Check Image Status
Ele_Cover
For Players Level 1 to 4
This is a work of fiction. Names, characters, places, and incidents are the product of the author’s imagination. Any resemblance to actual individuals, living or dead, events, or locales is entirely coincidental.
Copyright © 2025 Ruben Vuittonet, Jr.
All rights reserved. No part of this content, except for content from Wizards of the Coast System Reference Document 5.2.1, may be reproduced or used in any manner without written permission of the copyright owner.
First Edition (handbound) published in October 2025.
Published by Ruben Vuittonet, Jr.
All audio files are the copyrighted property of Ruben Vuittonet, Jr. All rights reserved.
SRD 5.2.1
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at
https://www.dndbeyond.com/srd


CCL 4.0
The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at
https://creativecommons.org/licenses/by/4.0/ .
For the Dungeon Master Ruben Vuittonet, Jr.
Dedicated to my children: Trey, Connor,
and Sean. They taught me.
Special thanks to Jonathan Blackwell for providing
the audio clips used when Naso Grosso’s astral
form speaks.
Table of Contents
Game Prep Staging 1
The Darrowdelf Aerie 2
The Players 3
Introduction 4 - 5
Sub Plots 6
Socks 7
Thou Shalt Not Steal 8
Operation Dinner Out 9
Characters - Illustration 10
Dungeon Characters 11 - 26
Combat Rules 27 - 33
Spell Combat 34 - 35
Crow’s Perch 36
The Dusty Pint 37 - 38
Stable Landing Pad 39
The Mercantile 40
Main Entrance Stairs 41
Main Entrance Stairs Attack 42 - 43
Rifarín’s Tower 44
Residence - Illustration 45
The Prince’s Residence 46
Residence Entrance 47 - 48
Prince’s Dining Table 49
Prince’s Room Attack 50 - 51
The Prince’s Soldiers 52
Guards Enchanted Food 53
Guard Area Attack 54 - 55
Captain’s Prism Slice 4 56
Swords 57
The Prince’s Kitchen 58
Prince’s Pantry 59
Prince’s Beef Jerky 60
Spice Window 61 - 63
Rifarín 64
Prince’s Enchanted Food 65
The Prince’s Nightstand 66
Safe 67
Clowns 68
The Well 69 - 70
Well Attack 71 - 73
Well Prism Layer 5 74
The UnWell 75 - 76
UnWell Attack 77 - 79
Table of Contents (continued)
UnWell Prism Slice 2 80
The Cards 81
Apothecary - Illustration 103
The Apothecary’s Garden 106
Apothecary 107 - 108
Astral Apothecary Statements 109
Apothecary Prism Layer 6 110
Hall of Supplication 112
Hall of Supplication Stairs 113
Hall of Supplication Stairs Attack 114 - 115
Supplicant Hall 116
Supplication Hall Attack 117 - 119
Supplicant Stations 120
Supplicant Station 1 121
Supplicant Station 2 122
Supplicant Station 3 123
Supplicant Station 4 124
Altar of the Judge 125
Judgment Event 126
Prism Projector 127
Gardeners Shack 128 - 129
Gardeners Shack Prism Layer 3 130
Bakery 131
Bakery Attack 132 - 133
Bakery Food event 134
Theater 135 - 136
Theater Outside Attack 137 - 138
Theatre Attack 139 - 140
Theater Prism Slice 1 141
Stables at the Darrowdelf 142
Horse Stables 143
Horse Stable Attack 144 - 145
The Marketplace at the Darrowdelf 147
The Weaver 148
Weaver Attack 149 - 150
Weaver Prism Holder 151
The Grocer 152
The Grocer’s Food 153
The Butcher 154
The Butcher Food 155
Sheriff’s Attack 156
East Descender 157
West Descender 158
Table of Contents (continued)
Artifact Recipients 158
Monster Report 159
Index 160 - 162
Blank End Page 163
Blank End Page 4 164
Blank End Page 3 165
Blank End Page 2 166
Back Cover 168
Game Prep Staging
  1. DM’s Map: For the dungeon master only. Shows all features of the dungeon, including attacks, food, and artifacts.
  2. Riddles: one printout of the apothecary’s riddles for each player.
  3. Player’s Map Shows only the terrain features and the tops of buildings. No elements are visible for attacks, food, or artifacts.
  4. Prism Slices, A set of the six prism slices in laminated-paper form. Later, when put together in the Hall of Supplication, they will “shrink” to 2 in. to fit into the Prism Holder.
  5. Prism Projector: Kept with the DM until it is time to insert the prism and project the Tree of Life onto the volunteer.
  6. Enter the players’ names and stats into the application.
  7. Fresh Batteries: It would not do to have the projector not work because the batteries were dead.
  8. Supporting Artifacts (sounds, : All support images, sounds, and html for the campaign are here.


  9. Prism Holder: If I can find someone to make it for me.
The Darrowdelf: Aerie 1 (11) | 169
The Darrowdelf Aerie
Note: Text between pinned lines (like this text) is meant to be disclosed to the players. The disclosure of text outside the pinned lines is left to the discretion of the DM.
The Darrowdelf Aerie was fashioned by mighty labors of old to resemble, when seen from above, the shape of a crow, the patron animal of the Darrow. Since its construction, the plateau has been the home of the Darrow’s Crown prince, currently Nifardín. To support both Nifardín and those who live on the Darrowdelf to support him, there are a marketplace, a butcher, a gardener, stables, two wells, an apothecary (an advisor to the prince), a bakery, a kitchen, guard quarters, a theater, and a Hall of Supplication.
Recently, the entire Darrow people disappeared, leaving the Darrowdelf virtually unpopulated. At this point, our adventure begins in the nearby town of Crow’s Perch.
The Darrowdelf: Aerie 2 (12) | 169
The Players
NameTalion
Display NameTalion Connor
Class/RaceRogue 1/Human
Level1
NameDragazo
Display NameDragazo Trey
Class/RacePaladin/Human
Level1
NameStygian
Display NameStygian Sean
Class/RaceWizard/Human
Level1
NameZaephod Beeblebrox
Display NameZaephod Jonathan
Class/RaceBard/Human
Level1
The Darrowdelf: Aerie 3 (13) | 169
Introduction
Darrow” is the self-assigned name of the Darrow tribe. “Delf” means “home.” An aerie is the large nest of a large bird. Hence, the name of the dungeon: The Darrowdelf: Aerie.
The Darrow maintained a long-enduring and thriving civilization dedicated to their gods, loving of their environment, and holding ultimate respect for the bird they believed embodies their ideals: the crow. Though forced underground many years ago, they maintain themselves as wood elves and dress appropriately.
There had been whispers of a grudge, of an enmity so strong it longed for the desecration of the Darrow.
The prince thought it prudent to hope for the best but plan for the worst. He fabricated powerful artifacts for the preservation of his people and placed them where he thought best. The question is, were those thoughts his best thoughts.
And then, one day, it happened. No one was exactly sure what happened, even though something clearly had. The Darrow were all missing. Their homes, businesses, restaurants, and other venues were all but abandoned.
The Darrow live in a region of the Darrow Mountains in a widespread underground collection of villages, towns, and cities. These civil entities are connected by a vast web of tunnels. Where the Darrow have access to the outside, which they love, they farm in valleys over which they have full authority. They also farm on the mountainsides, where possible.
There are 1,000s of crows flying around the Aerie. They are the descendants of crows charmed to speak limericks when near a person. Use the accompanying limerick book for limericks.
The Darrowdelf: Aerie 4 (14) | 169
Introduction (con’t)
The women of the Darrow are rarely seen but are known to be as active in their communities as are the men. They are also fierce warriors and, as a last resort, issue into combat to avert dire threats. The Darrow, as a result of abiding underground for centuries, are very pale-skinned with large, clear, blue, green, or hazel eyes. As elves, they tend toward the thin side.
Religion
The Darrow religion is animist. That is, they believe that souls reside in the bodies of both humanoids and animals. Further, they especially believe that crows are the reincarnation of former Darrow. Their society emulates what they see in crow behavior. They work together as a flock, but are not overly helpful to others, feeling free to scavenge (some call it stealing) from them as opportunities arise, much as a carrion crow feeds from carrion as it is able. In this respect, the Darrow are very much like gypsies, except they live in fixed locations and do not travel about.
The Prisms
The apothecary created a set of artifacts (6 prism slices, a prism holder, and a prism projector) as a safeguard against attack from an enemy he became aware of in a vision. These artifacts figure very prominently in this adventure. They were, originally, given to 6 different people, each aware of all the others. The “event” left only two people around who know the recipients. Neither one nor the other knows all of them. These are the apothecary and Rifarín, the prince’s niece.
Eventually, when the prisms are combined and should be projected onto someone’s chest, it is important to note that the volunteer will die when the projection happens. Ossorg Osan’s plan is to have the prince volunteer and die, thus avenging the deaths of his villagers years ago.
When the Darrow People were translated into a different dimension, various monsters and/or people were translated to the Aerie as impediments to any quest to restore the Darrow. They will be encountered as the company attempts to find a solution to The Event.
The Darrowdelf: Aerie 5 (15) | 169
Ele_Sub_Plots
Socks
The bartender at The Dusty Pint is into socks. Let’s just say it’s a harmless pastime. Since the disappearance of the Darrow he has been searching for those traveling to the Darrowdelf to bring any socks they may find.

