DND Super Amazing
DND Super Amazing
DND Super Amazing
Fishing for Gods in Strade’s Gallows draws inspiration from several literary,
visual, and musical works. When running this module, you can further
understand the atmosphere conveyed by becoming acquainted with these works
by other artists:
MUSIC
Additionally, an NPC monster (Rosalynn, the Dirge of a Thousand Weepings) sings throughout the module. She
sings with a choir of trapped souls, and songs in the style of sacred harp are perfect to represent her songs. If
you’d like to include music in your experience, look online for any chorus rendition of sacred harp songs.
“IDUMEA” also known as “AND AM I BORN TO DIE” is a wonderful example. The lyrics are included in the
appendices, and there are several renditions of the song on YouTube and Soundcloud.
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Floopdoogle is arrogant and boisterous, fighting until its last similar to how the Terrible Floopdoogle was a mutated
rattling breath. alligator. Any party member who passes an Intelligence
The Terrible Floopdoogle will charge the strongest-looking (Religion) check DC 20 realizes that one of their party
player. Have all players make Charisma (Intimidate) checks, the members is affected by kuo-toa magic.
player rolling the highest being the “greatest threat” in the Consult the Floopdoogle Magnitude chart in the Terrible
Terrible Floopdoogle’s eyes. This scaly, crime against nature Floopdoogle’s stat box to see how the Floopdoogle PC
attacks with its bite, then follows up with its rake ability to cause progresses. Changes on Day 1 manifest immediately after
as much damage as possible. slaying the Terrible Floopdoogle.
Once slain, the Terrible Floopdoogle wheezes in defeat and Being separated from the kuo-toa for too long will cause
drops. After his death, several kuo-toa will pop their heads out any changes obtained on the Floopdoogle Magnitude chart
of the marsh, ogling in idiot wonder at their dead god and the to revert. The kuo-toa will never leave the Candle Marsh,
party who slew it. and even if they do, they will most likely get killed off by
The emerging kuo-toa show no animosity toward the party– other settlers, animals, or acts of DM. Consider being more
in fact, they will do the complete opposite. With their former than 10 miles away from the kuo-toa as the limit for the
Floopdoogle destroyed, they will choose a PC as their new Floopdoogle powers to progress, eventually making the PC
Floopdoogle to worship: specifically, the PC who delivered the Floopdoogle revert to normal (follow the Floopdoogle
killing blow to the Terrible Floopdoogle. Magnitude chart in reverse).
This is your chance to go no-holds-barred crazy as a DM! Now that you have a well-baited hook for the party, it’s
The kuo-toa can do a number of things you see appropriate: time to reel them into the heart of this harrowing tale.
bow to their new PC Floopdoogle, bring it food (mostly live
shellfish or bugs), and even hurt their own bodies (or each
other) as displays of fealty. The kuo-toa can only speak
undercommon, and it’s extremely simple undercommon
at best, equivalent to “cave man speech.”
If the party decides to shoo the kuo-toa away or
threaten them with violence (or even kill some of them!)
the kuo-toa are used to that kind of stuff. Their method
of thought would be, “Maybe this new Floopdoogle is an
angry Floopdoogle and should be feared, just like the last
one!” Wherever the party goes in the marsh, there are at
least a few kuo-toa tagging along out of sight, chanting
up wild prayers and praises (having a loud
“WHARGARBL!” echo in the background every
five minutes or so).
The PC Floopdoogle will eventually
take on physical and mental
characteristics of “godly”
magnitude,
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working the fishing nurseries. tattooed onto his skin. Bosnir’s scriptures are mostly phrases
Even though the Talls are halflings, they cast shadows that of motivation, similar to the sayings of Confucius or excerpts
nearly engulf all of Strade’s Gallows. Nobody can outwit them. from Poor Richard’s Almanac.
Because of the Talls’ snooty attitude, most other halflings in
Strade’s Gallows keep their noses in the air as well, causing a bit
of racial tension between halflings and non-halflings.
The Watch
Established three years ago by Chairman Mart Gary, the
Brawler Boys Watch is the first official police force of Strade’s Gallows,
and even though it’s made up of only a handful of
Signs pointing to a guild for “the bestest fighters of all time!” individuals, they make their presence known. Constable
decorate Strade’s Gallows like crows that refuse to scatter. Once Fortin Harra is their leader.
a prominent organization, the Brawler Boys now meets in Since their installment, Fortin Harra has shut down
secret–after all, nobody wants Tashtiba the Demon Hag to get nearly all access points to the dangerous sewers, as well as
you, even if she’s already dead! stationing guards at all gates in and out of the city.
Any adventurer is likely to think the Brawler Boys is a The Watch is extremely protective of their jurisdiction.
legitimate fighting guild. In actuality, it’s made up of little boys The members don’t like the idea of someone else stealing
who want to playfight with each other. Their idol is Fortin Harra, their glory, especially a group of wandering adventurers. As
even though he’s a spellcaster. They are led by the half-elf, Pod long as there is misfortune, the Watch is seen as heroes.
Cinderbloom, the self-styled Gladiator Supreme, and they are These NPC’s will be character foils for the party, skulking to
“at war” with the Magic Matrons. undermine their efforts.
Could the Watch be behind the source of Strade’s
Gallows ailment? The members of the Watch are as follows:
Magic Matrons Constable Fortin Harra
Edgar Halfwhistle
Just as there are crude signs advertising the Brawler Boys, there
Lank
are pretty, decorated, sparkly signs advertising for the Magic
Dart Slipfoot
Matrons.
Check the appendix for the Watch’s stats, as the party will
The Magic Matrons play a lot of make believe, especially
engage them in combat throughout the adventure.
since it’s composed of little girls dressing up like wizards. It’s
half-elf “leader” is the Super Pretty Mage, Maggie Cinderbloom
(Pod Cinderbloom’s twin sister), and their idol is Fortin Harra, The Smiling Jester
even though he’s a burly fighter.
The “mages guild” meets at the Cinderbloom pent house, A carnival-themed place, the Smiling Jester was the reason
which is the highest point in Strade’s Gallows, though they any outside entertainment came through town. Freak
prefer it to call it a wizard’s tower. The Magic Matrons is mostly shows, bands, and magicians played their trade at the
a place for the daughters of the bigwigs to meet and gossip Smiling Jester on several occasions, and the citizens of
about others. Strade’s Gallows, tired of the stale atmosphere, would flock
to the Smiling Jester for the dazzling spectacles.
Temple to Bosnir The Smiling Jester also hosted the annual Harvest
Festival, a celebration that was full of merriment. The
Smiling Jester would welcome entertainers from miles
Overseen by the evangelical human cleric, Master Li Soto, the
around to come perform.
newly erected Temple to Bosnir is a reliquary built to the
A once proud establishment, the Smiling Jester was
demigod of commerce and labor, Bosnir.
seized of all property after Fortin Hara and the Watch
Most citizens of Strade’s Gallows utilize household shrines
discovered that the business was funding a human
and idols for their worship, though recently, the Correlio family
trafficking ring. The Smiling Jester is now a condemned
set aside a small piece of property for a proper temple.
building.
Master Soto is not a longtime resident of Strade’s Gallows.
Nobody has been able to find Baxter, the self-entitled
He moved there a couple of months after hearing requests for a
Ringmaster of the Smiling Jester. He’s still at large, and
priest. He awaits the shipment of rosewhistle in the party’s
people whisper that the source of Strade’s Gallows ailments
possession.
may be due to his meddling.
Many followers of Bosnir have scriptures from his holy texts
inscribed on their tools. Master Soto, however, has scriptures
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Gravedigger Fever
Strade’s Gallows’ sickness is called the Gravedigger Fever, and it
affects children. So far, no adults have shown any symptoms.
Children have been sleepwalking at night, being drawn
outdoors, only to start digging in the dirt. This has caused
parents to lock their children in their rooms during the night.
Such precautions, however, didn’t happen immediately.
A few households in the Urban District of Strade’s Gallows
have already lost their children, typically due to them running
into the marsh or crawling into the sewers. Several of the
children have been found digging in gardens or pillaging garden
sheds for shovels.
When parents asked their children what was wrong, the
children say that they hear singing, and then wake from their
trances. Now the parents wonder what happens if they, too,
succumb to the fever that beckons its victims to dig their own
graves?
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If the PC’s try to sneak past the main gate in Area 2, the
Strade’s Gallows, Genteel District caretaker might catch them. If he does, he will alert the
(Areas 1-14) Watch.
The cabin itself has a single living room and two
Unless something horribly unexpected happens with the party, bedrooms on either side. It was originally meant for an
they’ll enter Strade’s Gallows from the north side. The map for entire staff to be housed, but the caretaker is the only one
this location is in the appendices. who lives there now.
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happens, have Rita Gary appear at the Town Hall fence and map of Strade’s Gallows with two X’s marked in the
shout, “Stop this madness at once!” Her stern command should following places:
make Dart and Whisper behave. Cinderbloom Tower
Let Rita take command of the situation. She’s a snarky old The Smiling Jester
woman, but she knows of the party’s importance. Once she’s The map reveals that the Watch is planning a mission into
done making introductions and apologies, she commands for the tunnels of Fort Strade and that the marked locations are
the second gate to open, allowing the party access. known entryways.
Standing on the other side of the gate, however, is
Constable Fortin Harra. Let Fortin Harra show his authority by 8. Correlio Estates
telling Dart to back down, politely thanking Rita for intervening, A gigantic wall encircles this property. A nameplate reading
then insisting that he escorts the party to the temple. Rita will “CORRELIO ESTATES” is plastered to a guarded gate.
oblige.
Harra wants the party in and out as fast as possible, but he’s Fortin Harra points out the Correlio Estates as he takes the
tactical with his words: feigning interest, showing false party through town, mentioning that they’re the richest
congeniality, and buddying up to the party are his weapons. He family.
wants to discredit these adventurers, possibly digging out any The gate to the Correlio Estates is guarded every hour,
criminal history they might have so he can lock them up. especially since the Gravedigger Fever. The cobblestone wall
is over twenty feet high with spikes at the top. Fortin Harra
6. Docks and Entrance mentions that there’s a gala tonight at the Correlio’s
Several private docks line the river coast. A walled-in ballroom, but “you should be out of town by then.” If the
residential area looms in front of you. The cobblestone path party questions about the gala, Harra says it’s an act of
leading from the sally port gate splits: one direction leading charity by the Correlios to offer some form of stress relief
off to houses in the north, the other leading riverside. This is during these times.
definitely the richer side of town. The boats stationed at the docks are mostly Correlio
owned, and there are a few men unloading and loading
Fortin Harra will lead the party along the lower path near the boats as the party passes by.
river. Before he does, he steps towards the four houses near
area 7, whistling as though calling an animal. 9. Halfwhistle’s House
After Harra whistles, a goblin wearing a Watch uniform A stern, two-storied house sits here. A storage shed is off to
bounds out from one of the houses. The goblin dashes up to the side, and the sign on the house reads “HALFWHISTLE.”
Harra and sits in front of him like a dog.
The goblin is Lank, the third member of the Watch. He’s a The human Vice Chairman of the Casters, Coleman
dimwitted goblin who is massively strong, and he’s ever- Halfwhistle, lives here. His house usually has several kids
obedient to the members of the Watch, serving as the brute in playing outside, but his swathe of children are kept inside
times of need. He only speaks goblin, but Harra speaks goblin as since the Gravedigger Fever.
well. The storage shed is full of furniture that Halfwhistle
Harra is using Lank as a display of authority, showing off the bought from the vacant property.
power at his disposal. He’s aiming to make the party
uncomfortable, especially if Lank trails along behind the party.
Lank is not a rare sight among the town, and several townsfolk
10. Vacant Property
treat him like a neighborhood pet. Lank will follow Harra and the A sign in front of this two-storied house designates it as being
party on their tour through Strade’s Gallows. for sale. The property owner is the city of Strade’s Gallows.
The family of this house fled out of fear for their children
7. Watch Housing
when the Gravedigger Fever started. Their house and
Four modestly-sized houses sit in a row, each of them only a
property are now for sale at a cost of 30,000 gold pieces.
few years old. A sign in front of them reads “PROPERTY OF
THE WATCH.”
11. Sand’s Property
These four houses are where the four Watch members live. This single-storied house used to be a bright center of town,
They all look the same, more or less, though Lank’s house is but has recently faded into staleness. A tombstone reading
much more disheveled in appearance than the others. “MARGOT SAND” sits in the yard. A sign in front reads
Should the party sneak into one of the houses, they’ll find a “SAND.”
