin girl sits asleep at the desk, clearly exhausted
from working through the night, a ball and chain shackled to
9 - Snake Room
her ankle.
This room has about 2 and a half feet of loose sand in it.
If the players rouse her with a gentle shake, she’ll react stare
The sand makes this room have difficult terrain. Combat in at them in bewilderment before whispering “Are you here to
this room will alert anyone in an adjucent room, including save me?”, holding back tears.
above and below. If the players come at night:
There are two Giant Constrictor Snakes (MM 324) in this
room hidden under the sand. They are Shezta’s pets, which A pair of young girls, a sea elf and a goblin wearing a ball and
she calls Coilheart and Softscale, and will follow her chain, sit on the bed, talking in hushed whispers to themselves
commands. If the players walk into the room, they will attack
them. If the players harm either of them, especially after she with silent giggles before noticing you. The two immediately
told them not to go into the room, Shezta will attack the jump up defensively, with the younger sea elf girl getting
players. between you and the goblin girl, baring her shark-like teeth at
you. “What are you doing here?” the goblin girl asks in a
10 - Bathroom hushed tone, a twinge of hope in her voice
A standard bathroom with a tub, toilet and sink. It smells of
wet cow. If Wellington is with the party:
A normal functioning bathroom. As soon as she sees Wellington, she breaks down in tears,
holding back her voice with hands over her mouth, as
4th Floor Wellington rushes to her side, comforting her as he tells her
"It's alright now."
There are four rooms on this floor.
11 - Shezta’s Bedroom 14 - Bathroom
A large bed rests against the far wall, with images of snakes A standard bathroom with a tub, toilet and sink. It smells of
hanging on the walls. The room is well organized and the bed fancy perfumes.
is neatly made.
Pixane
A few weeks after this, Pixane will approach the players to
give then a reward of 1000 gp each. She will reveal that
thanks to the players, the majority of Resil's assets were given
to Pixane as compensation and because the majority of his
work the past few years was actually her's. She also now
owns 3131 Sandcastle Tower.
What happened to her is now public knowledge and she's
become a bit of a celebrity, so her designs are now in high
demand, so she's been selling off the outfits of hers that Resil
held on to in the attic. She will also say that she's much
happier now that she can design what she wants on her own
schedule, which she wants to get back into after taking a
break since being rescued.
Odabi has been helping Pixane manage all this, and Pixane
doesn't know how she could do this without her. Odabi is
quite happy to help, wanting to make up for lost time.
If the Sahuagin weren't arrested or killed, Pixane has hired
them to keep making her designs, since they need work and
they know her designs. They've been very happy with the
arrangement, since Pixane treats them much better than
Resil did, and that all of them are looking forward to moving
into the new headquarters that Pixane purchased the other
day.
But Pixane has come to the players with a request. She's
learned about what happened to her mother from Wellington,
and believes his theory that her soul is powering the puzzle
house. She hasn't gone into the house herself yet, and wants
to make sure that when she does, she'll be able to free her
mother's soul. That's why she wants to hire the players to
help her. If the Players accept, you can use the next adventure
in this series, The Toecap Trilogy Part 3 - Return to the
Puzzle House.
Magic Items
52
Creature
Gyrashiil Linefin Salthoof
Small humanoid (Malenti, NPC), Neutral Good Large monstrosity (Minotaur, NPC), Neutral Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 11 (0) 11 (0) 12 (+1) 18 (+4) 11 (+0) 16 (+3) 6 (- 2) 16 (+3) 9 (- 1)
Senses darkvision 120ft., Passive Perception 12 Senses darkvision 60ft., Passive Perception 17
Skills Perception +2 Skills Perception +7, Intimidation (Strength) +8
Languages Common, Sahuagin Languages Common, Minotaur
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Equipment Berserker Axe (DMG 155)
Amphibious. Gyrashiil can breathe air and water.
Charge. If the minotaur moves at least 10 feet
Fey Ancestry. Gyrashiil has advantage on saving straight toward a target and then hits it with a gore
throws against being charmed, and magic can't put attack on the same turn, the target takes an extra 9
Gyrashiil to sleep. (2d8) piercing damage. If the target is a creature, it
Blood Frenzy. Gyrashiil has advantage on melee must succeed on a DC 14 Strength saving throw or
attack rolls against any creature that doesn't have be pushed up to 10 feet away and knocked prone.
all its hit points. Labyrinthine Recall. The minotaur can perfectly recall
Shark Telepathy. Gyrashiil can magically command any path it has traveled.
any shark within 120 feet of her, using a limited Reckless. At the start of its turn, the minotaur can
telepathy. gain advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it
Actions have advantage until the start of its next turn.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Cursed: Linefin is cursed by his Berserker Axe, and
one target. Hit: 3 (1d4 + 1) piercing damage. is unwilling to part with it. He has disadvantage on
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., all attacks not made with the axe. If hurt, Linefin
one target. Hit: 3 (1d4 + 1) slashing damage. must succeed on a DC 15 Wisdom saving throw or
go berserk. While berserk, Linefin must use his
action each round to attack the creature nearest to
him with the axe, moving to attack the next nearest
creature after felling his current target. If he has
multiple possible targets, he attacks one at random.