This subplot is nothing more than a thinly veiled device to have the adventurers loot socks.

Interaction with the bartender, Manazeer Baru, will take place in The Dusty Pint since that is where he both lives and works.
Once this subplot starts, it’s more or less freeform.

The Darrowdelf: Aerie 7 (17) | 169
Thou Shalt Not Steal
Hezka Servirka is a serving wench at The Dusty Pint. Her accent is quite different from most of the rest of the Crow’s Perch denizens. Her boyfriend (unnamed, lost, and unlamented by Hezka) left for the Aerie at an unspecified time and date and has not returned.

Since then, Hezka has been trying to convince adventurers to take an artifact currently in her possession to the Aerie and determine the fate of her missing boyfriend.
Her real intentions are to have the adventurers determine the use of her artifact, gain any loot from the discovery, and rob the adventurers blind when they return.

The sheriff is well aware of her and her plans. He intends to thwart her and take all proceeds for himself. It is certain that the sheriff will be aware of the adventurers return to town and will track them down to see how they fared with Hezka’s task.
The adventurers will meet Hezka in The Dusty Pint. Both Hezka and the sheriff will monitor for Crow Gongs so they will be able to meet the adventurers when they arrive at the landing pad.
Once this subplot starts, it is more or less freeform.
At some point toward the end of the adventure (DM’s discretion), the sheriff will attempt to rob the adventurers of their loot. He will command a small group of deputies and attack. There is a stand-alone section for the sheriff’s attack, which will take place at the inn because there are storage lockers for rent there.
The Darrowdelf: Aerie 8 (18) | 169
Operation Dinner Out
Komerca, the owner of the Mercantile, would like to gather as much dinnerware as possible from the prince’s kitchen. The plates, saucers, stemware, tea cups, and silverware are made from unbreakable elvish crystal with various elve-themed patterns etched into them.
The proprietor of the Mercantile would like as much dinnerware as the adventurers can collect. At the prices indicated.
Dinner Plate 7 GP
Bowl 5 GP
Wine Glass 7 GP
Tea Cup 2 GP
Set of Silverware 2 GP
In the prince’s Kkitchen there are 20 full place settings of dinnerware. Each adventurer may carry one place setting at a time, requiring 4 or 5 trips based on whether the party consists of four or five members.
Of course, the sheriff will want his cut of this loot. The same rules apply to his monitoring of this loot as to all others. He knows when Aerie visitors return to Crow’s Perch and will try to confiscate goods.
Once this subplot starts, it’s more or less free-form.
The Darrowdelf: Aerie 9 (19) | 169
Ele_Dungeon_Characters_Card
Rifarín /rɪfærɛɛn/
Base
S 7 -2
D 9 -1
C 11 0
I 11 0
W 10 0
Ch 17 3
Other
HP 8
AC 10
Rifarín is a small, elvish girl with a small nose and big blue eyes. She looks completely elvish but is only one-quarter elf. She was staying at her uncle’s (the Prince) for the summer because of tensions over her “tainted” heritage. When almost everyone disappeared, she was left behind. She knows that her uncle spent much time with various people before the event but is very shy and must be coaxed to give up that or any other information. In fact, she does not know all the people to whom her uncle spoke. In the plan, being the only elf of royal extraction remaining, she must bless the prism before its use.
Rifarín is the granddaughter of the prince from a relationship the prince had with a human in a village when he was young. Nifardín killed her grandmother, forcing the apothecary of that village to save the prince from a lynch mob. The apothecary, because he was shunned for the way he saved the prince, became the prince's apothecary and moved to The Darrowdelf. When his granddaughter was abandoned to the elves, the prince arranged for her care.
The Darrowdelf: Aerie 11 (21) | 169
Rifarín (con’t)
The human woman with whom Nifardín had a relationship was pregnant when he beat her. She gave birth after the assault. The child lived. She did not. Much later, she would have a daughter who would, in turn, have a daughter. Rifarín. Despite her mother living among humans her entire life, Rifarín was abandoned by her human village because of its fear of elves. She was taken to the border between human settlements and the Darrow and left there. The prince, hearing of the little girl’s travail, had a family of royal descent adopt her. She knows the prince as an “uncle,” which, of course, is what she calls him.
When the situation comes to a head in The Darrowdelf Aerie, Rifarín will be made aware of her history. Her anger will be such that she will not place a blessing upon the Prism to activate its power. All will hang in the balance of a little elf girl’s handling of the revelations about her grandmother.
Nifardín is not married and has no recognized children. The end of the adventure, if everything goes according to Ossorg Osan’s plan, will find the prince dead and Rifarín Crown Princess in his stead.
The Darrowdelf: Aerie 12 (22) | 169
Prince Nifardín /nɪfardɛɛn/
Base
S 15 2
D 14 2
C 13 1
I 12 1
W 18 4
Ch 19 4
Other
HP 50
AC 19
Nifardín, or “The Prince,” is the Crown Prince of The Darrow. As a result, he resides in the traditional estate of The Darrowdelf Aerie, an inaccessible plateau in The Darrow Mountains, shaped, by great labor of old, into the shape of a crow.
At the time of the event, Nifardín was the epitome of a refined, generous, diplomatic, and chivalrous prince, with great compassion for people. In his youth, he was not so. During a tenure in a human village, then, he fell in love with a young human woman. When he resolved to return to his people, she resolved to stay in her village, not wanting to forsake her family and friends. He beat her rather severely, causing her death. The villagers rose in anger, intending to hang the prince. Naso Grosso, the village’s apothecary, just happened to return to town at that moment. Fearing a war with the Darrow, he hastily cast too strong a spell, killing many of his village’s people. For saving him, the prince took Naso as his apothecary.
Afterward, guilt influenced the prince to live a life of more gravitas. He set aside arrogance, preferring to administer to family, friends, and the Darrow people with less selfish motivations.
The Darrowdelf: Aerie 13 (23) | 169
Prince Nifardín (con’t)
The end game for the Darrow’s enemy is the sacrifice of the prince to save his people. Ossorg Osan expects both the prince's guilt and Rifarín’s anger to motivate him to volunteer for the sacrifice. This will not come to pass if his granddaughter does not bless the reconstituted Prism to release its power. The truth of the prince's relationship with her grandmother and her grandmother’s death at Nifardín hands will be made known to her ere the prism is projected onto the chest of a volunteer. Of course, she is a kind, peace-loving child, so she is reluctant to allow the Darrow people to remain in limbo simply to spite her “uncle”—even though she is well aware leaving them in limbo is a powerful way to harm the prince.
The Darrowdelf: Aerie 14 (24) | 169
Naso Grosso /nɑsɒ grɒssɒ/
Base
S 8 -1
D 15 2
C 16 3
I 20 4
W 12 1
Ch 0
Other
HP 45
AC 17
Big nose in Italian. Naso Grosso is the apothecary for the prince. He was once the apothecary for a small human village, though his abilities could have easily earned him a position at any royal court. The prince, sowing his wild oats, as it were, resided in the village for a time while he dated a young human woman. When he was ready to return to his people, she would not agree to join him, so he beat her severely. She died, though the prince and her as yet unborn child did not. The village arose in protest, intending to lynch the prince.
Naso Grosso, having been out of town, found himself returning just as these events were unfolding. Fearing a war with the Darrow, he panicked and cast too strong a spell. Many of the villagers died. Knowing they could not defeat him, the people of his village chose to banish him instead.
The prince, in fear for his life, took Naso Grosso as his apothecary. Naso, finding himself homeless, moved to the plateau of the Darrowdelf Aerie, remaining with the Prince from that time forward.
The Darrowdelf: Aerie 15 (25) | 169
Chaton /tʃætɒn/
Base
S 3 -4
D 15 2
C 0
I 3 -4
W 12 1
Ch 7 -2
Other
HP 25
AC 12
Kitten in French. Chaton is a cat. And, as such, he does not really care about anyone except himself. He will follow outsiders around, frequently meowing vociferously when it might be the least advantageous to those whom he is following.
There is a d20 >= 11 (50%) chance that Chaton will meow when the adventurers enter an area where an attack might be imminent.
The Darrowdelf: Aerie 16 (26) | 169
Rofer /rɒfɛr/
Base
S 13 1
D 14 2
C 12 1
I 3 -4
W 12 1
Ch 0
Other
HP 22
AC 12
A play off of “rover.” Rofer is The Prince’s dog. He is a pleasant, obedient, and friendly sort of animal. His only weakness is Chaton, whom he despises. He is given to attacking the cat at any time he feels he can get hold of him. Except he cannot. The cat is always too swift, avoiding injury by quick reflexes and an instinctive sense of which way to jump and when.
When approaching an area of possible attack, there is a 25% chance that Rofer will attack Chaton, thus alerting any monsters of their approach.
The Darrowdelf: Aerie 17 (27) | 169
Homme Outil /hɒmmɛ ɒʌtɪl/
Base
S 14 2
D 10 0
C 13 1
I 10 0
W 10 0
Ch 10 0
Other
HP 30
AC 14
Tool Man in French. Homme Outil is a human agent in the human-populated Crow’s Perch village hired by the Prince to arrange a team of adventurers who, whether for fame, or fortune, or charity, might help The Darrow. He is employed at the Crow Stables, a local housing for 10 ’crows used as taxis both to and from Crow’s Perch to The Darrowdelf Aerie.
Homme was, in no way, shape, or form, informed of the nature of the potential threat to The Darrow. Nor was he informed of the Prism, its slices, or their use. He is simply an honest man in whom the prince placed his trust to find a team to address The Darrow’s needs in the event of an emergency.
He may join the adventurers. It is up to them. Homme has no experience either with The Darrow or with pursuing quests. He is simply keen to find out what caused the event.
The Darrowdelf: Aerie 18 (28) | 169
Captain Piedblessé /pɪɛdblɛssé/
Base
S 15 2
D 14 2
C 13 1
I 12 1
W 10 0
Ch 8 -1
Other
HP 47
AC 16
“Shot foot” in French. The captain has been the leader of the guard contingent on the Darrowdelf Aerie for many years. He has long, gray hair kept in a ponytail. Rather than wearing tokens of rank or position, he dresses as a typical Darrow soldier in woodland clothes of dark green and leather. He carries a bow and fighting knives. He is not Legolas.
His love of The prince is very deep and abiding. Because of this love, it is not possible, therefore, to draw the prince to a place without also drawing the Captain.
At the end of the adventure, when the prince is drawn back to the Hall of Supplication, the Captain is also drawn back. He will have a role to play in the final scene, though what that might be is left to the DM. If Nifardín dies, the captain will immediately take Rifarín into his protection.
The Darrowdelf: Aerie 19 (29) | 169
Ossorg Osan /ōssɒrg ōsæn/
Base
S 8 -1
D 15 2
C 16 3
I 20 4
W 12 1
Ch 0
Other
HP 45
AC 17
Reverse of big nose in French. Ossorg Osan, a very gifted apothecary, is also the twin brother of Naso Grosso. Until the terrible events surrounding the prince and his human lover, he and his brother toured the region near their village, providing medical care for the people there.
When the prince was driven from the town and Naso killed many villagers, Ossorg Osan changed his name to the reverse of his brother’s and swore vengeance upon the Darrow.
He does not appear in the adventure until the very end in the Hall of Supplication.
The Darrowdelf: Aerie 20 (30) | 169
Pixie /ˈpiksē/
Base
S 2 -4
D 20 4
C 8 -1
I 10 0
W 14 2
Ch 15 2
Other
HP 2
AC 15
The pixie lives in the Hall of Supplication, where Rifarín discovered her shortly after she arrived to visit her ‘uncle.’ Like most pixies, she is good-natured but loves to play tricks and pranks on others. In fact, she is more good-natured than most pixies.
The plight of the Darrow has upset Pixie to such an extent that, in the final scene of the dungeon, the pixie will try to influence Rifarín to kill her uncle, despite Rifarín’s ambivalence about hurting him.
Will she succeed? Time, and, perhaps, a roll of the dice will tell! d20 > 20 (100%)
The Darrowdelf: Aerie 21 (31) | 169
Clowns /klouns/
Base
S 12 1
D 17 3
C 13 1
I 15 2
W 8 -1
Ch 17 3
Other
HP 30
AC 12
The Clowns are the spirits of a group that refused to be summoned away by The Event. It only cost them their lives. Since The Event, the clowns have been haunting a small stand of trees near the back of The Prince’s Residence.
When the explorers approach their stand of trees, they come out. They are harmless and, in fact, full of joy.
The Clowns know that the Captain had a Prism because they heard him and the Prince talking about something mysterious just before The Event. They are keen to know about what the adventurers are doing and tell them about the captain (otherwise the adventurers will have to get the information from Rifarín).
The Darrowdelf: Aerie 22 (32) | 169
Manazeer Baru /mænəˈzɪr ˈbɑrɹu/
Base
S 10 0
D 15 2
C 17 3
I 14 2
W 8 -1
Ch 17 3
Other
HP 0
AC 0
In Czech stands “bar manager”. Manager/Owner of The Dusty Pint. A shrewd fellow, he knows a great deal about the town, its denizens, the Darrow, the Aerie, The Prince, and The Apothecary.