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have seen that the parents haven’t.” Stunned by his actions, Gus Sand’s humanity seeped out
The Watch: “Don’t get wrapped up in these guys. They of him: these weren’t his children anymore. He had just
don’t like anyone stealing their limelight, but their thrown one to her doom. People who participated in the
musician, Edgar Halfwhistle, drinks down at the Cypress raid said that, upon seeing Rosalynn Sand snatched up by
Creek Pub every night. Maybe you can dig out some Tashtiba’s pet, Gus Sand’s mind tipped.
information from him.” Gus stepped back into the hovel, a bloody, discarded
The party will then be allowed to begin their sleuthing or take a mace in his hand. Tashtiba was pinned to the ground behind
rest. Master Soto can house them in the temple. him, her hollow laughter taunting Gus.
The raiding party of Strade’s Gallows simply waited,
knowing it was only proper that Gus should kill the two
The Truth Behind Strade’s Gallows other fledgling hags.
They heard Gus scream.
Before reading into the party’s potential spelunking results, it’s They heard Gus curse.
important to already know the truth behind Strade’s Gallows. Then they saw Gus stumble out of the hovel, Margot
You are the DM, after all. Sand cradled in his arms, her withered body limp and
The source of the Gravedigger Fever traces back to Gus lifeless.
Sand’s revenge against Tashtiba. They didn’t need to ask him what happened to his third
daughter, Shae.
The Raid on Tashtiba’s Hovel With Gus Sand still cradling Margot’s body, the rest of
the Strade’s Gallows men ran a noose up a tree, and
When Gus Sand raided Tashtiba’s hovel, killing the witch wasn’t Ringmaster Baxter himself led the execution with brilliant
his primary goal. Like any father, the determined man was after fanfare.
his three kidnapped daughters. Tashtiba died silently, her body twitching. Every man
But Tashtiba’s influence had already transpired over the had a hand gripped on her lynching rope.
poor girls. When they returned to Strade’s Gallows, Gus built
Rosalynn, Shae, and Margot Sand met the end of their Margot’s casket himself, then buried her within a week. A
humanity at the tendrils of Tashtiba’s magic, the old hag statue of the three girls was erected in the center of town,
transforming the three girls into mind-rotted hags for her own the names of the men who died inscribed on a bronze plate
personal vanity. with them.
When Tashtiba was halfway through the incantations with Nobody would forget the three girls and brave men who
Shae Sand, Gus and his raiding party barged into the hovel. overthrew Tashtiba seven years ago, and if the party asks
Caught in the act, Tashtiba attacked the mob with magic, killing townspeople about the raid, the people will recant this tale.
several Strade’s Gallows citizens. Here’s the truth: Tashtiba is dead. People swear over
Tashtiba then unleashed her abominations: creatures of campfires that she’s alive, but the truth of the matter is that
myth and legend, grotesques with a hundred mouths and a Gus Sand and his angry mob did, in fact, hang the hag until
hundred eyes, and even a monstrous, lobster-clawed alligator, death. Her direct influence is gone, and none of Strade’s
the largest that anyone had ever seen. Gallows’ ailments are from her posthumous meddling.
But Strade’s Gallows came in throngs, all able-bodied men But that doesn’t mean that Srade’s Gallows is without a
wielding crossbows and swords and other weapons. They killed hag.
Tashtiba’s abominations, and the monsters that survived were Or three!
sent fleeing into the Candle Marsh.
When Gus Sand discovered his daughters, he was too late. Shae
They were in a daze, the curse of Tashtiba’s hex still fizzling, but
when Rosalyn Sand opened her withered eyes and looked upon Shae Sand, the youngest and most inquisitive of the sisters,
her father, Gus saw that the foul creature before him was no didn’t undergo the full transformation into a hag. Tashtiba
longer the sweet daughter he raised, but a corrupted, evil fount didn’t finish the incantation, but Shae still felt the effects.
of hate. Half of her body wilted into the form of a hundred-year-
Rosalynn lunged at Gus Sand, her emaciated lips cackling, old woman, yet the other half of her body stayed youthful
and Gus grappled with the newborn hag, lifting her into the air and pristine. Even her face is half-warped, one buggy eye
and flinging her into the gaping mouths of a gibbering mouther. contrasting with her angelic, normal one.
The monster devoured the shrieking hag, then slinked into the Gus Sand knew that a part of Shae still existed, and
marsh, moans of terror echoing in its wake. instead of killing her, he let her escape into the marsh
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through the back of Tashtiba’s hovel. Gravedigger Fever, and even Shae the Half-Hag can’t avoid
He hasn’t seen her since. the call from the Dirge of a Thousand Weepings.
During the seven years since her halted transformation, But, as previously stated, Rosalynn didn’t start singing
Shae Sand has roamed the marshes, eating frogs, bugs, and on a whim. Somebody is whispering the commands to her.
snakes. She frequents Tashtiba’s hovel, gleaming what she can
of the Demon Hag’s demolished sanctum.
Every day she battles the evil influence within her.
Margot
Sometimes she is driven to rages of bloodlust—other days, she
remembers what it’s like to stare lovingly into the petals of a The middle child of the Sand sisters, Margot was the most
blooming tallowblossom, satiating her nostalgia for the life hot-tempered. Always vying for attention, Margot caused
before her father’s mistake. plenty of mischief among the town. She constantly played
Now in her early twenties, Shae the Half-Hag haunts the Rosalynn and Shae against each other, making the sisters
Candle Marsh, tuning the balance between her girlish fight.
upbringing and demented transformation. For years, she kept So after Rosalynn was thrown to the gibbering mouther,
her dark side at bay. Margot lunged at her father, cackling with glee. Gus reeled
Until she heard Rosalynn’s song. on the abomination, clobbering her with a mace. After
telling Shae to flee, Gus Sand cradled Margot’s deformed
body in his arms and left with her.
Rosalynn Gus Sand buried Margot in the front yard of his new
house in the Genteel District, wrapping her body in cold iron
Strade’s Gallows believed that Rosalynn Sand could truly chains at the request of the local priest. Almost everyone
become a legendary performer. showed up for the funeral.
The sweetest singer in the land, Rosalynn Sand outshined But Margot didn’t stay dead for long.
everyone with her melodic voice at the Harvest Festivals. As Gus Her unnatural fey healing powers kept her at death’s
Sand’s oldest daughter, she had already began to draw the eyes door, repairing the damage from the mace wound. When
of several potential suitors. Margot awoke, she found herself buried six feet in the earth
After Tashtiba transformed her into an evil hag, Rosalynn and fettered with chains.
tried to kill her father. In a panic, Gus threw her at one of Margot, now the Fey Fettered, has stayed beneath Gus
Tashtiba’s pets, a gibbering mouther (Monster Manual, pg. 157). Sand’s house in the Genteel District for seven years. As time
The creature devoured her, then fled into the marsh. passed, Margot’s powers matured, fermenting in her
The magic within Rosalynn, however, was too powerful for insanity until she sensed that Rosalynn and Shae were still
the creature to handle. Rather than being added into the alive. Margot reached out with her thoughts and whispered
mouther’s numerous choir of babbling faces, Rosalynn took to Rosalynn, asking her to sing. Party members who hear the
control of the creature, her disfigured torso rising from the voice near Margot’s grave are catching reverberations of
mouther’s mass of gaping maws. Margot’s conversation with Rosalynn. Margot wants
Rosalynn now lurks in the sewer network of Strade’s Rosalynn to sing, luring Shae to Strade’s Gallows to free the
Gallows, deep in the heart of Fort Strade, claiming her title as sisters, allowing them to form a hag coven—the New Coven,
the Dirge of a Thousand Weepings. She’s spent her time in the and they would be more powerful than Tashtiba ever was!
depths devouring rats and other foul creatures, sometimes The Gravedigger Fever was just an added bonus.
coming near the surface to entice a wandering child with her
song (until the Watch was instated). Eventually, she was trapped
deep in Fort Strade by an unknown source.
The Amazing Tooploogdo
For three years, the Dirge of a Thousand Weepings has
been caged in her catacombs, brooding in isolation. Ringmaster Baxter was never involved in a kidnapping ring,
Occasionally, a kuo-toa wanders into her cell, providing a so when the Watch raided his business with threats of
delicious snack and an addition to her choir. But a few days execution, Baxter fled through a trap door. He never liked
before the Gravedigger Fever began, she heard a whisper in her Fortin Hara, often calling the half-orc out in public. Tashtiba
head. aside, Strade’s Gallows had a low crime rate, but the Watch
Rosalynn answered the whisper by opening her mouths and seemed to be creating arrest warrants for crimes that never
singing, the carnal act of black magic so precise that only the happened, anything to look like heroes to the town and keep
Strade’s Gallows children and other hags would hear. their mercenary contract in check.
Her soothing lullaby rose out of the sewers of Fort Strade, Knowing that the Watch had warped Strade’s Gallows
beckoning the children to come to her. She is the source of the into thinking him a criminal, Baxter fled into the depths of
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Fort Strade. He happened upon a tribe of kuo-toa (a different Since then, Baxter has been rebuilding the Smiling Jester
tribe than the one the party encounters), who nearly killed him, beneath Strade’s Gallows with scraps from his old location.
but after scaring them away with displays of parlor tricks, the His kuo-toa support him unanimously, stealing items from
fish-men began to grovel before him, calling him the “Amazing town, even finding old advertising signs from Tashtiba’s
Tooploogdo.” former freak show.
The kuo-toa took Baxter to their haven, feeding him and And ever since Rosalynn began to sing, even a few
housing him, treating the “magic” man as a god. Baxter children have shown up to his carnival.
eventually began to transform, becoming a hunched over, Now he had to obtain more attractions. The children
lobster-clawed, skittering half-human with delusions of needed to be entertained!
grandeur. With a group of followers at his beckoning, Baxter More would come, and The Amazing Tooploogdo would
began plotting his vengeance against the Watch. Using the team be there for them.
of kuo-toa, he corralled and imprisoned Rosalynn Sand,
recognizing the gibbering mouther as one of Tashtiba’s freaks.
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After Master Soto indulges the party with his information, the This is the district where most of the middle and lower class
party must decide where to go in Strade’s Gallows and who to people reside. There are clotheslines strung between
question. The party will, unknown to them, have a limited buildings and plenty of people meandering around.
amount of time to discover the truth behind the Gravedigger
Fever and do something about it. 19. Logging Dock
Each day, Rosalynn’s singing becomes more prominent. On Piles of lumber sit at this dock, and a tall watchtower
the fourth day after the party’s arrival, Rosalynn’s singing will protrudes from an extension in the water.
overpower Shae Sand unless the party kills Shae or Rosalynn.
Read through the locations and descriptions below, using Strade’s Gallows’ second most popular trade is logging. The
them as a reference in game if you need to remember points of swamplands provide plenty of timber, and the men lugging
interest. There are side quests listed later on, many of which around the giant trunks might let the party know where the
take place in these locations. lumber yards are.
The watchtower is an old battlement from decades ago.
15. Bridge to the Genteel District For now, it’s used to signal ships going up and down the
A bridge wide enough to fit four carriages side-by-side River Shine. However, a ballista with several units of
stretches over a wide stream. ammunition still rests in the upper ledges. It hasn’t been
fired in a long time, but it still works.
This bridge connects the Genteel District to the Urban district.
The party will have crossed it with Fortin Harra on the way to 20. Brawler Boys Clubhouse
the temple. Several signs reading variations of “BRAWLER BOYS
FIGHTER’S GUILD” and “NO MAGES ALLOWED” are scattered
16. Temple to Bosnir around a massive growth of bushes.
Two cobblestone buildings are connected by a breezeway,
and a statue of a divine figure with a balancing scale for Inside the bushes is a clearing. This is where Pod
wings stands out front. Cinderbloom’s Brawler Boys club has its meetings. The club
is nothing but a bunch of children playing make-believe with
The temple can be a base of operations for the players. Master sticks and wooden shields. The Brawler Boys consider any
Soto will have no qualm housing and feeding the party during male characters to be friendly “fighters,” and any female
their time at Strade’s Gallows, though he has no access to characters to be enemy “mages.” They welcome
healing potions or healing spells. roughhousing and general “boy stuff.”
The temple has an unusual number of people coming in and A male character that shows off proficient fighting
out of it because of the Gravedigger Fever. Master Soto will prowess is sure to please the boys and win favor. They are
spend much of his time communicating with followers and easily impressed, especially since most people in town
delivering sermons. ignore them.
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the Magic Matrons, so no thought is given to people There haven’t been any plans for this year’s Harvest Festival
investigating the wicker basket, which is used by the girls in the because of the Gravedigger Fever.
Magic Matrons to raise members up to their clubhouse in the
pent house. They won’t raise any male characters, but they’ll let 25. The Smiling Jester
any female character come see them. The interior of the This ramshackle, wooden building lies on a patch of dry
penthouse is very girly, the girls using toy wands and crudely ground in the middle of the stream. A rickety bridge
sewn costumes to be “mages.” connects it to the mainland.