He is berserk until he starts his turn with no
creatures within 60 feet of himself that he can see
or hear.
Actions
Berserker Axe. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 18 (2d12 + 5) magical
slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
Creatures
53
Resil Tsen Sea Elf
Medium humanoid (Human, NPC), Neutral Evil Medium humanoid (Elf), Chaotic Good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 12 (+1) 11 (0) 11 (0) 12 (+1)
Senses darkvision 60ft., Passive Perception 16 Senses darkvision 60ft., Passive Perception 12
Skills Deception +5, Insight +4, Investigation +5, Skills Perception +2
Perception +6, Persuasion +5, Sleight of Hand Languages Common, Elvish
+4, Stealth +4 Challenge 1/8 (25 XP)
Languages Common, Elvish
Challenge 1 (200 XP) Amphibious. The sea elf can breathe air and water.
Equipment Robe of Sentient Silk (ITT 52)
Fey Ancestry. The sea elf has advantage on saving
Cunning Action. On each of its turns, Resil can use a throws against being charmed, and magic can't put
bonus action to take the Dash, Disengage, or Hide the sea elf to sleep.
action.
Actions
Sneak Attack (1/Turn). Resil deals an extra 7 (2d6) Spear. Melee or Ranged Weapon Attack: +2 to hit,
damage when he hits a target with a weapon attack reach 5 ft or range 20/60 ft., one target. Hit: 3
and has advantage on the attack roll, or when the (1d6) piercing damage, or 4 (1d8) piercing damage
target is within 5 feet of an ally of him that isn't if used with two hands to make a melee attack.
incapacitated and he doesn't have disadvantage on
the attack roll.
Robe Retaliation. When an opponent within 5 ft
misses a melee attack on Resil, his Robe of
Sentient Silk can hit the opponent and impose the
stunned condition on them until the end of their
next turn or they are hit by an attack.
Allergy. When within 5 ft of fresh flowers, Resil
must succeed on a DC 15 Con save or he will be
forced to sneeze as a bonus action. If Resil fails by
more than 5, he will instead have a sneezing fit as
his action.
Actions
Multiattack. Resil can make two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Creatures
54
Handouts
1 - Bounty Board List
Name Bounty Wantedness Monochrome Picture
Everhand the 144,500 Wanted Dead or Alive for An artist’s rendering of a human man with dark and sunken black
Necromancer Gold Corpse Desecration and eyes and black hair tied up in a top knot wearing a dark robe
Necromancy
Vex of the 87,940 Wanted Dead or Alive for An artist’s rendering of an old and weathered Kobold wearing scale
Thunderstrike Gold Murder armor and a gauntlet with a large tooth sticking out from the side of
Clan the wrist.
Kirdrin 37,420 Wanted Dead or Alive for A picture of a Minotaur with several facial piercings, including a nose
Boulderbane Gold Aggravated Assault ring, holding up a criminal number plaque with his name and the
number CID2525601593
Relentless 25,100 Wanted Alive for Attempted A picture of a Tiefling woman with broken horns holding a sign at
Nethyola Gold Murder some sort of protest surrounded by other Tieflings and Goblinoids.
Tazvyr T’yth 19,560 Wanted Alive for An artist’s rendering of a Drow with and without make-up to look like
Gold Impersonating a Government an Elf, both of which look generically Elven.
Official, Spying and Theft
Akei the 11,370 Wanted Alive for the Creation A picture of a Yuan-Ti woman disappointedly holding a 3rd place
Mage Gold and Distribution of Poisons trophy for some kind of potions contest.
Jacob 8670 Wanted Alive for Mental A picture of a Half-Elf in a flamboyant costume holding a lute that
“Leohorn” Gold Manipulation and Theft appears to have been taken from a promotional poster, with some
Smith text and other people cropped out.
Emnil of the 2230 Wanted Alive for Robbery A scarred and mangy Gnoll man sitting at a bar table laughing at
Biting Gold something out of frame to the left as he nearly falls over himself.
Bastards
Gargrim 1320 Wanted Alive for Theft A rugged looking Dwarf man standing up after falling over from a bar
Gramson Gold table, his previous full beer split all over him as he glares at
something out of frame to the right.
Veh “Fanix” 1050 Wanted Alive for Attempted An artist rendering of a human woman with some kind of fiery
Siem Gold Arson language tattoo on her face.