Being a shrewd fellow, he is also cautious. He will provide information, but at a cost in gold. Also, he will not talk overtly about the powerful, such as the prince or The Apothecary.
The Darrowdelf: Aerie 23 (33) | 169
Hezka Servirka /ˈhɛzkə ˈsɜ˞vɜ˞kə/
Base
S 11 0
D 12 1
C 11 0
I 7 -2
W 1 -4
Ch 17 3
Other
HP 0
AC 0
Czech for “Pretty Waitress." Not much is known about her except that the has a missing boyfriend and she works at The Dusty Pint. She is constantly asking patrons of The Dusty Pint who might be traveling to the Aerir to help her find her missing boyfriend.
She has an artifact in the shape of a small crystal disc that she claims has something to do with her boyfriend’s mission to the Aerie. She also claims to know nothing about the artifact’s intended use.
She is willing to give the artifact to adventurers if they will “help” find her boyfriend.

She is a decidedly shady character.
The Darrowdelf: Aerie 24 (34) | 169
Gendarme /ˈkɔ̃t ˈʒɑnˌdɑrm/
Base
S 15 2
D 11 0
C 14 2
I 10 0
W 10 0
Ch 11 0
Other
HP 20
AC 14
French for “Policeman.” Stats are same as a Thug’s. The Gendarme is the corrupt Sheriff of Crow’s Perch. He is always on the lookout for anyone from whom he might benefit to their detriment.
Since the event, he marks comings and goings from the Aerie in order to intercept any loot taken from The Darrowdelf.
He is particularlly interested in Kecka Servirka as he believes she and her (missing) boyfriend are attempting to loot the Aerie.
He commands a group of 3 deputies (thugs).
The Darrowdelf: Aerie 25 (35) | 169
Komerca /ˈkoʊmə˞kə/
Base
S 12 1
D 6 -2
C 17 3
I 16 3
W 13 1
Ch 8 -1
Other
HP 25
AC 9
Komerca is Esperanto for “Commercial.” In this case it can be interpreted as “Mercantile.” She is the owner operator of The Mercantile in Crow’s Point. She is a shrewd operator that is always looking for a business opportunity.
She is aware, of course, that the Darrow have all gone missing from the Aerie. She is also aware that The Prince’s Kitchen contains place settings of unbreakable crystal dishes and stemware.
Upon meeting adventurers she always attempts to convince them to “retrieve” the dishes from The Prince’s Kitchen. Offering a schedule of prices.
Dinner Plate 7 GP
Bowl 5 GP
Wine Glass 7 GP
Tea Cup 2 GP
Set of Silverware 2 GP
Komerca is the elvish wife of the former proprietor. She was banished from the Darrow after marrying a human. When he died, she inherited The Merchantile.
The Darrowdelf: Aerie 26 (36) | 169
Combat Rules
In Dungeons & Dragons, the first step of combat is determining surprise. If no one is attempting to be stealthy, no one is surprised. However, if one or more creatures try to sneak up on an enemy, the Dungeon Master (DM) compares the stealth checks of the ambushing creatures to the passive perception scores of the opposing side.
How the “surprise” step works:
The DM determines who, if anyone, might be surprised based on the situation.

Any character or monster that does not notice the threat is surprised.

A surprised creature cannot move or take an action on its first turn in combat and cannot take a reaction until that turn ends.
After the surprise round (if any), all combatants move on to the next step.