A female PC casting spells is sure to dazzle the girls, winning
favor from them. They are ignored by Strade’s Gallows citizens No signs exist of The Smiling Jester because The Amazing
just as much as the Brawler Boys, so the girls will crave any Tooploogdo has snatched them all up with kuo-toa. What
attention from adults. remains of this building is an empty shell, the decorations all
scavenged.
22. Wares Road Exploring this place reveals a secret entrance to Fort
A wide, cobblestone road separates the Urban District into Strade.
two halves. This street is lined with venders hocking their
wares from stands. A large causeway stretches over a 26. Path to the Lumber Yard
western swatch of Wares Road. This path is crisscrossed with wheel ruts, and it leads
eastward, over a bridge and into the woods. Several carts
Wares Road is the main street in Strade’s Gallows. It’s not line the sides. A newly erected “DANGER: WILD ANIMALS”
uncommon to see oxen hauling logs on carts through the street sign sits in the middle of the bridge.
to the docks. This is the busiest section of Strade’s Gallows.
The causeway stretching over the street is used by the The wheel ruts are from oxen-pulled carts laden with
upper class in case they want to get from one side of the road to lumber. Following this path takes the party to the lumber
the other to avoid foot and horse traffic. yard. There have been rumors of bear attacks, which is why
In a central part of Ware’s Road, a statue to Margot, the sign is posted.
Rosalynn, and Shae Sand is erected. The memorial is The party can choose to go down the path if they want,
immaculately clean, and there are offerings scattered around it. which leads a mile or so into the woods before coming into
Upon the pedestal is a bronze plaque with several names an open field.
inscribed: the men who died in the raid on Tashtiba’s hovel. One
of the names is Hayden Correlio Jr.
27. The Old Hag Road
This overgrown path leads southward. A large, locked fence
23. Business Half blocks anyone from entering the path. A few trinkets are
Occupying the southern half of Strade’s Gallows lies a large scattered around the base of the fence.
assortment of taverns, shops, and merchantmen.
This path leads to Tashtiba’s hovel. The gate was set up by
Amid the sprawl of businesses, the party will come across the Watch a few years ago as a precaution. Nobody has been
people of all shapes and sizes. There are swanky taverns for down this road since then. A party member can pick the lock
those with money to squander, and there are modest ones for with a Dexterity (Sleight of Hand) check DC 15 to gain access,
those needing every penny. The Cypress Creek tavern is in this or just climb over it.
district, located in the upper class area. The trinkets scattered around the fence are notes and
The party can find any shop they’re looking for: blacksmiths, baubles with Bosnir scripture inscribed upon them. There is
tanners, etc, although magic isn’t entirely supported in the no magic within them—they are merely items left by
town—especially after the dilemma with Tashtiba. Instead, townsfolk in an attempt to ward off evil. An Intelligence
reagents and potions are sold at doctors’ offices and (Religion) check DC 10 reveals this to be the reason.
pharmacies. If the party expresses interest in going down the path,
Fortin Harra will have a member of the Watch unlock the
24. Fair Grounds gate and let them through with the intent of the party being
Several small buildings surround this area, but this part of devoured by swamp creatures.
town looks to be purposefully kept clear of development.
The fair grounds are where the Harvest Festival was always held.
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FISHING FOR GODS IN STRADE’S GALLOWS
The Brawler Boys and the Magic Matrons are at it again, even in The “gangs” will approach the Smiling Jester in the most
the face of the Gravedigger Fever. No sickness, however dramatic way possible. Stony expressions, armor made of
unnatural, can stop the lifelong rivalry between boys and girls. kitchen utensils, robes made of curtains—it’s the ultimate
By playing along with the kids’ antics, the party can dig up more game of make believe. With the PC’s accompanying these
information about the town, including a secret entrance to Fort kids in full-blown adventuring gear, it’s sure to create an
Strade. amusing sight.
The Smiling Jester is a large, pub-style locale in the
middle of a small island. When the rival gangs see each
Obtaining the Quest other, Pod or Maggie will tell their champion PC’s to taunt
the other gang. The PC’s can use this moment to rabble
The party can be hooked on this quest by a number of ways: the rouse their gang, leading into a charge.
Brawler Boys and Magic Matrons have signs posted all over the The kids on the opposing gang will avoid the enemy
town. Also, Pod and Maggie Cinderbloom will be at the player characters at all costs because “OH GOD OH GOD
Correlio’s Gala, so the party can meet them there and be invited THEY HAVE REAL WEAPONS!” If the fight is one sided, such
“to our secret club.” If the party is composed of mixed genders, as all of the PC’s being allied with one club, the other club
encourage the party to attend both club meetings. will immediately break and run. The rival gangs will
encourage the PC’s to fight each other if there are players
Initiation representing both sides.
The kids will scream and cry at the slightest wound:
The party can find the Brawler Boys at their hideout near being hit by a rock or getting a stubbed toe is enough to
Cinderbloom Tower. The Magic Matrons can be found at the illicit an immediate “I quit! I quit! You killed me!” If the PC’s
penthouse in Cinderbloom Tower. The party members can be engage each other and start slinging real spells and
“initiated” by performing interesting feats: the male PC’s weapons, the kids will stop and stare in wonder, cheering
performing feats of strength for the Brawler Boys, and the their champions on.
female PC’s performing magic tricks (or stunts disguised as
magic tricks) for the girls. Turf War Decided
The kids will mostly playfight among themselves,
pretending to be training for the fight against Tashtiba. Their There’s a number of ways to decide who wins. Have fun with
parents killed the hag once, so “it’s up to use to finish her off!” this bit, since it will be extremely funny if the players go
The kids will tell the party that she’s not really dead since along and fight with their gangs of underlings. No kids will
they’ve seen her on the outskirts of Strade’s Gallows near the get seriously hurt, mostly bumps and scratches, but any
Old Hag Road. player who actively hurts a child will receive HUGE
retribution from the town.
The Battle at the Jester There’s also a chance that your players are lame and will
try to stop the kids from fighting. That’s fine. If they choose
Whenever a PC “joins” either the Brawler Boys or the Magic this path, accept that you have an unexciting group of
Matrons, they’ll find that the clubs have a turf war: several players and move on with the module.
locations in Strade’s Gallows have been “claimed” by the kids,
but one area that’s off limits is finally up for grabs: the old A New Entrance
Smiling Jester.
The parents don’t let the kids go near the Smiling Jester At some point during the rumble, the party stumbles across
since it was shut down for human trafficking. It’s been a hidden door to Fort Strade. It could be a cellar door that
condemned ever since, but the rival “gangs” now want to claim breaks under their step, or a device inside the pub’s wall that
the territory. The day after the party members become opens a secret passage when turned. It could also be as
“initiated,” there will be a battle at the Smiling Jester in the simple as kids finding the passage and falling in, needing the
afternoon (“Because our parents don’t let us stay out too late.”) party to come in and rescue them.
The Brawler Boys will hoist up their swords (sticks), and the The party can use this entrance to sneak into Fort
Magic Matrons will prepare their spells (rocks), ready to go after Strade.
each other.
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FISHING FOR GODS IN STRADE’S GALLOWS
Obtaining the Quest Edgar Windhowler will be at the pub every night. He’s a
rowdy halfling, usually surrounded by several women. He’s
It will be easy to hear about this event. The bear’s interference quick-witted and handsome. If he sees the party, he’ll try to
has put a hamper on Strade’s Gallows’ logging. Smalltalk around poke fun at them with insults, playing songs on his lute to
town or at the Correlio’s Gala will tip off that something’s amok mock them.
with the logging.
Brains or Brawn
Tracking the Bear
The party can attempt jabs at Windhowler socially, trying to
The party can use Wisdom (Survival) checks or magical spells to cut him with words, but Windhowler will topple even the
find the bear. The bear in question is a large she-bear that lives most gifted PC’s. He’s small, so a well-placed punch in the
in a cave a couple of miles east of the logging camp. The party face or a broken lute over his head will get him to dummy
can find her sleeping in the cave, but too much noise will wake up. Also, a member of the party can engage with his drunken
her up. Bringing back proof of her death will let the loggers go stupor, buying him drinks and pretending to be someone
back to work, as well as discredit the Watch for their lack of else. Whether by coercion or inebriation, Windhowler will
effort in culling the bear problem. Use the statistics for the spill some of the following information:
brown bear (Monster Manual, pg. 319). Tashtiba’s Hovel: A storyteller at heart,
Windhowler will divulge the details of the attack on
More to the Story Tashtiba’s hovel. He wasn’t present during the
event (he was hired three years ago, and the attack
If the party ventures deeper into the she-bear’s cave, they’ll was seven years ago), but he can tell the story with
come across an interesting sight. There are three bear cubs in great detail. He also mentions that the kids think
the back, all of them shot in the head with an arrow. The party Tashtiba has returned from the dead.
can deduce that the she-bear’s animosity comes from her cubs The Widow Tandy: Windhowler will talk about how
being killed. the Watch has successfully caught a black widow,
By investigating the arrows, the party will discover that the and that she’ll be hanged soon.
fletching on the arrows and the quality of the shafts match the The Gravedigger Fever: Windhowler has no idea
arrows used by Dart Slipfoot. Also, examining the tracks outside why the Gravedigger Fever exists. He says that the
of the cave reveal both bear and panther tracks, hinting that children believe that Tashtiba is still alive at her
Whisper was used to track the bear. hovel, but Windhowler thinks that the source of the
Applying this information, the party realizes that Dart problem lies within Fort Strade.
Slipfoot killed the bear cubs, enraging the she-bear so that she The Smiling Jester: Windhowler trash talks Ringmater
would attack the loggers, therefore causing a crisis for the Baxter, calling him a pervert. Let this lead to a morality
Watch to solve at a later time. conflict, since Windhowler will most likely have a woman or
If the party discovers this deeper plot, award them a 200 XP two leaning on him during his spiels. He takes pride that the
bonus divided evenly among them. Watch turned Ringmaster Baxter away, but he wishes “that
we had actually caught the vile man!”
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FISHING FOR GODS IN STRADE’S GALLOWS
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FISHING FOR GODS IN STRADE’S GALLOWS
Gravedigger Fever) and that the song entices her to a larger problem to deal with.
seek Rosalynn out beneath Strade’s Gallows. While the party was away, Fortin Harra and the
NOTE: Shae believes Margot is dead (killed by Gus Sand remaining members of the Watch entered Fort Strade. Fortin
during the raid). She does not know that Margot is Harra’s motivations are simple: have the PC’s get killed on
enticing Rosalynn to sing. their way to Tashtiba’s hovel while the Watch goes into Fort
If the party doesn’t ask Shae to come with them, she will insist, Strade and eradicates the source of the Gravedigger Fever,
but she’ll need a disguise if she enters Strade’s Gallows. A giant emerging as heroes.
cloak or a spell to disguise her should do fine. Otherwise, she’ll The Watch entered Fort Strade through the
stay on the outskirts until the party decides it’s safe for her to Cinderbloom Tower. The Cinderblooms will forbid anyone
come into town. else from entering their tower, but if the party is in favor
Shae is also well-acquainted with the kuo-toa. She shows no with Pod or Maggie Cinderbloom, the kids will speak on
hostility towards them, nor do the kuo-toa despise her. She’s behalf of the party, convincing their parents to change their
actually quite fond of them, offering to play with them or help minds. The parents might also change their minds if the
them if they are in trouble. party has discredited the Watch.
The party might end up killing Shae. If this happens, don’t It’s highly unlikely that anyone in Strade’s Gallows will
fret too much. After all, if she’s dead, then that instantly means believe that a member of the Watch attacked the party
that her sisters can’t form the New Coven. However, the party unless the party has built up rep within the town.
will lose a valuable ally. If she’s attacked, she will fully commit to If the party doesn’t enter Fort Strade through
her hag powers to keep the party at bay, then run to Strade’s Cinderbloom Tower, then they can enter Fort Strade through
Gallows to find Rosalynn. the Smiling Jester.
The Watch will not come back from Fort Strade! Use this
to further entice the party to go after them.
Returning to Strade’s Gallows
The party should have no problems on the road back to Strade’s
Gallows if Shae is with them. As a half-hag, she is adept at
keeping the wildlife at bay. Once the party returns, they’ll have
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spends a few hours digging away at the rubble with tools, they 34. Myconid Grotto
can dislodge the barrier. Dislodging it reveals a tunnel that leads Water has flooded this area of Fort Strade, and there are
to the southern entrance of Hideaway Tunnel (area 65). several areas where chunks of the ceiling have caved in. A
tunnel leads eastward, and it looks as if a wall has fallen
31. General Population Cell — 2 down between this room and a storage room.
This room is filled with knee-deep water. Moldy, swollen
mattresses float on the surface. There’s a hole in the east The western side of this room contains some old crates and
wall of the room allowing water to seep in. barrels floating in the water. Investigating these crates and
barrels causes a plume of myconid spores to explode out of
If the party enters from the south door, then the water in this them, forcing anyone nearby to make a Constitution save
room will rush out, knocking prone anyone who fails a Strength DC11 or be stunned for one minute. This will also alarm a
(Athletics) check DC 10. If the party enters from the hole in the pack of three myconid adults (Monster Manual pg. 232) who
eastern side, then this doesn’t happen. will emerge from the southeast side of the water to attack.