Klake The 500 Wanted Alive for Repeated A Hobgoblin glowers at the camera with his one good eye as he
Runner Gold Waste Dumping holds up a criminal number plaque with his name and the number
CID0430431312
Ellyjoybell 25 Gold Wanted Alive for Questioning A young Gnome woman smiling at the camera with messy hair and
Mackkelferce mud on her face, wearing a necklace of large teeth that stands out
from her dark cloak.
Light in the 25 Gold Wanted Alive for Questioning An artist’s rending of a silverfured Tabaxi woman in ragged monk
Morning clothes staring intently at the viewer, no matter which direction you
look from.
Handouts
55
2 - Final Report on the Hnmng
Murders, from the desk of
Detective Fardal
On the 13th day of the 6th month, 1606, The Hnmng
residence at 31 Anchor St was forcibly entered through the
back door, when one or more assailants broke the window in
the door to unlock it. There were signs of a struggle in the
kitchen, where it is believed the father, Stralk, tried to fight
off the assailants. His body was found with severe damage
from claw and bite marks, particularly to his torso, which
looked like it had been ripped apart and partially eaten by a
wild animal. The son, Cantle, was found in his room on the
floor, having been bludgeoned to death and his heart
removed. The daughter, Pixane, was never found, although a
significant amount of blood was found in the bathroom, and
is believed to have been hers. A later attempt to bring the
father and son back to life revealed that enough of their
organs had been lost that even a Raise Dead spell was
ineffective.
The house had been turned over, with drawers violently
pulled out to spill the contents, beds slashed open and tossed
aside, and holes punched in walls. It is believed the murders
were looking for valuables, and the mother, Toecap, was able
to confirm that what little jewelry she kept appears to have
been taken. It is believed that the assailants were after the
family’s valuables, as Toecap is a successful high-end
leatherworker and there is public perception that she has
amassed a small fortune.
The culprits, as it is believed there was more than one,
appear to have exited out the back, and our tracker followed a
trail back to an abandoned warehouse at 143 Shark St.
investigating inside found nothing of interest and we were
unable to pick up a trail after that.
Handouts
56
3 - Water Wings Item Guide
Water Rental Purchase
Items Page Attunement Swim Speed Breathing per Day Deposit Price
Potion of Water DMG No NA Yes NA NA 12 gp
Breathing 188
Candy of Water ITT 60 No NA Yes NA NA 14 gp
Breathing
Cap of Water Breathing DMG No NA Yes 5 gp 10 gp 50 gp
157
Ring of Water Walking DMG No NA No 15 gp 30 gp 150 gp
193
Gloves of Swimming DMG Yes Walking No 25 gp 50 gp 250 gp
and Climbing 172 Speed
Ring of Swimming DMG No 40 feet No 30 gp 60 gp 300 gp
193
Cloak of the Manta Ray DMG No 60 feet Yes 35 gp 70 gp 350 gp
159
Fishscale Mail ITT 60 Yes Walking Yes 55 gp 110 gp 550 gp
Speed
Mariner's Armor DMG No Walking No 40 gp + 10 % 80 gp + 20% 400 gp +
181 Speed of Armor cost of armor cost Armor cost
(PHB 145)
Note: The Giant Seahorse rental does include saddle and bridle, but purchasing does not. An Exotic Saddle (PHB 157), which
costs 60 gold, would be needed and is available at Water Wings. This also doesn’t include Feed and Stabling, which Water Wings
offers at standard prices.