What happens after the first step:
Once surprise is handled, the remaining combat sequence is as follows:
  1. Establish positions: The DM places all characters and monsters on the battle map based on their location at the start of the fight.
  2. Roll initiative: Every participant rolls a d20 and adds their Dexterity modifier to determine the order of turns in combat. The highest total goes first.
  3. Take turns: Combatants take turns in order of their initiative score until the fighting ends.
  4. Begin the next round: After everyone has had a turn, a new round begins, repeating the turn-taking process.
The Darrowdelf: Aerie 27 (37) | 169
Combat Rules (con’t)
A Round of Combat
: A six-second interval for each combatant in game time, during which every combatant has a chance to act.
The Flow of Combat Turn: The specific moment within a round when a single character or NPC takes their actions.
  1. Roll Initiative: At the start of combat, every participant rolls a d20 and adds their Dexterity modifier to determine their initiative score.
  2. Determine Order: Combatants are ranked from the highest initiative score to the lowest to establish the turn order for the entire encounter.
  3. Each turn, every round: During a round, each creature acts once in the order of initiative.
  4. Round End: A round concludes when the last combatant in the initiative order has finished their turn.
  5. New Round: The next round begins, and the initiative order repeats, with everyone getting a turn once again.
The Darrowdelf: Aerie 28 (38) | 169
Combat Rules (con’t)
Turn Actions for a Player
  1. Attack: Make one or more attacks against a target, such as swinging a weapon, casting a weapon cantrip, or fighting unarmed.
  2. Cast a Spell: Cast a cantrip or a spell, though spellcasting can also sometimes be a bonus action.
  3. Dash: Double your movement speed for that turn.
  4. Disengage: Move without provoking opportunity attacks from creatures you've moved past.
  5. Dodge: Make attacks against you have disadvantage until the start of your next turn.
  6. Help: Give an ally an advantage on their next attack roll or ability check before the start of your next turn.
  7. Hide: Make a Dexterity (Stealth) check to conceal yourself from a target.
  8. Ready: Choose an action to perform later in the round as a reaction to a specific trigger.
  9. Search: Make a Wisdom (Perception) or Intelligence (Investigation) check to find something.
  10. Use an Object: Interact with a second object or the environment.
The Darrowdelf: Aerie 29 (39) | 169
Combat Rules (con’t)
Attacks
In Short: roll a 20-sided die (d20), add your relevant ability modifier and proficiency bonus (if applicable), and compare the total to the target’s Armor Class (AC); if the result is equal to or higher than the AC, you hit, and you then roll the weapon’s or spell’s damage dice and add your ability modifier to determine the damage dealt.
  1. Make the Roll Attack
    1. Roll a d20: This is the foundation of your attack roll.
    2. Add Your Attack Bonus: This bonus includes your proficiency bonus (if proficient with the weapon or spell) and the relevant ability modifier.
      1. Melee Weapons: Strength
      2. Ranged Weapons: Dexterity
      3. Finesse Weapons: Strength or Dexterity
      4. Spells: Intelligence, Wisdom, or Charisma
  2. Check for a Hit
    1. Compare to Target's AC: The target's Armor Class (AC) is the number you need to meet or beat with your attack roll to hit.
    2. Critical Hit: Rolling a natural 20 on the d20 is an automatic hit, regardless of the AC.
  3. Roll for Damage (on a hit)
    1. Roll the Damage Dice: If your attack hits, roll the dice specified for the weapon or spell.
    2. Add Your Ability Modifier: Add the same ability modifier you used for the attack roll to the damage dice to determine the total damage dealt.
The Darrowdelf: Aerie 30 (40) | 169
Combat Rules (con’t)
Saving Throws (action saving)
  1. Roll a d20: This is the core of the saving throw.
  2. Add ability modifier: You add the modifier for the ability score the save uses (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma).
  3. Add proficiency bonus (if applicable): If your character's class grants proficiency in that specific saving throw, add your proficiency bonus to the roll.
  4. Compare to the DC: The Dungeon Master (DM) will tell you the Difficulty Class (DC1) required for success.
  5. Determine success or failure: If your total equals or exceeds the DC, you succeed. If your total is lower, you fail.
1The target number you need to roll on a d20 to succeed at a skill check, ability check, or saving throw. The Dungeon Master (DM) sets a specific DC for an action based on its inherent difficulty, with higher numbers representing harder tasks. For example, a DC of 5 might be effortless, while a DC of 25 could be extremely challenging or nearly impossible.
The Darrowdelf: Aerie 31 (41) | 169
Combat Rules (con’t)
How Difficulty Classes (DCs) Work
  1. DM Sets the DC: For a given action (e.g., climbing a wall, jumping a gap, spotting a hidden door), the DM decides how difficult it is.
  2. Check Your Roll: You roll a 20-sided die (d20) and add your relevant ability modifier and proficiency bonus (if applicable).
  3. Compare to the DC:
    1. Success: If your total roll equals or exceeds the DC.
    2. Failure: If your total roll is lower than the DC.
Examples of DCs
  1. DC 5: Straightforward, such as hearing a nearby conversation.
  2. DC 10: Easy, like spotting a distant landmark.
  3. DC 15: Moderate, requiring more competence, such as climbing a ruined tower wall.
  4. DC 20: Hard, beyond the average person's capabilities without aid or exceptional talent.
  5. DC 25: Very hard, only achievable by highly talented individuals.
The Darrowdelf: Aerie 32 (42) | 169
Combat Rules (con’t)
Making Death Saving Throws
  1. When to Roll: At the start of your turn, if you are at 0 hit points and unconscious, you make a death saving throw.
  2. The Roll: Roll a d20.
    1. Success: A roll of 10 or higher is a success.
    2. Failure: A roll of 9 or lower is a failure.
    3. Special Rolls
      1. Natural 1: You automatically fail two death-saving throws. Three Successes (Stabilizing): If you get three successful death saves, you become stable. A stable character remains unconscious but no longer makes death-saving throws.
      2. Three Failures (Death): Three failed death saving throws result in your character's death.
The Darrowdelf: Aerie 33 (43) | 169
Spell Combat
  1. Determine Surprise: Before anything else, the Dungeon Master (DM) determines if any combatants are surprised, meaning they are unaware of the impending danger.
  2. Roll for Initiative: Everyone involved in the combat rolls a 20-sided die (d20) and adds their Dexterity modifier to get an initiative score. The characters and enemies then take turns in order from the highest initiative score to the lowest.
  3. Take Your Turn: On your turn, you can perform the following actions in any order: Move: You can move up to your speed.
    Action: You can cast a spell, make an attack, disengage, dash, or take any other action listed in the Player's Handbook.
    1. Bonus Action: Some class features or spells allow you to take a bonus action, which is a separate, more limited action from your main action.
    2. Reaction: You can also use a reaction, such as reading a spell to cast it on a trigger or an opportunity attack when an enemy leaves your reach.
  4. Combat Rounds: A round of combat takes 6 seconds of in-game time. When everyone has had their turn, the round ends, and the next round begins, starting with the character with the highest initiative score.
The Darrowdelf: Aerie 34 (44) | 169
Spell Combat (con’t)
  1. Casting a Spell: When casting a spell:

    1. Spell Attack Roll: For spells that target an enemy, you make a spell attack roll by rolling a d20, adding your spellcasting ability modifier (Intelligence, Wisdom, or Charisma), and your proficiency bonus. If the result meets or beats the target's Armor Class (AC), the spell hits.
    2. Spell Save: For spells where the target must save against it, the target rolls a d20 and adds their relevant saving throw modifier (Strength, Dexterity, Constitution, etc.). If the target's dice roll is less than your spell's difficulty class (DC), the spell takes effect.
  2. 6. After a Hit or Failed Save: If your spell hits (for a spell attack) or a target fails a saving throw, the spell's effects occur. This can include:

    1. Damage: You roll the damage dice for your spell and add any modifiers, subtracting the total from the target's hit points.
    2. Other Effects: The spell may cause a status effect, control the battlefield, or have other unique effects as described in the
The Darrowdelf: Aerie 35 (45) | 169
Crow’s Perch
As the adventure begins, the adventurers have traveled to Crow’s Perch in response to letters they received from Homme Outil.
Crow’s Perch is a small town near the Darrowdelf Aerie. It provides various goods to the Aerie, though they are expensive, owing, no doubt, to the necessity to haul the goods up a mountain. Business between the Darrow and Crow’s Point is sufficient to keep the town running, but not much else. Added to the limited area for the town, these make Crow’s Perch truly remote, small, and isolated.