This is a prison cell just like the one in area 30, although a The myconids will leave the party alone as long as the
hole in the wall has allowed water to seep in. This place has party doesn’t harm them, but messing with the crates or
been flooded for quite some time. agitating the myconid sprout in area 31 will make the
Searching the water reveals a myconid sprout (Monster myconids aggressive.
Manual page. 230) growing out of the floor. Agitating the sprout The myconids are huddled at the southeast section of
causes it to activate its distress spores, causing the myconids in the cave because there is a dead body there, pinned under
area 34 to perceive the party as intruders. If the party opens the the rocks. They are transforming it into a spore servant
south door, then the myconid sprout becomes detached during (Monster Manual pg. 232). If the party can approach the
the surge of water and slams into any party members at the corpse (the myconid adults must be dealt with), they will
door, activating its distress spores. find it barely animated by the myconids. If party members
are under the effect of the myconid sprout’s or adults’
32. Observatory Hall rapport spores, they can communicate with the corpse
This hall separates the two halves of the prison. There are telepathically.
two smaller halls that split off into the general population Communicating with the corpse reveals that it’s a child
dorms, allowing soldiers to observe the prisoners through who got lost in the tunnels after hearing Rosalynn’s song. He
slats in the wall. warns the party that there is a nest of kuo-toa in the fort,
and that the creature leading them is “Ringmaster Baxter,
The end of the main hallway has rubble to one side that belongs but he’s different now...”
to the same cave in from the first general population room. Any The spore servant will die after giving the party the
party member choosing to look through the slats in the information, its broken tether to the myconids causing its
observatory halls can see into the general population rooms. life force to drain out.
The tunnel on the eastern side connects with the tunnel
in area 42.
33. Collapsed Room
What appears to have once been a series of hallways is now
crumbled to ruin. Chunks of rock and debris clog the area, Fort Strade, Smiling Jester Entrance
and only small tunnels exist in the dilapidated formation.
(Areas 35-45)
This used to be an interior part of Fort Strade’s walls until it fell
into ruin. The southern area of the room descends into a still Beneath the Smiling Jester is a stepladder leading down a
patch of water. The north part, however, has a door set up with dark tunnel. The party might come across this entrance
“DON’T LET THE CHILDREN IN” crudely painted on it. An emblem during the Boys vs. Girls side quest or by their own
of the Smiling Jester is drawn on it as well. investigation.
The door won’t budge because there is a pile of rocks
behind it. Tearing down the door reveals the rocks, and after an 35. Baxter’s Cavern
hour of digging, the party can clear the rubble away. The tunnel The cavern is enormous and filled with water. Rock
behind it leads to the boarded up passage of Caravel Junction outcroppings connected by a crude bridge lead to an intact
(area 60). shack. Torches that haven’t burned in years surround the
shack. Behind the shack, another crude bridge leads off.
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FISHING FOR GODS IN STRADE’S GALLOWS
The bridges connecting the outcroppings are sturdy, and the Tuesday and Thursday—he promised—yet
torches can be lit, filling the cavern with light. Any party here I am, alone in my room. I promised him I
member that goes into the water discovers that it’s only five would only be his, but if he misses his days,
feet deep. Also, a successful Intelligence (Investigation) check Mr. Baxter will insist I take other clients...
DC 15 notices a pile of discarded manacles in the water.
The manacles were false evidence that the Watch planted ... There’s a new man. Jasse is his name. His
on Baxter to make it appear like he was kidnapping people and face makes me forget Todrick. I don’t want
forcing them to work for his brothel. to be Todrick’s anymore, and the way Jasse
speaks to me... you’d think I was a queen...
36. Brothel, Entry
You notice several melted candles, lacey decorations, and ... Jasse came back. He speaks words that I
ornamental vases—all scattered. There is a “lounge” feel to can’t resist. I never knew I’d fall for such a
this room, as if it were supposed to be glamorous. poet! The man’s a sorcerer with words!...
This is the sitting room for the brothel that Baxter was secretly ... It’s him. I swear it! For a moment, when I
running. In its heyday, there were beautiful rugs and paintings looked into Jasse’s eyes, I saw that half-orc. I
on the walls, but now it’s gone to ruin after the Watch raided it know that glare. Constable Harra has
years ago. narrowed his gaze at me that way before at
father’s galas, like a coyote watching a
rabbit. If it’s him... using some kind of trick...
37. Brothel, Bar
I have to tell Mr. Baxter that the Watch is
A serving bar sits in one area of this room, and there are
onto him!
several broken sofas and chairs strewn about.
Fortin Harra was seeing women at the brothel while under
This place was also ransacked by the Watch. If any party
the effects of a disguise self spell, as well as using charms to
member steps behind the bar, they will find that there are
affect the women’s minds. The party should be able to piece
several bottles of fine liquor still intact, worth about 80gp
together that the Watch raided Baxter’s brothel to protect
altogether.
Fortin Harra’s name as well as reinstate themselves as a
position of power.
38. Brothel, Rooms 1-6
A hallway has a number of rooms around it, each one 39. Brothel, Room 7
numbered 1 - 6.
This room is extravagant with billowy curtains, a gigantic
bed, lace pillows, and sheets. A silver tea set sits on a
These are the rooms where Baxter would set up his clients. Each platter. A fireplace with a kettle and a stockpile of wood sits
room has a bed with fine linens and a fireplace. The party can to one side.
find a few gold pieces in some of the rooms, leftover from the
women who worked there.
This room is only accessible from outside the brothel. It was
In one room, there’s a diary resting on top of a fireplace.
Baxter’s “deluxe” room. The party can easily use this room as
The cover on it is charred, but the book is largely unharmed. The
a resting ground if they need to recuperate
diary belongs to a woman named Evannah Correlio, and the first
The silver tea set is worth 20 gold, and there’s a box of
page reads the following:
tea bags with the platter as well. A successful Intelligence
(Nature) check DC 15 recognizes the leaves in the tea as a
Baxter has been very kind to me and the others.
natural contraceptive.
He’s gentle, and his pay is adequate. I owe my
Anyone removing the covers or sitting on the bed is in for
life to him. He took me in after my parents threw
a nasty surprise, because there’s a poisonous snake (Monster
me out. All because I loved someone before we
Manual, pg. 334) hidden within the sheets that will bite the
rang the wedding bells.
first PC to bother it.
Spending more time perusing the diary catches the
following notable passages: 40. Officer’s Hall
Moldy paintings and coats of arms bedeck this hallway. This
... My Todrick didn’t show up again. Every appears to be a regal area. Even though the walls have held
up, there are still areas where the ground is pushing
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FISHING FOR GODS IN STRADE’S GALLOWS
through, and the eastern edge is completely smashed. sleeping underneath the algae. They can be spotted with a
Wisdom (Perception) check DC 15. Disturbing them doesn’t
This is a hallway in the officer’s banquet hall. The paintings and necessarily lead to hostility, as the myconids will ignore the
coats of arms decorating the wall have long since gone to ruin, players if they’re woken up, but any attempt to physically
but the party can deduce from the remains that this area is an contact them will be met with agitation. A party who doesn’t
officer’s quarter. see the myconids risks stepping on them, causing a fight.
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FISHING FOR GODS IN STRADE’S GALLOWS
and if the party can bring dead life forms (such as kuo-toa) to the player recognizes the footprints as belonging to a
the algae room, then the sovereign can grant safe passage to quaggoth.
the party in any area controlled by myconids. The sovereign Exploring the wrecked bedrooms finds splinters of
might even allow a couple of myconid adults to tag along with bedding and crumbled wall. Anything that might have been
the party as an escort. valuable is buried by the debris.
The child will call for help the moment the PC’s open the door. These are the bedrooms where the soldiers slept, two to a
There’s a high chance, however, that the quaggoth in area 49 room. There isn’t much left in them.
will hear the commotion and approach the party.
If the party rescues the kid, they can return the kid home 52. Smashed Rooms
for town favor. The weapon racks are empty, having been Opening these doors reveals that they were destroyed by a
scavenged long ago. cave in. Whatever was left of them is now smashed beyond
recognition.
48. Dilapidated Dorms
This is a gigantic day room that has suffered lots of damage The party can dig all they want through the rubble. They
from cave ins. The dorms to the right are smashed to pieces won’t find anything of importance.
from encroaching rocks and dirt.
53. Trap Room
The party has entered one of the day rooms for the soldiers who This room is intact and has two beds in it.
used to man the fort. An Intelligence (Investigation) or Wisdom
(Survival) check DC 10 notices large, beastly footprints all over Any party member entering this room needs to make a
the floor. If a player succeeds the check by a large margin, then Dexterity save DC 10 to avoid the walls caving in. A PC who
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FISHING FOR GODS IN STRADE’S GALLOWS
fails the save is trapped under debris, taking 2d10 bludgeoning SPITEFUL RAKE, GERALD, WHO SHATTERED AN OLD
damage. The trapped PC will continue to take 1d10 bludgeoning WOMAN’S HEART. YOU’RE MINE FOREVER, TASHTIBA.”
damage every minute until the debris is removed. Opening the case reveals a quarterstaff as white as milk,
with green swirls cascading through it. This is a sentient
54. Collapsed Hallway, South magical item named Gerald the Hatestick. Consult the
This hallway has suffered the pressure of decades beneath appendices at the end of this module for details about
the ground. Chunks of rock and gravel push through the Gerald.
sides. There’s a reinforced door with “ARMORY 2” painted
on it along the south wall, and a passage leads off to the Fort Strade, Caravel Junction
west.
(Areas 56-60)
Following the west passage leads to the Myconid Reliquary
(area 45). This is a section in Fort Strade where several paths meet up.
The door to the armory is locked, though a small-based The party may enter Caravel Junction from any entrance, so
party member can squeeze through the debris along the south be prepared.
wall if they don’t want to try unlocking it. The door can be The basic layout of Caravel Junction involves two spaces
opened with a Dexterity (Sleight of Hand) check DC 20, or a joined by an old ship lodged in the rock. The eastern half is
Strength (Athletics) check DC 25. dry ground with a collapsed horse stable in the northeast.
The western half is much lower in elevation and full of
55. Armory 2 water. The boat in the middle is level with the eastern
There is a damaged wall on the western side, but for the cavern in terms of elevation.
most part, this armory is intact. Some weapon and armor
racks line the walls. 56. Forward Cavern
An open cavern fills the area. A path leads off southeast,
The weapons and armor are still in good shape. The party can and a boarded up tunnel sits in the northeast. To the west,
find the following: the forward section of a ship juts out of the rock. A
Simple Ranged Weapons gangplank leads up to it. Faded letters on the ship read,
o 2 light crossbows “SAILOR’S MISTRESS.”
o 1 light shortbow
Martial Melee Weapons The southeast passage is a tunnel that connects with area 46
o 1 battleaxe in the dorms. The boards at the tunnel in the northeast can
o 2 flails be removed, allowing access to the old stable. The boat can
o 2 glaives be boarded or disembarked using the gangplank if the party
o 4 longswords doesn’t want to climb the sides.
o 4 shortswords Approaching the boarded up tunnel in the northeast
Martial Ranged Weapons reveals that there is a message written on it in
o 4 heavy crossbows undercommon, “TOOPLOOGDO BANISHED ZONE.”
o 3 longbows
Ammunition 57. Old Stable
o 60 arrows This personal stable has collapsed, though the roof is being
o 60 bolts held up by wooden beams. The hitching posts are still there,
Armor and several dead kuo-toa are tied to them.
o 3 chain shirts
o 1 chain mail These are kuo-toa that have been “banished.” In short,
o 1 breastplate banishment means being trapped in a boarded up room until
o 2 shields death by starvation.
In addition to these weapons, there is a finely decorated case The party can examine the bodies. The bodies bear the
inlayed with runes. Anyone who can read Draconic recognizes tribal markings of the Tooploogdo kuo-toa, but each one has
an inscription, “FOR MY KINDRED SCHOLAR, GERALD, WHO a different “crime” carved into its skin, written in poor
FOUND AN OLD WOMAN’S HEART. YOUR LOVE FOREVER, undercommon.