Handouts
57
Maps
City Map
Maps
58
Clear Coast District
Maps
59
7. Tommy Walker’s Dungeon Crafting
City Map Legend 8. Christoph’s Constructs
A. Hand to Heaven Castle
B. Bank of Plifortakune
C. Colosseum
D. The Grand Lighthouse
E. Education
1. School of Magic
F. Entertainment and Fitness
1. Ganu-Manu Gym
2. The Boardwalk
3. Toecap’s Puzzle House
4. The Theater of Unusually Interesting Performances
5. La Maison Derrière
G. Guild Halls
1. The Membership of Masons, Carvers and Cutters’ Guild
Hall
2. Fish Market & The School of Fishers’ Guild Hall
3. The Dockkeepers Comradery Guild Hall
4. Baker’s Guild Hall
5. Couriers Coalition Guild Hall
6. Weavers Partnership’s Guild Hall
7. Order of Diligent Clothes Makers Guild Hall
H. Healer’s Hospice
I. Inns, Pubs, and Bars
1. The Mad Harp
2. The Lonely Road Pub and Inn
3. The Drunk Vampire
4. The Twisted Trees
K. Monastery of Knowledge
L. Central Library
M. Ministries and Government Buildings
1. City Hall
2. Ministry of Security HQ
3. Ministry of Justice HQ
4. Ministry of Trade HQ
5. Ministry of Finances HQ
6. Ministry of Infrastructure HQ
7. The Fertilizer Plant
8. Hall of Records
9. The Dump
10. Sewage Works
N. Guard Stations
O. Casino
P. Entrance to Salt Spike Prison
R. Residential
1. The Sand Castle Towers
2. Raven’s Tower
3. Troll Town
S. Shops and Stores
1. Quill’s Magic Shop
2. Albert’s Animal Avenue
3. The Picture Cube
4. Ladon’s Lovables
5. Water Wings
6. Hardbrand’s Armors
Maps
60
Guard Station 122 Labeled Map
Maps
61
Guard Station 122 Unlabeled Map
Maps
62
The Order of Diligent Clothes Makers Guild Hall
Labeled Map
Maps
63
The Order of Diligent Clothes Makers Guild Hall
Unlabeled Map
Maps
64
Monastery of Knowledge - 1st Floor
Maps
65
Monastery of Knowledge - Floors 2 - 9
Maps
66
Monastery of Knowledge - 10th Floor
Maps
67
Monastery of Knowledge - Floors 11 - 26
Maps
68
Monastery of Knowledge - From the Top
Maps
69
3131 Sandcastle Towers Map Labeled
Maps
70
139 Purple Reef Road Map
Maps
71
Thank you for Reading The
Investigation of Toecap's Tragedy
I
hoped you've enjoyed it! Consider checking out some
of my other adventures, or supporting my Patreon so Quests from the Job Board
I can keep producing adventures and modules, and One-shot adventures for everyday use
you can help decide what adventures I do next!
Runway Bloody Runway
A fashion designer is getting threats and needs some models
for a show, Maybe some Adventurers can handle both?
The Toecap Trilogy Gromir Fingercutter, a half-orc fashion designer, is
preparing for his second fashion show at The Order of
Toecap's Puzzle House Diligent Clothes Makers Guild Hall, but he and the models he
A Dying Woman turned her home into a Puzzle House so had lined up have been getting threats to stop, which has
that her fortune could be claimed, but the house isn't as intimidated the models into quitting. Gromir has decided that
simple as it seems... he needs combat capable adventures to be his models and
Toecap's Puzzle House is an Escape Room style dungeon deal with these threats. He hopes they'll be able to handle
for a party of four 1st level characters, with options for higher things...
levels, and can also work as an introduction adventure to This adventure is designed for 4 3rd level characters, and
Dungeons and Dragons for new players, although Dungeon should take 2-3 hours to play.
Masters should be more familiar with the system. It should
take around 2 hours to play. The Cursed Courtesan
If players use their wits and skills, they should be able to Patreon Exclusive
make it in and out of the dungeon with the treasure and their Madame Belle's Maison Derrière has a problem, one of
lives. their courtesans has been cursed! Can you figure out the
curse, find the culprit, and bring them to justice?
The Investigation of Toecap's Warning: This module contains adult themes and
Tragedy situations, and a good helping of silly raunchy humor.
A family was murdered in their own home, and the This adventure is designed for 4 5th levels or higher
Murderers were never caught. Can somebody find the truth characters, and should take around 3-5 hours to play.
and bring a grieving soul peace?
So your players have completed Toecap's Puzzle House Walk the Blink Dog
and, spoiler alert, found that there is, in fact, no treasure for Do you have animal lovers in your party? Does everyone want
solving the puzzle. Are they unsatisfied with that conclusion? an animal companion? Then this is the adventure for you!
Good, that’s what Toecap wanted. But what about what she Several canines at Harmony Park have gone missing and
needed? The players will need to investigate the secret they need to be found!
discovered in Puzzle House and find the truth. If any of your This module can be played with any level party, and should
players have expressed to desire to solve a myster, or you just take 3-5 hours to play.
think this is interesting, then this is the follow up for you!
This adventure is broken up into five chapters, each of Bake-off Battle
which can be played in a 2-3 hour session, and even as stand
alone adventures if you so choose, for a party of 4 characters. Coming Soon!
This adventure should bring 4 1st level characters to level 3 The Baker's Union is holding their annual bake-off! Will
by the final chapter. you bake, eat, fight some magical food, or just take in the
sights?
Return to the Puzzle House There's a baking competition, a pie eating contest, and
some food monsters to fight. Can the characters digest that?
A soul lays trapped in a self inflicted magic puzzle. With a This adventure is designed for 4 5th level characters, and
little help from the puzzle's designer, they might be freed, or should take 2-3 hours to play.
the whole thing might just explode...
Can the players survive the Puzzle House's designer's
pinball dungeon and convince him to help them?
Will the players be able to dismantle the Puzzle House
from within without it killing them?
Will Toecap's soul be able find peace? Find out in the
thrilling conclusion to the Toecap Trilogy!
Thank you! :)
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