The townsfolk of Crow’s Perch are friendly to the elves, though few other humans are so. In fact, while standing at the entrance to the tavern, several tavern clients, both coming and going, entreated you to join the crowd. Sing a song, perhaps.
Standing with you is Homme Outil, a local handyman hired by someone (you are not sure by whom) to arrange your adventure to the Darrowdelf Aerie. He is quite nervous, clearly wishing you would all go into the tavern to finish arranging the adventure.
Homme Outil: It’s about time we were beginning, gentlemen. Please make yer way into the tavern and have a seat at a corner table.
What does the prospective team want to do.?
  1. Go in: the adventure continues.
  2. Do Not Go In: the adventure is over.
The Darrowdelf: Aerie 36 (46) | 169
The Dusty Pint
NPC Manazeer Baru page 23
NPC Hezka Servirka page 24

The tavern is full of loud and uncouth individuals. It stinks of stale beer and unwashed customers. The loudness, while obnoxious on one hand, makes The Dusty Pint an ideal place for a conspiratorial meeting on the other.
Homme Outil: I couldn’t say in my letters what I can say now: they disappeared, the Darrow did. I was worried to put it in a letter, ‘cause the prince confided in me. He said something would happen, though he didn’t stoop so far as to say what. I figure them all disappearing and such amounts to something, all right.
He pauses a second, taking the opportunity to take a swig of beer.
Homme Outil: At any rate, he told me that, if anything happened, I was to get some fellers and see if they could sort it out. And that you’d get paid when it was all sorted.

If yer say yes, I figure the place to start is with that apothecary. A right powerful wizard, they say he is. Lives in a small, fancy tower on the West side of the Aerie.

Well, if yer for it, then we should be movin’ along. So, are ya?
Homme Outil stops talking, glancing at them over the rim of his beer mug. In the end, there are only two choices:
  1. Accept: the adventure continues.
  2. Do not accept: the adventure is over.
The Darrowdelf: Aerie 37 (47) | 169
The Dusty Pint (con’t)
If the group wants to haggle:

Homme Outil: As far as price, it was listed in the letter(s) and I daresay that 100 gold pieces each is a bit of a reward, it is. I’ve me a little wiggle room, the prince bein’ accommodating and all, but not much. Or else, the prince will help ya out if you can manage to sort this mess.
The bartender keeps glancing toward the table, making sure to look away whenever Homme Outil look his way. On several ocassions he speaks to the waitress and gestures largely toward your table.
Homme Outil: Another thing. If you need to store anything as you move along, there are storage bins available, here, in the basement.

Well, I’ve got an errand to run now that things er settled. Let’s say we meet back here in three hour’s time and go on from there.

Homme Outil leaves the tavern.

The waitress approaches the adventurers.

Hezka Servirka: I Hezka. Do you go to Aerie? I have friend there. He go after what happened. Not heard from him in long time. He has disc like this one [She removes a disc from her bodice]. I know not what for. Will you help find?
🖼 Safe Key

If the adventurers agree:
Hezka Servirka: Here, take! [She offers the disc.]
Adventurer takes the disc.

Despite her beauty, Hezka gives a distinct impression of shadiness.
The Darrowdelf: Aerie 38 (48) | 169
Stable Landing Pad
After a little walk, you approach the most strangely constructed stable you have ever seen. Suddenly, out of nowhere, a 10’ crow lands in a cascade of flapping wings and razor-sharp talons. On its back, it appears to be sporting a saddle large enough for a man to mount.
Homme Outil: All right then, you’ll be a’wantin’ to mount up here. One per bird, if yer like. There’s more comin’.

Ah! I almost forgot! You’ll be needin’ to deliver this to the Apothecary. It arrived for him in the post, today, and was given to me, as I’m known to be handling some business for The Prince.

Finally, If yer want to come back to the Perch, strike the gong near the Aerie’s entrance stairs.

Now pay attention, because this is important. If you ring the gong on the Aerie for the crow taxi, the sheriff will know. He will want to know what yer a'doin'. [Homme Outil takes a watch out of his pocket and gives it to an adventurer: ]. Now, I’ll send taxis up every day at 3:00 PM. Be at the Aerie entrance and they’ll pick yer up. If not, they’ll simply return. Any other time yer want to return simply ring the gong.
Homme Outil removes a small, tightly folded, wax-sealed envelope from a pocket and hands it to a player. The envelope is made of parchment and is approximately 4” × 5”. It is labeled , "The Apothecary at the Darrowdelf."

It is clear that Homme Outil expects the players to use the Crows as a sort of taxi service.
Note: Keep track of who receives the letter. If the character dies and the letter is not retrieved, it cannot be delivered to the apothecary.
What do the players decide:
  1. Get on the Crows: The adventure continues.
  2. Do Not Get on the Crows: The adventure ends.
The Darrowdelf: Aerie 39 (49) | 169
The Mercantile
🖼 Mercantile Goods

Upon entering the Mercantile, you are greeted by Komerca, the proprietor/owner. She is an elf who was banished from the Darrowdelf for marrying a human. Upon his death she inherited the mercantile.
Well, hello there. What brings you to Crow’s Perch? Feel free to browse our goods. The prices are listed on the sign above the counter.

If you have any special interests or needs, I’ll see what we can work out.
As you shop or browse, Komerca approaches one of the group...

Are you going to the Aerie? If so, I have a proposition for you. There are place settings of dinnerware in the prince’s kitchen. I was wondering if you would bring me some. I’ll give you 50% of the cost of each set you bring me.

There is an enchantment upon the dinnerware so that one set may be transported at a time. So you’ll have to make several trips to transport the entire set. I believe there are 20 sets in the kitchen. The guards, cooks, prince, and prince’s guests used to dine from them.

If possible, invent a process for going from and coming to the Aerie so the sheriff does not know you are doing so. He’s a thieving bastard.
The adventurers can collect the dinnerware if they wish. The collection of such is not integral to the plot but might prove lucrative.
The Darrowdelf: Aerie 40 (50) | 169
Main Entrance Stairs
As you fly upward and you pass over the Aerie, you see an overview of the plateau’s arrangement (there is a map with details hidden). You get a nice overview of its arrangement. The major buildings are apparent, including a theater, what appear to be two small towers, a large building with winged wings, plus some others.
From above, you see that much of the plateau is covered in small-to-medium-sized bushes and shrubs. Beside the road and near most of the larger buildings are trees that appear to be quite tall and approximately 10’ in diameter.
The main entrance must be reached by air via giant crow taxis. For every non-elf that lands on the entrance stairs, rolling 100 (MD 00 ► MD 1) chance determines if the traveler is automatically ejected from the platform. There is a force field of some kind that prevents landing directly on the Darrowdelf Aerie.
For each player rolling for 1 percent on the Master’s Die. Dying characters should be offered a way to rejoin the adventure.
The Darrowdelf: Aerie 41 (51) | 169
Main Entrance Stairs Attack
Mode  AttacqAttack 
Modifier  100% Ejection 
All non-elf creatures that land on the entrance stairs die if they roll 100. There is no way to avoid this fate, except to roll less than 100.
Death: d100 = 100