ALICE.” However, anyone who can read Sylvan sees the Corpse 1: EGG SWAPPER
inscription differently. To them, the inscription says, “FOR MY
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FISHING FOR GODS IN STRADE’S GALLOWS
Corpse 2: MATE DEVOURER spells into the water to stun the fish, or throwing a fleshy
Corpse 3: TOOPLOOGDO BLASPHEMER corpse to “distract” the quippers shouldn’t go unrewarded.
Corpse 4: UGLY The party dealing with this encounter is sure to bring
Corpse 5: KIN-KILLER lots of laughs if things go poorly.
The party can use these corpses and crimes to gleam into the
kuo-toa society. 60. Boarded Up Passage
This tunnel is blocked up with piles of rock and lumber.
58. Sailor’s Mistress
This old trading caravel is wedged in the wall. It looks Removing the debris opens up a passage that connects this
several decades old. room to the Collapsed Room (area 33).
The debris was piled up here to prevent children from
The only way to get from the Forward Cavern (area 56) to walking into the quipper pool.
the Aft Cavern (area 59) is by going through the Sailor’s
Mistress. There is too much rubble on deck, so the party will Fort Strade, Kuo-Toa Haven
have to go below deck.
The entry on the eastern half is through a set of doors in (Areas 61-64)
between a pair of stairs. This leads the party below decks.
Entering through the western half is through the open hole in The kuo-toa under Tooploogdo’s rule live in this cavern. They
the bottom of the ship. reside in thatch dwellings just beneath the surface of the
Since the Sailor’s Mistress’s eastern half is touching land water. The Watch had a gigantic fight in here, killing several
whereas the western half is dangling 20 feet above the water, to kuo-toa, but they were eventually overrun and captured.
cross from the eastern half to the western one is as simple as The kuo-toa inside are still recuperating their losses.
going through the doors and leaping into the water from the
open hole. Trying to reach the open hole from the water, 61. Haven Cavern
however, will require more ingenuity from the party.
This gigantic cavern reeks of fish and plantlife. A waterfall
Inside the Sailor’s Mistress is a sturdy dinghy with oars that
trickles through a set of steel doors in the eastern wall, and
can be dropped into the water. The dinghy has enough room for
a net is laid out beneath it, possibly to strain the water for
six medium-sized creatures. The party can shove the dinghy
fish. Beneath the water, you can barely see the top of thatch
through the hole and into the water below.
houses that are anchored to the walls. There are two levers,
one on the eastern side near the waterfall, the other on the
59. Quipper Pool western side near the wall. A set of stairs leads to a tunnel
This large pool dominates the cavern. The water follows a in the north. A path leads off to the south, and the dirt
tunnel to the west, but there’s land to the southern side around it is covered in divots, blood, and blackened streaks.
that leads to a barricaded tunnel. A ship juts out of the
stone wall near the ceiling, its broken, open hull resting There are roughly 10 kuo-toa scattered around this room,
twenty feet above the water. and they’ll fight the party as soon as they see them.
The steel doors atop the waterfall can be opened by
Quipper Pool is about ten feet deep. The western path leads to pulling the eastern lever. If the doors are opened, water
the top of the waterfall in area 62. pours forth, as well as several swarms of quippers. The
A party member examining the water can make a Wisdom quippers will be caught in the net. Following the waterfall
(Perception) check DC 13 to notice swarms of quippers meets up with the western waterway in Quipper Pool (area
swimming around in the water. These quipper swarms function 59).
just like the textbook entry (Monster Manual, pg. 238) except The party might enter the cavern through the waterfall.
that they do 2d4 piercing damage instead of the listed damage. If so, they will be blocked by the doors at the top of the
Treat every water space in this room as being occupied by a waterfall. However, there’s another lever behind the doors
quipper swarm that never moves, and no matter how much that the party can use to open them.
damage is dealt to the swarms, they don’t die. Opening the waterfall doors and removing the net
Essentially, the party’s going to have to swim through the causes the quippers to pour into the kuo-toa’s water,
water as fast as possible or else risk taking 2d4 piercing damage causing lots of mayhem as the quippers attack in swarm.
every turn. The only way to avoid this is to use the dinghy inside Also, if the party opens the waterfall doors while they are at
the Sailor’s Mistress or to come up with a crazy plan. Ingenuity the top, any party member falling over the waterfall and
such as building a raft out of scrap lumber, casting lightning
28
FISHING FOR GODS IN STRADE’S GALLOWS
landing in the net will cause the net to fall away (riding down
the waterfall in the dinghy from the Sailor’s Mistress works as This area was traversed by the Watch and is stationed
well… and will be insanely cool). between the Kuo-Toa Haven and the Cinderbloom Entrance.
While near the western side, a party member can make a Most of the area is untouched with no sign of a struggle. The
Wisdom (Perception) check DC 10 to notice a set of doors Watch simply walked through.
beneath the waterline. This door can be opened by pulling the
western lever, allowing access into the Egg Room (area 64). 65. Strade’s Laboratory, Outside
The Watch had their fight along the southern entrance,
Rubble pockmarks this old, cobblestone building, and dirt
which is pockmarked with signs of a fight. Following the
encases it like a tomb. Only the front doorway is visible, the
southern path brings the party to the northern entrance of
rest engulfed by the rock. A sign in front reads “STRADE
Hideaway Tunnel (area 71).
LABORATORY.”
62. Crates and Cages The Fort Strade laboratory was where several research
Several kuo-toa shiver in cages. They’re piled up with crates experiments were carried out. It’s mostly in ruin, but the
and barrels. party can enter it and explore if they want. The door isn’t
locked.
Inspecting the kuo-toa in the cages shows that they’re from the Any party member who passes a Wisdom (Perception)
Floopdoogle’s tribe. Freeing them with the party’s Floopdoogle check DC 20 while passing this building hears children
nearby will encourage them to fight alongside the party. whimpering from inside.
The crates and barrels contain several stolen goods from
Strade’s Gallows: spices, fruits, vegetables, barley, and the like. 66. Strade’s Laboratory, Inside
The room creaks from years of being under pressure, but
63. Egg Room the sturdy beams lining the walls and ceiling give no sign of
Pebble-sized eggs bedeck the walls and several rocks in this collapse. Rubble fills the area, and a gigantic boulder blocks
small cavern. It’s obviously a breeding ground. what would have been the main hallway.
The party has to swim underneath a small dip in order to The party will find nothing but shattered furniture and piles
emerge in this room. If the quippers are released from the of rubble in the bottom floor; however, there is a staircase
waterfall, they will swarm in here and devour all of the eggs. near the south wall that will lead to the upper floor.
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FISHING FOR GODS IN STRADE’S GALLOWS
shines like the sun as it rests in one of three sconces, the wall reads, “TASHTIBA BEWARE, DREGALIA RISES.” As far as
other two being empty. Old lab tables are scattered around dragon hoards go, the loot is quite sparse, but the party can
the room. A giant patch of wild rosewhistle grows in the find the following items by digging through the chests and
center. gold:
200 gold pieces.
Unless startled by the party, there will be three children 4 bolts of silken cloth (worth 20 gp each).
sleeping in the patch of rosewhistle because the rare flower, 1 brass dragon egg. (worth 1000 gp or more).
even in its natural form, halts the effects of Gravedigger Fever, The brass dragon egg will draw the party’s interest, as an
and the children sleep around it to be safe. Intelligence (Arcana or Nature) check DC 14 reveals that the
The children have been here for a month—they were the egg is still alive! It will not hatch during this module, but the
first kids to be affected by the fever. They survived by eating the egg can provide a good plot hook for another adventure.
fruits in the testing chamber. They will happily look to the party
for help, but they may be wary. The children tried to get the 70. Dregalia’s Doom
Watch to help them earlier, but the Watch ignored them. A dragon skeleton lies smashed by a cave in, stalactites
The glowing gemstone is another Gem of Brightness with 15 piercing its now fleshless body.
charges remaining. An Intelligence (Arcana) check DC 15 reveals
the sconce holding the Gem of Brightness is a special device This is the corpse of Dregalia, one of Tashtiba’s rivals from
used in crafting Gems of Brightness, and that the two other decades ago. The female black dragon and Tashtiba waged
empty sconces indicate that two other gems must exist. The an underground war with each other in Fort Strade after
gem’s vibrant light is the source of the plants’ bountiful growth. Dregalia stole a brass dragon egg from Tashtiba’s collection
Perusing the lab uncovers several books, mostly dealing of treasures. Tashtiba, in the end, won after causing a cave
with botanical experiments. An Intelligence (Investigate) check in that killed Dregalia. The war between Dregalia and
DC 15 reveals several letters from Kamalla Streams, hinting that Tashtiba is unknown in Strade’s Gallow. It was largely
he was a correspondent with the lab. One of the books is white conducted in secret.
with green spirals adorning it, the pages gilded on the edge. The Inspecting the dragon’s skeleton reveals a note pinned
name “GERALD” is stamped on it, and any mage in the party will to its skull that reads:
identify it as a wizard’s spellbook.
The spellbook belongs to Gerald and contains the following A dragon born, a dragon died,
spells written in draconic: A dreg in name and deed.
Create Food and Water When stealing from the Demon Hag,
Entangle A tombstone you will need.
Plant Growth —Tashtiba
Purify Food and Drink
Speak with Plants Unfortunately for the party, the note is actually a glyph of
If the party possesses Gerald the Hatestick during this part of warding placed by Tashtiba. It stores an animate objects
the adventure, then Gerald will be delighted to “educate” the spell that will trigger upon reading the note. The spell targets
party about how he spent night after night in this lab, working Dregalia’s skull, causing it to detach from the skeleton and
with plants. He will take extreme delight in a party member who attack the party (use the stats for a medium animated object
shows interest in his spellbook. to determine the skull’s stats.)
The party can rest here if they decide, and if they eat any of
the savory fruit, they’ll recover quicker (a long rest taking only 71. General Strade’s Monument
half the time). Wizards in the party can use this time to copy A pool of tepid water rests in the room. Broken fragments of
some spells from Gerald’s spellbook into their own, as Gerald’s a marble statue poke through the surface. This water looks
old spell-writing materials are stored in here as well. like it hasn’t been disturbed in a while. A path leads
northward.
69. Dregalia’s Horde
A series of fallen rocks hide a small collection of chests and a There’s nothing too eye-catching about the water, though if
pile of gold. Draconic writing is carved into the stony walls the party goes into it, they may notice the entrance to
behind it. Dregalia’s Brood (area 72).
The marble statue is of General Strade, and the severed
This pile of loot belongs to Dregalia, an adult black dragon who sculpture of General Strade’s head is still intact, lying on the
died decades ago during a cave in. The draconic writing on the bottom of the pool. Returning it to Strade’s Gallows will win
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FISHING FOR GODS IN STRADE’S GALLOWS
more of the town’s favor. Following the northern path will lead
the party to the southern side of the Kuo-Toa Haven (area 61) 73. Information Booth
You enter a gigantic cavern full of festive lights. Scratchy
72. Dregalia’s Brood carnival music plays as if from nowhere, and ratty carnival
Hidden away in a small nook is a nest. Three black, glistening attractions litter the ground. The western half of this cavern,
dragon eggs rest untouched in the middle. however, is a gigantic drop off, descending into depths
unseen. A roller coaster track surrounds the room, and a
These are Dregalia’s unhatched children. Since her death, they gigantic sign reading “THE SMILING JESTER” stands near the
have fossilized. They will not hatch, but each of them can fetch entrance. A kuo-toa dressed as a clown sits at an
500 gp easily. information booth near the sign, his eyes pale and vacant.
The party can visit the information booth, and the kuo-toa
working it will show them a list of all the potential activities
in the new Smiling Jester:
Dunk-a-Toa
Fill-a-Toa
Whack-a-Toa
Edgar Windhowler, the Fool
Lank, the Strongman
Dart Slipfoot, the Lion Tamer
Fortin Harra, the Magician
Cat & Mouse Rollercoaster
The Freak Show
Wheel of Chance
NOTE: Depending on which member of the Watch was
dispatched in the skirmish along the Old Hag Road to
Tashtiba’s, one of the four Watch members won’t be listed.
Any party member can pay the kuo-toa near the bullseye 1
gp for a chance to throw a rock at the bullseye (AC 10). If the
Fort Strade, the New Smiling Jester party member hits the bullseye, the kuo-toa in the chair will
(Areas 73-83) fall into the pool of water.
Fort Strade’s underground maze comes to an end in this 75. Game: Fill-a-Toa
gigantic, open area. This is where Ringmaster Baxter, now the Three crossbows affixed with tubing are attached to three
Amazing Tooploogdo, has reestablished the Smiling Jester. mounts. Roughly twenty feet away from the crossbows are
Once the party enters, they’ll see a sign advertising the Smiling three open-mouthed kuo-toa. A fourth kuo-toa stands near
Jester, and loud, off-key carnival music fills the air. Several the sign, which reads “FILL-A-TOA.”
attractions litter the area, such as game booths, cages with
creatures inside, and a gigantic roller coaster. The attractions Each party member can pay the kuo-toa near the sign 1 gp to
are manned by withered, dead-eyed kuo-toa dressed in clown play the game. The crossbows shoot a stream of water, and
suits. by aiming the crossbows at one of the kuo-toa, the player
The kuo-toa will not attack anyone in here. They are here can shoot water into the kuo-toa’s open mouths. The first
for “fun,” after all. The Amazing Tooloogdo has brainwashed participant to make his or her kuo-toa puke up the water is
them into his servants. They will perform all of their tasks in the winner. Have the participating party members make a
steadfast deadpan. ranged attack roll without proficiency. The highest roll wins
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FISHING FOR GODS IN STRADE’S GALLOWS
the game. sign that reads, “DART SLIPFOOT, THE LION TAMER.”
76. Game: Whack-a-Toa Paying the kuo-toa 1 gp will make Dart crack his whip,
Five kuo-toa man this game. Four sit on tiny stools at the forcing Whisper to do tricks. As with the others, they are
end of three lanes. The fourth stands near a sign reading, slaves to Tooploogdo’s enchantments.
“WHACK-A-TOA.” NOTE: If Dart and Whisper were killed/didn’t make it
into Fort Strade (such as attacking the party at Tashtiba’s
Any party member can pay the kuo-toa near the sign 1 gp for a hovel), this attraction is empty and has a “PARDON OUR
chance to throw a rock at one of the kuo-toa on the stools. CONSTRUCTION” sign.
Knocking one off the stool wins the game. Beating an AC 10 is a
hit, but not strong enough to win. Beating an AC 15 is a hit that 80. Attraction: Fortin Harra, the Magician
knocks the kuo-toa off the stool. Fortin Harra is chained near a gigantic roller coaster. He’s
clad in a magician’s top hat, white gloves, and a bowtie. The
77. Attraction: Edgar Windhowler, the Fool powerful mage is but a fraction of his former self in
Edgar Windhowler stands on this cobbled-together wooden presence. A kuo-toa stands near a sign that reads, “FORTIN
stage, his lute in hand. A kuo-toa stands at the base near a HARRA, THE MAGICIAN.”
sign that reads, “WINDHOWLER, THE FOOL.”
Paying the kuo-toa 1 gold piece will make Fortin Harra cast
Edgar has been brainwashed by Tooploogdo, his mind now a mage hand and dancing lights, creating dazzling spectacles.
slave to the kuo-toa deity. He’s decorated in a jester’s cap and However, during this display, he will cast message, sending a
curly, jingle bell shoes. Paying the kuo-toa at the stage 1 gp secret to one of the party members. A member of the party
makes Edgar tell a joke, “What chokes a hundred hungry hears, “Ringmaster Baxter has been transformed by the kuo-
mouths?” If the party doesn’t answer or guesses wrong, he’ll toa—we thought we got rid of him, but he hid down here.
answer, “A sandwich!” Paying again makes him repeat the joke. He’s gone mad…”
A player who doesn’t understand the punch line can make He won’t say anything else for fear of being caught.
a Wisdom (Insight) check DC 20 to analyze the punchline, noting
that “sandwich” sounds like “Sand Witch,” possibly referring to 81. Attraction: Cat and Mouse
Shae and her sisters (their last names being Sand). The hundred A gigantic, wooden display of a mean cat with a wide,
hungry mouths refer to the gibbering mouther. hungry mouth hangs over a roller coaster track that leads
NOTE: If Edgar Windhowler was killed/didn’t make it into underground. A beat up, steel roller-coaster cart shaped like
Fort Strade (such as attacking the party at Tashtiba’s hovel), this a mouse rests beneath it. The track stretches all over the
attraction is empty and has a “PARDON OUR CONSTRUCTION” caver, hanging perilously over a bottomless pit to the west
sign. and winding through tunnels. A kuo-toa stands near the
ride, a sign next to it reading, “CAT AND MOUSE.”
78. Attraction: Lank, the Strongman
An iron cage rests here, and Lank sits inside. He’s wearing a Paying the kuo-toa 1 gp will allow the party member to sit in
singlet, and there are several heavy objects inside the cage. the cart. Other party members can pay to hop in as well. The
A kuo-toa stands near a sign that reads, “LANK, THE kuo-toa will pull a lever, and the cart will fly down the tracks,
STRONGMAN.” zipping through tunnels and caves before coming back to its
resting place.
Like Edgar, Lank has also been brainwashed by Tooploogdo.
Paying the kuo-toa 1 gp will make Lank pile up the heavy objects 82. Attraction: Freak Show
in his cage and lift them over his head. A stone set of double doors nearly engulfs the northern side
NOTE: If Lank was killed/didn’t make it into Fort Strade of the makeshift carnival. The doors are covered with dirty
(such as attacking the party at Tashtiba’s hovel), this attraction carnival signs, most likely dug out from the marsh. Several
is empty and has a “PARDON OUR CONSTRUCTION” sign. of them have advertisements along the lines of “TASHTIBA’S
CAVALCADE OF FREAKS!” or “THE DEMON HAG PRESENTS
79. Attraction: Dart Slipfoot, the Lion Tamer HER NEWEST BEAST FROM THE ABYSS!”
An iron cage houses Dart, who is wearing furs and carrying a
whip. Whisper is in there as well. They both look starved The signs are Tashtiba’s old advertising displays for her freak
and malnourished. A kuo-toa stands outside the cage near a shows during the Harvest Festival. The kuo-toa under
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FISHING FOR GODS IN STRADE’S GALLOWS
Tooploogdo have been collecting them over the years. Party One of the Watch will be released from constraints after the
members can identify the following “attractions” by examining Wheel of Chance makes its decision. This member will be
the dirty signs up close: driven by Floopdoogle’s commands, attacking the party in
“THE ALLIGATOR GOD” appropriate ways. If the chosen attacker has any spell slots,
“THE GIBBERING MOUTHER” they are all restored. Check the appendices for stats
“MUSHROOM MEN FROM THE UNDERDARK” regarding the different members of the Watch.
“THE BEASTLY QUAGGOTH” There are several ways that this fight could go: Edgar
“CARNIVORE FISH, ABLE TO PICK A CORPSE CLEAN IN Windhowler will use charms and enchantments to lure the
TEN SECONDS” party into danger; Lank will lob gigantic objects at the party
“UNBORN HEIR TO THE BRASS DRAGON, KROSH” from afar and try to knock them out in melee; Dart Slipfoot
“THE WATER MAN” will attack from a distance with a bow while Whisper
There are several other attractions listed, since Tashtiba engages up close; and Fortin Harra will take advantage of his
churned through several oddities over the decades, and many of greater invisibility to catch the party unawares.
her creatures died in the assault on her hovel. However, the There are several ways that either the Watch or the
party might deduce that several of the obstacles they’ve dealt party can use the environment against each other:
with were some of Tashtiba’s freaks that fled into Fort Strade Smashing/overturning the Dunk-a-Toa pool will
after her demise. cause mildewy water to spill out, forcing a Dexterity
The stone doors don’t open, and there’s no apparent (Acrobatics) check DC 10 to prevent falling prone
mechanism to open them. Only magic can open the door. An when moving through the affected terrain.
Intelligence (Investigation) or Wisdom (Survival) check DC 10 Charming the kuo-toa clowns with spells to
reveals several small, child-shaped footprints leading up to the attack/or using them as human shields.
door, as if children have entered it. Shooting water with the Fill-a-Toa crossbows.
Shae or any children with the party can hear singing behind Anyone struck by the water must make a Strength
the door. (Acrobatics) check DC 15 to prevent being knocked
backwards 20 feet.
Activating the Cat and Mouse roller coaster and
83. The Wheel of Chance
riding it around on its track while attacking from a
Near the northern wall is a giant drapery covering an
distance.
exhibit. A kuo-toa stands nearby, the sign next to it saying,
Several members of the Watch benefit by certain tactics or
“THE WHEEL OF CHANCE.”
by using the environment in different ways. Fortin Harra, for
example, could cast greater invisibility, activate the Cat and
The kuo-toa accepts no pay to play the game, and if the party Mouse’s lever, hop into the cart, then flip the lever back to
approaches, it will instead whip the sheet away, revealing a new normal from afar with mage hand, letting him throw out
exhibit: a massive, spinning wheel rapidly whirling as carnival magic missiles from a safe distance. Another example: Lank
music kicks into overdrive. could throw a member of the party into the Cat and Mouse
There are four paintings, of which only three will be on the cart, then flip the lever to send the party member down the
Wheel of Chance. Each painting represents a member of the track. When the party member is far away, he could rip the
Watch, one of the four being removed to represent the Watch lever out, forcing the now stranded party member to run
member that died while ambushing the party at Tashtiba’s back to the fight on a precarious ledge of roller coaster
hovel: tracks.
Jester’s cap — Edgar Windhowler The member of the Watch will NOT, however, release
Whip and stool — Dart Slipfoot and Whisper the other members of the Watch (that’s not part of
Pair of dumbbells — Lank Tooploogdo’s game).
Magic wand — Fortin Harra When the member of the Watch is defeated, all of the
Whenever the wheel stops spinning, an arrow at the top of the remaining kuo-toa will clap their hands in a lazy, rehearsed
device will be pointing at one of the pictures. Whichever picture manner, and the Amazing Tooploogdo will step forth.
it points to is the member of the Watch that the party will have
to fight. Have a party member roll a d3 to determine which
picture the wheel lands on. Second God
The Amazing Tooploogdo will emerge after the party plays
Carnival Brawl the Wheel of Chance, clapping his hands profusely and
shouting accolades of praise for the party’s show.
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FISHING FOR GODS IN STRADE’S GALLOWS
Being a chosen god of the kuo-toa, Ringmaster Baxter has Floopdoogle Magnitude chart in the Floopdoogle entry to
undergone several transformations: his eyes elongate into check the new Tooploogdo’s progress.
stalks, and a crustacean carapace bulges underneath a dirty set
of coat tails. Two lobster claws grip an ornate walking stick, and
a mass of wriggling tentacles push him along where his legs
The Hooked Demon
should be. His mouth is a row of razor teeth with catfish
whiskers on the side, and a stovepipe hat rests on his head. The party’s final venture within Fort Strade is their dealing
Overall, he resembles a mass of octopus, lobster, and fish with Rosalynn. She lives behind the freak show doors, and
crammed into a ringmaster uniform. she’s ready to unleash all of her tricks at the party.
Tooploogdo remembers everything about his life as When the doors to the freak show open, the party is
Ringmaster Baxter—why else would he go through the trouble treated to a chilling sight.
of rebuilding the Smiling Jester? He hates the Watch, taking
delight in their entrapment, and he blames Fortin Harra’s
inability to “just give into his sinful ways” for the Smiling Jester’s
downfall. Roleplay Tooploogdo as a mishmash of Willy Wonka
and Hannibal Lecter.
Tooploogdo takes interest in two members of the party: the
new Floopdoogle and Shae. He sees the Floopdoogle as a an
equal in “this crazy circus world,” and will question the
Floopdoogle about his/her experiences as a kuo-toa demigod.
With Shae, he offers her a chance to be a part of his collection,
“To be with your dear sister.”
The party will notice that Tooploogdo is very aloof with his
social skills. He laughs at the permanence of death, and he sees
nothing wrong with treating the party like old friends after he
recently tried to murder them.
Being a demigod does that to people.
Tooploogdo has no regard for his kuo-toa’s lives, and would
kill one just for personal amusement. He’s very much a chaotic
evil character, ignorant to other’s feelings. To him, everyone is a
piece in his game. Life is a gigantic carnival, and everyone’s a
freak.
Tooploogdo is in a constant disarray of nihilism and
construction. Everything that is destroyed can be rebuilt, and
everything that is rebuilt can be destroyed. He takes no offense
if any of his carnival attractions are wrecked.
There’s a chance that the party will outright kill Tooploogdo
before he can get any kind of word in. No problem. He deserves
it. He’s not meant to be a great foe, so any big attack against
him is enough to kill him. Doing so will automatically open the
door to the freak show.
Also upon Tooploogdo’s death, the remaining Watch
members are freed, and they will ally with the party. The Watch
members will be at exhaustion level 3, however, and their spell
slots will be used up.
If further questioned about Rosalynn, Tooploogdo will point
to the door with the freak show posters on it. “It’s where all the
kids go eventually. They love the freak show.” And the doors will
open.
NOTE: Killing Tooploogdo makes his kuo-toa worship the
party member who killed him, turning that party member into a
kuo-toa deity: the new Amazing Tooploogdo. Use the
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The freak show doors rumble before you as unseen
FISHING FOR GODS IN STRADE’S GALLOWS
magic pries them apart. Dirt and dust sprinkle from
thel ceiling, and low moans fill the air. A creature of
despair and grief lurks somewhere within the
darkness.