To roll 100
  1. Using the MD, on the percent side, spin.
  2. If the pointer ends up on 00, roll again.
  3. If rolled again, and the pointer ends up on 1, that’s 100%.
Stair Master CR : 20 (0 XP)
S 1 -10 D 1 -10 C 30 10 I 30 10 W 30 10 Ch 5 -10 AC 0 HP 750
When non-elves tread on a Stair Master’s stairs, there is a 1% chance of the stairs disappearing.
If an adventurer rolls a 100%, everyone on the stairs with that adventurer also dies because the mechanism for the killing of the adventurer is for the stairs to briefly disappear.
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Q: What’s the most musical part of a turkey?
A: The drumstick!
The Darrowdelf: Aerie 42 (52) | 169
Stair Master
Base
S 1 -4
D 1 -4
C 30 4
I 30 4
W 30 4
Ch 5 -3
Other
HP 750
AC 0
CR 20
Type/Align: Spirit, neutral
AC: 0
Hit Points: 750 (50d10 + 250)
Challenge: 20
Size: None
Type: Spirit
Habitat: Empregnates Stairs
Actions
When non-elves tread on a Stair Master’s stairs, there is a 1% chance of the stairs disappearing.
The Darrowdelf: Aerie 43 (53) | 169
Rifarín’s Tower
The tower at the intersection of the Aerie’s roadways was originally designated for visiting dignitaries. Rifarín’s “uncle” gave it to her. It has absolutely no relevance to the story, except for the fact that it exists and Rifarín lives there.
Her uncle’s residence is 40’ or so behind hers.
The Darrowdelf: Aerie 44 (54) | 169
Ele_Residence_Card
The Prince’s Residence
The prince’s residence is, well, where the prince lives along with the prince’s guard and the prince’s private kitchen staff. The entrance is from the north, and, from that direction, the guards live in the right wing (almost literally a wing), and the kitchen staff live in the left wing.
Only certain people may enter, specifically the staff, the prince, and the prince’s military and political friends. Non-friends in the military and political fields may not enter. Well, not without an alarm sounding.
An alarm sounds when an unauthorized person enters. Nothing else happens.
The Darrowdelf: Aerie 46 (56) | 169
Residence Entrance
Mode  AttacqAttack 
Modifier  Alarm 
Only certain people may enter, specifically the staff, the prince, the military and political friends, and Rifarín. Non-friends in the military and political fields may not enter. Well, not with a punishment. First, an alarm sounds when an unauthorized person enters. There is a loud klaxon. Everyone on the Darrowdelf Aerie is aware that some unauthorized person entered the residence.
Roll a d20 >= 17 to determine if the ghoul attacks.
The Ghoul attacked? ☐ Yes ☐ No
Ghoul CR : 1 (0 XP)
S 13 1 D 15 2 C 10 0 I 7 -2 W 10 0 Ch 6 -2 AC 12 HP 22
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Q: Pun intended: The skeleton canceled the gallery showing of his skull-ptures because his heart wasn't in it.
A: 68. What type of plates do skeletons like to use?
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Ghoul                      
The Darrowdelf: Aerie 47 (57) | 169
Ghoul
Base
S 13 1
D 15 2
C 10 0
I 7 -2
W 10 0
Ch 6 -2
Other
HP 22
AC 12
CR 1
Type/Align: undead, Chaotic Evil
AC: 12
Hit Points: 22 (5d8)
Speed: 30 ft.
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 Ft.
Languages: Common
Challenge: 1
Immunities: Poison
Passive Perception: 10
Size: Medium
Speed: 30 ft.
Type: undead
Senses: Darkvision 60 Ft.
Actions
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Darrowdelf: Aerie 48 (58) | 169
Prince’s Dining Table
The prince, of course, sits at the little (not so little) table in the center of the arc. He alone commands the best view of all the diners, who are usually comprised of prominent friends from various circles (arts, military, social, et al.) and Rifarín.
No one may start dining before the prince, himself, begins, unless given specific permission by the prince. Rifarín is the sole exception.
A ghoul is hiding behind the table. If anyone closes to within an arm’s reach of the table, the ghoul attacks.
There are 7 full place settings of dinner ware at the table.
The Darrowdelf: Aerie 49 (59) | 169
Prince’s Room Attack
Mode  AttacqAttack 
Modifier  Finders Keepers 
A Ghoul was transported into the prince’s room immediately after everyone disappeared. He is hiding behind the table in the main suite. If anyone approaches the table, he will attack.
Was the party attacked at the entrace? ☐ Yes ☐ No… if No:
Ghoul CR : 1 (0 XP)
S 13 1 D 15 2 C 10 0 I 7 -2 W 10 0 Ch 6 -2 AC 12 HP 22
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Ghoul                      
The Darrowdelf: Aerie 50 (60) | 169
Ghoul
Base
S 13 1
D 15 2
C 10 0
I 7 -2
W 10 0
Ch 6 -2
Other
HP 22
AC 12
CR 1
Type/Align: undead, Chaotic Evil
AC: 12
Hit Points: 22 (5d8)
Speed: 30 ft.
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 Ft.
Languages: Common
Challenge: 1
Immunities: Poison
Passive Perception: 10
Size: Medium
Speed: 30 ft.
Type: undead
Senses: Darkvision 60 Ft.
Actions
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Darrowdelf: Aerie 51 (61) | 169
The Prince’s Soldiers
The prince’s personal guards reside in the right wing of the prince’s residence. There are 9 guards, including the captain. The guards protect the prince, respond to any unauthorized entrance to the residence, and run errands for the prince. The errands range from acquiring food from the grocer to killing the prince’s enemies. The guards do not cook but eat their meals at the table in their quarters.

The captain sleeps in a sectioned-off “room.”
A small bathing basin is located in the room. It is filled via plumbing (wow, right!?). And can be emptied and refilled to the benefit of each bather’s cleanliness.
There is a table of food that has been enchanted to increase certain of the guards’ attrubutes.
Perception: d20 + Wis Bonus >= 15
The Apothecary appears in astral form and says, “Scruta stratum! Scruta stratum (check under the bed).”


🔊 Prism Slice 4
The Darrowdelf: Aerie 52 (62) | 169
Guards Enchanted Food
Mode  FooqFood 
Modifier  Enchanted 
The guards eat enchanted food that has been imbued with attributes to increase the strength and dexterity of the guards.

There are three kinds of food on the table:

Eating:
Mutton Constitution +1 1 hour
Turkey Saving Throw +1 1 hour
Turkey Dexterity -1 1 hour
Note: The dexterity hit is because of tryptophan.

Who got food?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 53 (63) | 169
Guard Area Attack
Mode  AttacqAttack 
Modifier  Scouting Mission 
In the very back of the soldier’s area, there is a Deep Scion. He is disoriented and angry because he has been unable to leave the guard area.
Chuul CR : 4 (1100 XP)
S 19 4 D 10 0 C 16 3 I 5 -10 W 11 0 Ch 5 -10 AC 16 HP 93
Multiattack: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles: One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Chuul                      
The Darrowdelf: Aerie 54 (64) | 169
Chuul
Base
S 19 4
D 10 0
C 16 3
I 5 -3
W 11 0
Ch 5 -3
Other
HP 93
AC 16
CR 4
Type/Align: aberration, Chaotic Evil
AC: 16 (Natural Armor)
Hit Points: 93 (11d10+33)
Speed: 30 ft., swim 30 ft.
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft.
Languages: Understands Deep Speech But Can't Speak
Challenge: 4
Roll 0 Pincer 1d20 + 6 2d6+4
Immunities: Poison
Passive Perception: 14
Size: Large
Skills: Perception +4
Speed: 30 ft., swim 30 ft.
Type: aberration
Senses: Darkvision 60 Ft.
XP: 1100
Traits
Amphibious: The chuul can breathe air and water.
Sense Magic: The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
Multiattack: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles: One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Darrowdelf: Aerie 55 (65) | 169
Captain’s Prism Slice 4
Mode  ArtifaqtArtifact 
Modifier  Prism Layer 4 
The prince entrusted a Prism Slice to his friend and confidant, the captain. It is attached to the underside of his mattress. If no one thinks to look there, it might be a very long campaign.

The Prism Slice is not hidden in any special way. Turn the mattress over, and it is simply stitched to the underside.
As the players approach the captain’s bed, the apothecary appears in astral form, saying, “Scruta stratum! Scruta stratum!”
For each player…
Perception: d20 + Wis Bonus >= 17
Who got the Prism?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 56 (66) | 169
Swords
Mode  ArtifaqtArtifact 
Modifier  Rapier or Longsword 
The weapons racks in the Guard Quarters contain two swords of worth. One is a rapier, the other a longsword. The players will decide among themselves who will keep the swords, with the explicit requirement that no one person may take two swords.
If a person has one of the swords in his possession and tries to receive the other sword, the player will be unable to receive it.
Perception: d20 + Wis Bonus >= 17
Who got what?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Both the longsword and the rapier carry a +1 for strength for the rest of the campaign.
How to specify a sword is +1 for STR +2 HIT/DC and 1D12 for damage.
The Darrowdelf: Aerie 57 (67) | 169
The Prince’s Kitchen
The prince’s kitchen prepares meals for the prince, the prince’s guard, and the prince’s kitchen staff. They have a rather large pantry that is resupplied every Sunday and Wednesday (there’s a schedule on the wall).

Like the guards, while assigned to kitchen duty, the kitchen staff live in the prince’s residence full-time. Hence, the footlockers.
Like every other location on the Darrowdelf, it appears as if everyone simply dropped what they were doing and left. There is burned food on the stoves (though the fires have died). There are plates and drinks on the table as though some people were dining but left suddenly. Several broken plates with their silverware are lying on the floor. The food on the table does not look safe to consume.
The pantry contains edible food
The water is potable.
The Darrowdelf: Aerie 58 (68) | 169
Prince’s Pantry
The prince’s pantry is the storage area for all the food preparation performed by the prince’s kitchen. It has charms placed on it to keep it a frosty 2 °C. There are all kinds of available foodstuffs in the pantry, which, like everything else in the Darrowdelf seems very recently abandoned.
There are fourteen shelves in the pantry (seven sets of two). The foodstuffs seem to have been divided into groups on the shelves.
Oats Spices
Barley Herbs
Rye Preserved Fruits
Wheat Almond Milk
Cabbage Green Cheese
Beans Eggs
Onions Poultry
Leeks Dried Pork
Fish Steaks
There is enough food of each kind for the entire party to eat for two weeks. Players may take a dexterity hit if they take too much.
The Darrowdelf: Aerie 59 (69) | 169
Prince’s Beef Jerky
Mode  FooqFood 
Modifier  Beef Jerky 
There is 1 pound (0.45 kg) of enhanced beef jerky. The attributes for this beef jerky are 4 times those of the Simply Enchanted Beef Jerky.
Perception: d20 + Wis Bonus >= 15
Enhanced Beef Jerky 1 lb 4oz Strength +1 1 hour
There is enough for 4 servings.