Hundreds of moldy papers billow out of the
doors, flying across the carnival before floating to the
ground. You snatch some of them up, only to see
that the papers are wanted posters for Tashtiba, each
one displaying the Demon Hag’s gnarled face.
You look up from the poster and see a dried,
female corpse with scraggly hair and clawed hands.
She dangles from a noose mounted where the doors
meet in the middle. A shroud drapes her, and sharp
teeth are visible through her lipless jaws. Her head
tilts to the side, snapped at the neck. She bears a
striking resemblance to the face on the poster in your
hands.
Dangling from the corpse’s feet is a rotten,
wooden sign that says,
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FISHING FOR GODS IN STRADE’S GALLOWS
37
FISHING FOR GODS IN STRADE’S GALLOWS
Rosalynn absorb her. If Rosalynn absorbs Margot, then Rosalynn outcomes, as well as ways to handle them in game to the
gains Margot’s innate spellcasting ability. The party will have a maximum of storytelling effect.
nearly impossible time defeating Margot/Rosalynn, but if the
Watch is still alive and at full force, they may prove a valuable
ally in eradicating the sisterly duo. Once Margot/Rosalynn
The New Coven
emerges back into Strade’s Gallows, they’ll go after Shae to
complete the New Coven. Rosalynn, Margot, and Shae have all converged together into
If Margot is freed and Rosalynn is slain (the most likely one titanic creature! If Rosalynn absorbs both Shae and
chain of events), Margot swoops around Strade’s Gallows, Margot, then Strade’s Gallows is doomed.
dropping fireball, sleet storm, and magic missile spells on the However, this doesn’t mean that the adventure
populace and townscape. The party will hear the commotion immediately ends.
from down in Fort Strade, and if Shae is with them, she’ll tell the Combined, the hags form a brutal creature: a
party that she can hear Margot’s screams of hate. All of Strade’s gargantuan-sized behemoth covered in screaming faces and
Gallows will be in a panic. pleading eyes, three hag torsos emerging from the center of
Tooploogdo’s altered roller coaster path will be helpful to the mass. Shae will be a full hag in this form, completely
the party at this moment since it means they won’t have to twisted by the forces of evil.
retrace their steps, but if he’s been killed, then the party will The New Coven of the Sand sisters will release their
have a staggering time returning to the surface. most primeval powers, coursing magic throughout Strade’s
Margot will be difficult to fight, especially if the party fights Gallows and Fort Strade. Houses will shake and tremble,
her immediately following their battle with Rosalynn. There are several of them falling over. The River Shine will form waves
ways, however, to make this fight easier if the players use their large enough to knock boats over, and the ground beneath
heads. Here are a few: people’s feat will begin to churn.
The party will have thirty minutes to evacuate Strade’s
Any surviving members of the Watch, though weak, can
Gallows with as many citizens as possible, taking them down
provide some sort of assistance if persuaded, even in
the Spinter Road or Old Hag Road. After thirty minutes, the
the form of routing townspeople to safety.
sky darkens into a thunderstorm centered over Strade’s
Margot can be taunted out of the sky using Shae as
Gallows, and the New Coven’s final act in establishing their
bait.
reign will come to fruition.
Margot has chains dangling thirty feet in her wake. A
Fort Strade will rise from the depths! Roads and houses
physically strong PC can grab the chains and pull her to
will crumble to pieces as ancient walls and mildewed
the ground with a Strength (Athletics) check vs.
battlements erupt out of the ground. The looming fort will
Margot’s Strength (Athletics) check.
continue rising, chunks of the earth clinging to the
The ballista in the logging dock watchtower is still
foundations until the old castle is hovering a thousand feet
intact. It has range 1000 ft/3000ft., deals 5d8 piercing
above the earth. The gaping hole where Fort Strade used to
damage, and takes one round to reload.
be buried will be filled with water from the River Shine, and
Cinderbloom Tower’s pent house is perfect for friendly throughout the entire spectacle, the three sisters in their
spellcasters or ranged weapon users. It provides three- New Coven will cackle in victory, their voices echoing for
quarters cover as well as a wide view of Strade’s miles.
Gallows. The Candle Marsh will now be home to the newly
The kuo-toa! The party’s Floopdoogle can mobilize the resurrected Fort Strade, ruled by the New Coven. Within a
kuo-toa into action, rescuing townsfolk and causing few days, the marsh will take on a demonic haze, creatures
distractions for Margot. If the party has obtained from the underdark and hellish pits rising up to claim the
Tooploogdo powers, then there will be even more kuo- land. Demons, monsters, and even a young black dragon or
toa to put into action. two will slowly immigrate into the territory, building up their
Once Margot is slain, the conjured storm will disappear. With own fortresses and lairs, all under the shadow of Fort Strade
Margot and Rosalynn both slain, Strade’s Gallows will be out of and its three mistresses.
danger, the hags and the Gravedigger fever now gone forever. While evacuating the area, the party will have a hard
time escorting the townsfolk out of the Candle Marsh, no
Ending the Module doubt losing several citizens on the journey. People will be
scared, hungry, and lost, providing a solid hook for the
There are several ways that this module can end: some good, party’s next adventure. Where do these refugees go?
some bad, some a mix of both. Here are the most likely Even after the party leaves the Candle Marsh and Fort
Strade behind, they may return—their failure can build up
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FISHING FOR GODS IN STRADE’S GALLOWS
inside of them, haunting them for the rest of their adventuring abandon her.
days until they decide to redeem themselves! Fighting through However, there is a way to solve the remaining
the Candle Marsh and invading Fort Strade will be a great problems for Shae, the kuo-toa, and Strade’s Gallows...
adventure for PC’s in the 16-20 level range, coalescing with a
final fight against the New Coven.
The Graceful Shaedoolp
Schemes Undearthed In the event that Shae makes it to the end of the campaign,
the party may be in for a surprise that will shock all of
Outing the Watch will leave one heck of a mark on the town. By Strade’s Gallows and bring the party unequivocal fame.
overthrowing the evils beneath Strade’s Gallows, the PC’s will The kuo-toa like Shae. A lot. She doesn’t like to see
be more than revered by the populace. There are several ways them hurt, and there will probably be a few moments in the
that the Watch can be discredited, a few listed here: story where she wants to rescue a friendly kuo-toa. Seeing
Revealing Evannah Correlio’s diary, especially if the Shae fight and perform valorous deeds will catch the kuo-
party can find her to speak out in person (Evannah lives toa’s attention, even the ones who worked for Tooploogdo.
in the Urban District, away from her family). Let the drama build up in Strade’s Gallows. The people
Letting the children trapped in Gerald’s lab tell how the are in hysterics. They’ve been through a lot.
Watch abandoned them. But so have the kuo-toa.
Show proof of the Watch’s attack at Tashtiba’s hovel. To foreshadow the upcoming event, if the party ever
Strade’s Gallows may decide to indict the Watch for walks past the monument to the Sand sisters on Wares
abandonment of duty, though it will ultimately be up to the Road, have a Floopdoogle kuo-toa walk up to the memorial
party to decide. Did the surviving members of the Watch help and show interest in Shae’s statue, maybe resting a webbed
out in the fight with Margot, scraping up what little dignity hand on her cheek. This can prove a funny moment,
remained? Does the party take pity on them after seeing the especially if the party tries to shoo the kuo-toa away or
surviving members trapped by Tooploogdo? sneak it out of town before people see it and freak out.
Regardless of what happens to the Watch, Chairman Gary Several kuo-toa can reappear, all of them interested in the
will revoke their authority, stating that with the Gravedigger pretty statue (they know who Shae is, since she lives in the
Fever cured and the monsters beneath Strade’s Gallows marsh with them, so they’ll find the statue of “pretty” Shae
defeated, the town doesn’t need the Watch anymore. very intriguing.)
Even better, have this event happen when Shae is with
the party, especially if they just brought her into town from
Gods Among Fish the Old Hag Road. Her reaction to the kuo-toa’s affectionate
display can create a nice touch of drama.
Strades Gallows won’t ignore the fact that the party’s At the end of the module, when the town mob is at its
Floopdoogle probably looks like a lobster monster, depending worst, have a throng of kuo-toa barge into the fray,
on how long he or she has been affected by the kuo-toa’s separating Shae from the angry mob. One of the kuo-toa
blessings. Even moreso, the never-ending kuo-toa followers will members reaches towards Shae and mutters in
raise questions among the town. undercommon, “Graceful Shaedoolp...” then touches the
Even zanier, if the party slew Tooploogdo, then the party cursed side of her face. The other kuo-toa all join in on a
member who delivered the killing blow will become the new chant, saying “Graceful, graceful, graceful...”
Tooploogdo, taking on a second following of kuo-toa (and if the
Floopgoogle kills Tooploogdo... Floopdooploogdo?) Regardless,
The cavalcade of fish-men begin to chant, their gurgling
as long as the party remains in Strade’s Gallows, their kuo-toa-
voices rising in the humid air. As a chorus, they croak out
blessed members will stay in the forms of kuo-toa deities,
their words, the somber tone sending chills up your spine.
causing a stir among townspeople.
But something about their voice is calming.
The party may be asked to leave as soon as possible by the
Almost graceful.
Casters—or at least, the Floopdoogle and Tooploogdo in the
Shae the Half-Hag begins to glow: the power within the
party may be asked to leave. The Casters don’t want another
kuo-toa’s deific mob mentality spirals out of their collective
mob to start up, and any Strade’s Gallows citizens who have
minds. Flashes of light explode into embers of dazzling
strong ties to the party can only keep the populace at bay for so
displays, and not even the mad Strade’s Gallows citizens can
long.
avoid staring at the sparkling magic.
Also, Shae is a half-hag. People will not overlook that, and
At the peak of the kuo-toa’s chant, Shae topples to the
her safety could be at risk. If Gus Sand is still alive, he will not
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FISHING FOR GODS IN STRADE’S GALLOWS
ground, lost in the mass of fish-men. The chanting ceases, If the party has picked up Gerald the Hatestick, he will
and the leading kuo-toa kneels beneath his brethren. request the party to end his curse. He feels like his business
The crouching kuo-toa hoists Shae to her feet, her is done, what with Tashtiba and the hags being destroyed
flaxen hair billowing away from her perfectly smooth face. and all, and he’ll request a PC to release his soul into the
The withered, hag-like half of her cursed form is no more, heavens so that he may be at rest. This is done by breaking
the combined power of the kuo-toa having wished the the quarterstaff in half. By doing so, Gerald will appear in
affliction away. ghostly form before the party, thanking them for “one last
One by one, the kuo-toa begin chanting in unison, bit of research” before fading away.
hands raised in the air, “Graceful Shaedoolp! Graceful If the party rescued the brass dragon egg, they might
Shaedoolp! Graceful Shaedoolp!” Shae opens her eyes, her decide to return it to its parent. Master Li Soto will have
tough, hardened visage now replaced by girlish amazement. heard of a story regarding a pair of brass dragons who lost
The Demon Hag’s hold on her is no more. their heir after a black dragon attack. Feel free to make up
the rest of the story and send the PC’s on their way.
The kuo-toa have abandoned the Floopdoogle and Tooploogdo, Also, Shae is young, so she just might take romantic
choosing Shae as their new deity. By doing so, they have chosen interest in one of the male PC’s, especially one that was kind
to use their magic to restore her to the form seen on her statue. to her during the adventure. Having a cleric with a mob of
She won’t develop claws or a carapace, but stay human instead. zealous fish-followers for a girlfriend/wife must have its
Also, any party member affected by the Floopdoogle or advantages.
Tooploogdo effects will be returned to normal after the kuo-toa Right?
finish their chant.
This act, triggered by the kuo-toa, will make Strade’s
Gallows see that the kuo-toa aren’t vicious and that Shae is no
longer a threat. If Gus Sand is still around, he’ll be overwhelmed
by happiness. There will be time to grieve for those who died in
the recent events, but afterwards, a new Harvest Festival will be
thrown.
During the festivities, the party will be seen as heroes, and
Shae and the kuo-toa will be allowed full access of Strade’s
Gallows. Chairman Gary will announce at the festival that
Strade’s Gallows has chosen to gift the vacant house in the
Genteel District to the party, allowing them a permanent
residence in the town for their service.
Master Li Soto will give the party the 2,000 gold pieces he
promised them, then leave Strade’s Gallows since, after all, he’s
a travelling priest. Shae will take his place in the Temple to
Bosnir, and a band of kuo-toa will help keep the temple in good
state. Even though Shae is no longer a hag, the magic of the
kuo-toa has gifted her with immense power: Shae possesses the
abilities of a 4th level human cleric with Nature as her chosen
domain. She will earn her keep in Strade’s Gallows for years to
come as a healer and medicine woman.
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Appendix A: Maps
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FISHING FOR GODS IN STRADE’S GALLOWS
Appendix B: NPC’s
(flute) +10, Persuasion +10, Sleight of Hand +6
DART SLIPFOOT Senses passive perception 10
Medium Humanoid (half-elf) — CN Languages Common, Goblin, and Halfling
AC - 16 (studded leather) Challenge 2 (450 xp)
HP - 67 (8d10+8) Brave. Advantage on saving throws against being frightened.
Speed 30ft. Lucky. When Edgar rolls a 1 on an attack roll, ability check, or
STR DEX CON INT WIS CHA saving throw, he can reroll the die, using the new roll.
11 (+1) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 10 (+0) Rakish Demeanor. Advantage on Charisma skill rolls against
Saving Throws. Str +4, Dex +6 female characters.
Skills Animal Handling +5, Deception +3, Investigation +5, Spellcasting. Edgar is an 8th level spellcaster, his spellcasting
Stealth +6, Survival +5 ability is Charisma (spell save DC 17, +7 to hit with spell
Senses Darkvision 60ft., passive perception 12 attacks). He requires material components to cast spells.
Languages Common, Dwarvish, Elvish, and Goblin Edgar has the following bard spells prepared:
Challenge 2 (450 xp)
Cantrips (at will): friends, light, mage hand, vicious
Fey Ancestry. Has advantage on saving throws against being
mockery
charmed. Magic can’t put Dart to sleep.
1st level (4 slots): charm person, cure wounds,
Favored Enemy: Humanoids (elves, dwarves, halflings,
disguise self, identify, Tasha’s hideous laghter
humans): Dart has advantage on Wisdom (survival) checks
2nd level (3 slots): blindness/deafness, blur, heat
to track his favored enemies, as well as on Intelligence
metal, zone of truth
checks to recall information about them.
3rd level (3 slots): fear, hypnotic pattern
Favored Terrain. Dart isn’t hindered at all when traversing
4th level (2 slots): confusion
through the Candle Marsh, Fort Strade, or Strade’s Gallows.
ACTIONS
Spellcasting. Dart is an 8th level spellcaster, his spellcasting
Rapier Melee Weapon Attack +6 to hit, reach 5ft. one target.
ability is Wisdom (spell save DC 15, +5 to hit with spell
Hit 2 (1d8+3) piercing damage.
attacks). He requires material components to cast spells.
GEAR
Dart has the following ranger spells prepared:
Entertainer’s pack, flute, rapier, spell component pouch,
1st level (4 slots): alarm, animal friendship, longstrider
studded leather armor, Watch uniform, 200gp.
2nd level (3 slots): locate object, pass without trace
ACTIONS
Extra Attack. Dart can attack twice instead of attacking once
during his turn. FLOOPDOOGLE
Dagger Melee or Ranged Weapon Attack +6 to hit, reach 5ft. or Large Aberration — NE
range 20/60 ft., one target. Hit 2 (1d4+3) piercing damage. AC — 13 (natural armor)
Longbow Ranged Weapon Attack +8 to hit, range 150/600 ft., HP — 38 (4d10+12)
one target. Hit 8 (1d8+3) piercing damage. Speed 30ft., Swim 30ft.
GEAR STR DEX CON INT WIS CHA
Explorer’s pack, 2 daggers, longbow, scale mail, spell component 16 (+3) 10 (+0) 16 (+3) 4 (-3) 14 (+2) 14 (+2)
pouch, Watch uniform, 200 gp. Skills Stealth +4, Persuasion +5
Senses passive Perception 12
Languages Undercommon
EDGAR WINDHOWLER Challenge 2 (450 xp)
Hold Breath. The Terrible Floopdoogle can hold its breath
Small Humanoid (halfling) — CE
for 25 minutes.
AC - 16 (studded leather)
Rake. If The Terrible Floopdoogle successfully grapples a
HP - 50 (8d8+8)
creature with its bite attack, it can make one claw attack
Speed 25ft.
against it as a bonus action.
STR DEX CON INT WIS CHA
Floopdoogle Reincarnate. When The Terrible Floopdoogle is
8 (-1) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 18 (+4)
slain, the creature killing it will become the new deity
Saving Throws. Dex +6, Cha +7
worshipped by the kuo-toa. The creature will begin
Skills Acrobatics +6, Deception +7, Insight +3, Performance
exhibiting new features, as seen here:
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Day 1: Understands undercommon but does not speak 3rd level (3 slots): blink, dispel magic
it. 4th level (2 slots): greater invisibility
Day 2: Skin becomes crustacean-like (+1 AC). ACTIONS
Day 3: Eyes elongate into stalks (+2 on Perception Longsword Melee or Ranged Weapon Attack +4 to hit, reach
checks). 5ft., one target. Hit 5 (1d8+1) slashing damage or 6
Day 4: Fully speaks undercommon and skin becomes (1d10+1) when using two hands.
more crustacean-like (additional +1 AC). GEAR
Day 5: Body begins to smell and feel like fish. Burglar’s pack, caltrops, longsword, scale mail, shield, spell
(disadvantage on all Charisma checks made against component pouch, Watch uniform, 400gp.
“civilized” people.)
Day 6: Can breathe water and air and gains swim 30ft.
Day 7: Hands become like lobster pincers (gains a claws LANK
melee weapon attack with d6 slashing damage.) Gains
Small Humanoid (goblin) — CG
aberration as a creature subtype
AC - 12 (studded leather)
ACTIONS
HP - 90 (8d12+32)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Speed 40ft.
Hit: 8 (1d10+3) piercing magical damage, and the target is
STR DEX CON INT WIS CHA
grappled (escape DC 13). Until this grapple ends, the target
14 (+2) 14 (+2) 18 (+4) 7 (-2) 8 (-1) 8 (-1)
is restrained, and the crocodile can’t bite another target.
Saving Throws. Str +5, Con +7
Claw. Melee Weapon Attack +5 to hit. Reach 5ft., one creature.
Skills Animal Handling +2, Athletics +5
Hit: 7 (1d8+3) slashing damage.
Senses passive Perception 9
Languages Goblin
Challenge 2 (450 xp)
FORTIN HARRA Feral Instinct. Lank has advantage on initiative rolls.
Medium Humanoid (half-orc) — LE Frenzy. When raging, Lank can make a single melee weapon
AC — 15 (scale, shield) attack as a bonus action on each of his turns after the
HP — 54 (8d6+16) turn he rages on.
Speed 30ft. Mindless Rage. Lank can’t be charmed or frightened while
STR DEX CON INT WIS CHA raging.
12 (+1) 8 (-1) 14 (+2) 12 (+1) 15 (+2) 16 (+3) Nimble Escape. Lank can take the Disengage or Hide action
Saving Throws Con +5, Cha +6 as a bonus action on each of his turns.
Skills Deception +6, insight +5, intimidate +6 Rage (4/day). On Lank’s turn, he may enter a rage as a
Languages Common, Goblin, and Orc bonus action. Raging lasts for 1 minute, but ends early if
Senses darkvision 60 ft., passive Perception 11 Lank is knocked unconscious or if his turn ends and he
Challenge 2 (450 XP) hasn’t attacked a hostile creature since his last turn or
Relentless Endurance. When reduced to 0 hit points but not taken damage gaining the following advantages:
killed outright, Fortin drops to 1 hit point instead. Advantage on Strength checks and Strength saving
Savage Attacks. When Fortin scores a critical hit with a melee throws.
weapon attack, he can roll one of the weapon’s damage +2 extra damage on melee weapon attacks.
dice one additional time and add it to the extra damage of Resistance to bludgeoning, piercing, and slashing
the critical hit. damage.
Spellcasting. Fortin is an 8th level spellcaster, his spellcasting Unarmored Defense. While Lank is not wearing any armor,
ability is Charisma (spell save DC 16, +6 to hit with spell his armor class equals his 10 + his Dexterity modifier +
attacks). He requires material components to cast spells. his Constitution modifier.
Fortin has the following sorcerer spells prepared: ACTIONS
Cantrips (at will): dancing lights, light, mage hand, Extra Attack. Lank can attack twice instead of attacking once
message, true strike during his turn.
1st level (4 slots): detect magic, magic missile, Battleaxe Melee Weapon Attack +6 to hit, reach 5ft. or one
thunderwave target. Hit 7 (1d6+3) slashing damage or 8 (1d10+3)
2nd level (3 slots): detect thoughts, hold person, slashing damage when using two hands.
suggestion GEAR
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Battleaxe, explorer’s pack, Watch uniform, 100 gp. Rosalynn must pass a Charisma save DC 14 or suffer 1
level of exhaustion.
ACTIONS
Bite Melee Weapon Attack. +5 to hit, reach 5ft., one
MARGOT, THE FEY FETTERED creature. Hit 21 (4d8+2) piercing damage. If the target is
Medium humanoid (human), fey — NE killed by this damage, it is absorbed into Rosalynn.
AC – 14 (whirling chains) LAIR ACTIONS
HP - 83 (10d8+36) Haunting Echoes. Rosalynn delves into a creature’s mind
Speed 30ft., fly 30ft. and warps the reality around her into a pocket
STR DEX CON INT WIS CHA dimension. The pocket dimension is a copy of a location
12 (+1) 14(+2) 12 (+1) 16 (+3) 12 (+1) 18 (+3) in the creature’s past, typically a childhood place of
Saving Throws. Dex +6, Wis +4 peace. Any other nearby creatures are pulled into the
Skills Acrobatics +6, persuasion +7 location as well. While in this world, Rosalynn can freely
Senses blindsight 300 ft., passive Perception 11 cast major image. Also, Rosalynn can cast meld into
Languages common, sylvan stone on herself, allowing her to move through any
Challenge 3 (450 xp) terrain in this world. If the major image reacts with a PC
Innate Spellcasting. Margot’s spellcasting ability is Charisma or if Rosalynn approaches a PC while merged, the PC can
(spell save DC 13). Margot can innately cast the following make a Wisdom (Insight) check DC 14 to determine the
spells, requiring no material components: false illusions.
At will: bestow curse, darkness, fear, fireball, magic missile,
shatter, sleet storm
1/day each: control weather, insect plague
Whirling Chains. The mass of chains descending from Margot SHAE, THE HALF-HAG
give her +2 to AC when she’s flying. Medium humanoid (human), fey — CG
ACTIONS AC – 13 (studded leather)
Chain Swipe Melee Weapon Attack. +4 to hit, reach 30ft., one HP – 19 (3d8+3)
creature. 10 (2d8+1) bludgeoning damage. Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 13 (+1)
Saving Throws. Dex +3, Wis +4
ROSALYNN, THE DIRGE OF A Skills Nature +2, Perception +4, Stealth +3, Survival +4
THOUSAND WEEPINGS Senses passive Perception 12
Large humanoid (human), aberration, fey — NE Languages common, sylvan
AC - 8 Challenge 1/2 (100 xp)
HP - 101 (12d10+36) Innate Spellcasting. Shae’s spellcasting ability is Wisdom
Speed 20ft., climb 20ft. (spell save DC 12). Shae can innately cast the following
STR DEX CON INT WIS CHA spells, requiring no material components:
14 (+2) 8 (-2) 16 (+3) 12 (+1) 16 (+3) 18 (+4) At will: mage hand, shillelagh, thorn whip
Saving Throws. Wis +5, Cha +7 3/day: goodberry, magic missile
Skills Intimidate +7, Perform +7 1/day: gust of wind
Senses passive Perception 13 Muddled Mentality. If Rosalynn, the Dirge of a Thousand
Languages common, sylvan Weepings is alive, roll 1d6 every hour that Shae is
Challenge 3 (450 xp) awake. On a 1, Shae’s alignment changes to chaotic evil
Allergy: Rosewhistle. Rosalynn is allergic to rosewhistle flowers for 1 hour.
and has disadvantages on attacks against any creature ACTIONS
carrying rosewhistle or under the influence of a rosewhistle Hand Crossbow Ranged Weapon Attack. +3 to hit, range
tincture. Also, creatures carrying rosewhistle or under the 30/120 ft., one creature. Hit 4 (1d6+1) piercing damage.
influence of a rosewhistle tincture have advantage on saves Shillelagh Melee Weapon Attack. +4 to hit, reach 5ft., one
against Rosalynn’s abilities. creature. Hit 6 (1d8+2) bludgeoning magic damage.
Cerebral Bite (1/day). Rosalynn can cast weird at a save DC of GEAR
14, but no psychic damage is dealt by the spell. Crossbow bolts (20), dagger, explorer’s pack, hand crossbow,
Song of Rosalynn. A creature that begins its turn within 5 feet of potion of healing, quarterstaff, set of traveler’s clothes,
studded leather armor.
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