Who got Enhanced Beef?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 60 (70) | 169
Spice Window
Mode  AttacqAttack 
Modifier  Creepy Crawlers 
The Spice Window is a carefully curated and maintained garden for spices. Many of the spices are normal spices. Others are used for alchemical or dangerous purposes. While others on the Darrowdelf Aerie may acquire their spices from the prince’s kitchen, the apothecary never does so.
There are various books around the spice window with instructions on how to create enhanced foods. Some are easier to make but less efficacious. Others take time but work well.
Regular Spices
Cumin Cinnamon Garlic powder
Oregano Cayenne pepper Nutmeg
Bay leaves Coriander Black pepper
Chili powder Basil Chili flakes
Rosemary Thyme Curry powder
Cardamom Himalayan Pink Salt Turmeric
Allspice Dill Onion powder
Cloves Ginger Paprika
Dangerous Plants
Manchineel Water Hemlock Giant Hogweed
Deadly Nightshade Castor Bean English Yew
Aconite (Wolfsbane) Rosary Pea White Snakeroot
The Darrowdelf: Aerie 61 (71) | 169
Spice Window (con’t)
Insects Attack!
Swarm of Insects CR : 1/2 (100 XP)
S 3 -10 D 13 1 C 10 0 I 1 -10 W 7 -2 Ch 1 -10 AC 12 HP 22
Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Swarm of Insects typically deals 4d4 piercing damage but drops to 2d4 damage when below half health. Damage is distributed among the players.
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Swarm of Insects                      
The Darrowdelf: Aerie 62 (72) | 169
Swarm of Insects
Base
S 3 -4
D 13 1
C 10 0
I 1 -4
W 7 -2
Ch 1 -4
Other
HP 22
AC 12
CR 0.5
Type/Align: swarm of tiny beasts, Unaligned
AC: 12 (Natural Armor)
Hit Points: 22 (5d8)
Speed: 20 ft., climb 20 ft.
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: Blindsight 10 Ft.
Challenge: 1/2
Roll 0 Full 1d20 + 3 4d4
Roll 1 Half 1d20 + 3 2d4
Passive Perception: 8
Size: Medium
Speed: 20 ft., climb 20 ft.
Type: swarm of tiny beasts
Senses: Blindsight 10 Ft.
Resistances: Bludgeoning, Piercing, Slashing
XP: 100
Traits
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
The Darrowdelf: Aerie 63 (73) | 169
Rifarín
Rifarín is hiding under the table in the prince’s kitchen. She went there when everyone disappeared to ensure that she had food and water. Later, a ghoul took up residence in the prince’s bedroom, trapping her there.
She will have a wooden rose with her, a gift from the prince when his “niece” came to visit on the Darrowdelf Aerie. It is precious to her and the only personal possession she took from her room when she fled to the kitchen.
The company must convince her to tell what she knows, though they do not know what they need to know, and she does not know to tell them what she does.

Of course, they might know she knows something if the apothecary informs them that she does.
Find Rifarín: For each team member:
Perception: d20 + Wis Bonus >= 14
If so…

A small girl comes from under the table. She is clearly of elvish descent, with pointed ears, big blue eyes, a petite nose, and a sweet smile. But, right now, she is clearly scared and starts a rambling speech…
(Rapidly) Hello, everyone. Are you here to help? It’s been terrifying here the last two days! Do you know where everyone went? Are you hungry? There’s lots of food in the pantry. All kinds. Or, we get some of my uncle’s food, except I think there’s a monster in his room. I thought I saw one, anyway.
The young girl starts to cry. Slumping to the floor cross-legged and holding her head in her hands.
The players should talk to Rifarín. She wants to go with them. If they’ve been to the apothecary, they should ask if her uncle told her about the Prisms.
The Darrowdelf: Aerie 64 (74) | 169
Prince’s Enchanted Food
Mode  FooqFood 
Modifier  Various Foods 
The prince also consumes enchanted food, though his fare is charmed more toward intelligence and charisma. He was naturally charismatic, but the charmed sustenance he consumes makes him exceptionally so.
These foods may be best for the team captain or more intelligent members of the party, as they may not impart significant enough stats to other members.
Once one starts consuming these foods, they will gain an intuition as to which and how much of these they should consume. Too much of this good thing can be a bad thing.
For each team member to detect enchanted food:
Perception: d20 + Wis Bonus >= 15
Fatty Fish Intelligence +2 1 hour
Spinach Saving Throw +2 1 hour
Dark Chocolate Charisma +2 1 hour
Who Got What?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 65 (75) | 169
The Prince’s Nightstand
The prince hid the projector key on the bottom of his mattress.

Perception: d20 + Wis Bonus >= 15
Who detects the projector key?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
If all the perception checks fail, the group must exit the residence, reenter the residence, and perception checks must be made again.
Of course, it is also possible the key can be found by simply looking for it.
The campaign cannot be completed until the projector key is found. If at first they do not succeed, have them try, try again.
The Darrowdelf: Aerie 66 (76) | 169
Safe
You immediately notice the dead man in front of the safe. Next to him is a small collection of thief tools. There are some scratches and very small dimples in the safe. The dimples look like tool marks, as though someone attempted to break the safe open.

There are two circular indentations on the safe, one in the front top left and the other in the front top right.
To open the safe, two artifacts must be placed into the circular indentations. One of these is the artifact taken from Hezka. The other is not visible.

The adventurers must make perception checks.

Investigation: d20 + Int Bonus >= 15
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Safe’s Contents
The Darrowdelf: Aerie 67 (77) | 169
Clowns
The Clowns are the spirits of a group that refused to be summoned away by The Event. It only cost them their lives. Since The Event, the clowns have been haunting a small stand of trees near the back of the prince’s residence.
When the explorers approach their stand of trees, they come out. They are harmless and, in fact, full of joy.
The Clowns know that the Captain had a Prism because they heard him and the prince talking about something mysterious just before The Event. They are keen to know about what the adventurers are doing and tell them about the captain (otherwise the adventurers will have to get the information from Rifarín).
The clowns will not come out until the group is returning from the apothecary.
The Clowns also know the answer to the riddle about running a company, but they will not talk about it unless asked about the riddle.
When the Clowns Approach…

A group of 12 to 15 clowns is approaching from out of the woods. They dance and cavort as if they are reveling but appear to be ghosts. As they approach, one of them steps forward and with a bow and a flourish…

Omnino Stultus : Hello there, fine ladies and sirs! Welcome to the Dead and Happy Clown Troupe. I, Omnino Stultus, am their humble leader. I am quite pleased to make your acquaintance.
The Darrowdelf: Aerie 68 (78) | 169
The Well
The well on the west side of the plateau provided the most convenient water for those on that side of the Darrowdelf Aerie.
When the prince realized an attack was imminent, he hid one of the Prism Slices in the well along with a protector.
As the players approach the well, the apothecary appears in astral form, saying, “Bene, bene, bene, bene!”
After receiving a Prism Slice, a Water Weird was asked to hide in the well as a safeguard. Not that he cares (he’s neutral), but he likes the prince. Only the prince and the apothecary know of the Water Weird’s presence in the well. To retrieve the Prism Slice, one must descend to the bottom of the well and reason with or fight the Water Weird.
A Wererat kills the Water Weird. It does not know there’s a prism slice behind a brick near the water line.

🔊 Prism Slice 5
The Darrowdelf: Aerie 69 (79) | 169
Astral Apothecary
Base
S 1 -4
D 1 -4
C 1 -4
I 1 -4
W 1 -4
Ch 1 -4
Other
HP 750
AC 0
CR 30
Type/Align: astral, lawful good
AC: 0
Hit Points: 750 (50d20 + 250)
Languages: Common, Elvish
Challenge: 30
Size: Medium
Type: astral
The Darrowdelf: Aerie 70 (80) | 169
Well Attack
Mode  AttacqAttack 
Modifier  Wise Geyser 
There is a Wererat in the well. When an adventurer is lowered into the well, the creature will attack.
Wererat CR : 2 (450 XP)
S 10 0 D 15 2 C 12 1 I 11 0 W 10 0 Ch 8 -1 AC 12 HP 33
(Indicate who was lowered into the well)
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Wererat                      
Q: What did the janitor say when he jumped out of the closet?
A: Supplies!
The Darrowdelf: Aerie 71 (81) | 169
Wererat
Base
S 10 0
D 15 2
C 12 1
I 11 0
W 10 0
Ch 8 -1
Other
HP 33
AC 12
CR 2
Type/Align: humanoid (human, shapechanger), Lawful Evil
AC: 12
Hit Points: 33 (6d8+6)
Speed: 30 ft.
Senses: Darkvision 60 Ft. (Rat Form Only)
Languages: Common (Can't Speak In Rat Form)
Challenge: 2
Roll 0 Bite 1d20 + 4 1d4+2
Roll 1 Shortsword 1d20 + 4 1d6+2
Roll 2 Hand Crossbow 1d20 + 4 1d6+2
Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Passive Perception: 12
Size: Medium
Skills: Perception +2, Stealth +4
Speed: 30 ft.
Type: humanoid (human, shapechanger)
Senses: Darkvision 60 Ft. (Rat Form Only)
XP: 450
Traits
Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack (Humanoid or Hybrid Form Only): The wererat makes two attacks, only one of which can be a bite.
The Darrowdelf: Aerie 72 (82) | 169
Wererat (con't)

Bite (Rat or Hybrid Form Only).: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only): Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The Darrowdelf: Aerie 73 (83) | 169
Well Prism Layer 5
Mode  ArtifaqtArtifact 
Modifier  Prisim Layer 1 
This artifact can be found behind a loose brick in the well wall just above the waterline. There is a 1% chance that the prism was broken during the fight.

To roll 100
  1. Using the MD, on the percent side, spin.
  2. If the pointer ends up on 00, roll again.
  3. If rolled again, and the pointer ends up on 1, that’s 100%.
Roll for Lost Prism: d100 = 100
… If it’s 100, the campaign fails.
The Prism Slice was found. ☐ Yes ☐ No… If no, the campaign fails.
Who found the Prism Slice:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan

🔊 Prism Slice 5
The Darrowdelf: Aerie 74 (84) | 169
The UnWell
The well on the east side of the plateau provided the most convenient water for those on that side of the Darrowdelf Aerie.
When the prince realized an attack was imminent, he hid one of the Prism Slices in the well along with a protector.
As the players approach the well, the apothecary appears in astral form, saying, “In puteum ingredi pro omnium salute est!”
After receiving a Prism Slice, a Water Weird was asked to hide in the well as a safeguard. Not that he cares (he’s neutral), but he likes the prince. Only the prince and the apothecary know of the Water Weird’s presence in the well. To retrieve the Prism Slice, one must descend to the bottom of the well and reason with or fight the Water Weird.
A Wererat killed the Water Weird. It does not know there’s a prism slice behind a brick near the water line.
The Darrowdelf: Aerie 75 (85) | 169
Astral Apothecary
Base
S 1 -4
D 1 -4
C 1 -4
I 1 -4
W 1 -4
Ch 1 -4
Other
HP 750
AC 0
CR 30
Type/Align: astral, lawful good
AC: 0
Hit Points: 750 (50d20 + 250)
Languages: Common, Elvish
Challenge: 30
Size: Medium
Type: astral
The Darrowdelf: Aerie 76 (86) | 169
UnWell Attack
Mode  AttacqAttack 
Modifier  Not Another One! 
There is a Wererat in the well. When an adventurer is lowered into the well, the creature will attack.
Wererat CR : 2 (450 XP)
S 10 0 D 15 2 C 12 1 I 11 0 W 10 0 Ch 8 -1 AC 12 HP 33
(Indicate who was lowered into the well)
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Wererat                      
Q: Why do Jack-o-lanterns have wicked smiles?
A: Because they just had their brains scooped out!
The Darrowdelf: Aerie 77 (87) | 169
Wererat
Base
S 10 0
D 15 2
C 12 1
I 11 0
W 10 0
Ch 8 -1
Other
HP 33
AC 12
CR 2
Type/Align: humanoid (human, shapechanger), Lawful Evil
AC: 12
Hit Points: 33 (6d8+6)
Speed: 30 ft.
Senses: Darkvision 60 Ft. (Rat Form Only)
Languages: Common (Can't Speak In Rat Form)
Challenge: 2
Roll 0 Bite 1d20 + 4 1d4+2
Roll 1 Shortsword 1d20 + 4 1d6+2
Roll 2 Hand Crossbow 1d20 + 4 1d6+2
Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Passive Perception: 12
Size: Medium
Skills: Perception +2, Stealth +4
Speed: 30 ft.
Type: humanoid (human, shapechanger)
Senses: Darkvision 60 Ft. (Rat Form Only)
XP: 450
Traits
Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell: The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack (Humanoid or Hybrid Form Only): The wererat makes two attacks, only one of which can be a bite.
The Darrowdelf: Aerie 78 (88) | 169
Wererat (con't)

Bite (Rat or Hybrid Form Only).: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only): Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The Darrowdelf: Aerie 79 (89) | 169
UnWell Prism Slice 2
Mode  ArtifaqtArtifact 
Modifier  Prism Layer 2 
This artifact can be found in a crack in the well wall just above the water line.
Chance that the Prism was Lost:
The Prism Slice was lost: d100 = 100
The Prism Slice was found? ☐ Yes ☐ No
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 80 (90) | 169
Ele_The_Cards
Ele_Safe_Key_Card
The Darrowdelf: Aerie 82 (92) | 169
Ele_Prism_Holder_Card
Ele_The_Apothecary_Interior
Ele_The_Apothecary_Elevation
Ele_Prism_Projector
Ele_Ollies_Olfactory_Offerings
Ele_Craptastic_Crow_Crap_Cleaner
Ele_Crows_Chow
Ele_Crow_Riders_Omni_Warehouse
Ele_Rifarins_Wooden_Rose
Ele_ThePrism_Mockup
Ele_Prince_Nifardins_Charity
Ele_Crows_Perch_Taxy_Service
Ele_The_Theater_At_The_Aerie
Ele_Naso_Grossos_Patented_Remedies
Ele_High_Steaks
Ele_The_Never_Ending_Wine
Ele_Lair_du_Lingerie
Ele_Tread_Lightly_Footwear
Ele_Adairs_All_Purpose_Arrows
Ele_Mablungs_Mighty_Mite_Mitigator
Ele_Apothecary_Card
The Apothecarium
The Apothecarium is the apothecary and surrounding area, including its garden. It provides the medicinal and alchemical resources required by the prince and his supporters.
Additionally, the apothecary provides supplies for the darker arts, including assassinations, to an approved list of customers who are, usually, pursuing the prince’s business.
One of the six Prism Slices was left with the apothecary.
The apothecary must mention that, “He has all the supplies needed for whatever chance encounters they might have on the Aerie.” He offers to provide suggestions.
The Apothecary does not give his Prism Slice to the Adventurers until the other five have been found. He will meet the adventurer in the apothecary building or in the Hall of Supplication, based on which way the adventure goes.
The condition under which the apothecary may leave the Apothecary Building is when the five prisms have been found (he has the sixth).

At that point, the apothecary will direct the adventurers to the Hall of Supplication, where he will join them.
The Darrowdelf: Aerie 104 (114) | 169
The Apothecarium (con’t)
Well, it certainly is good to see you fine folks! It has been a harrowing couple of days since everyone disappeared. I wouldn’t know anything about that, except the prince was here when it happened, so I simply watched him fade away until, finally, there was a little pop of air and he was gone.

Now, I know the prince arranged for Homme to set up a rescue party in the event of a, er, catastrophe, so I expect you are those folks. Now, there is a lot I could have told you three days ago, but, alas, there have been some developments since then.

First, I cannot tell you anything directly relating to the issue at hand. A magic has been put upon me that limits what I can express. Next, I cannot leave this building. That part I did to myself. I thought I might be kidnapped, so I bewitched myself to adhere to this locality. But, instead of limiting myself to the entire apothecary—garden and all—I am limited to this building only.
This I can tell you: what has been done can be undone, but you’ll need to find some things. See, that’s clear. The things you need to find number eight. OK, that’s even more knowledge. They are scattered about the Aerie. Assume nothing. Ask questions of everyone you meet. People sometimes notice things they do not notice noticing. Expect that. Now, riddles are as close as I have been able to come to identifying places you might look. At most, I know where six of the eight needed things are. So, take these (he hands out a sheet of paper to each team member). Wander about. If anything you see shakes a nut loose, follow your gut.
The apothecary pauses for a while, staring off into the distance as if waiting for the group to ask questions.

Discuss as required. When there’s nothing left to discuss…
Oh yeah, the prince also left a few special weapons here and there to help with combat.

If there is nothing else, you’ll need to be going. Presently, you’ll find there is no place like the present in which to be present. That’s a presentiment of mine.
The Darrowdelf: Aerie 105 (115) | 169
The Apothecary’s Garden
There are many spices, herbs, and vegetables growing in the garden. The apothecary is notoriously paranoid and refuses to eat food from any other source.

No dangerous herbs, spices, or other plants are found in the garden, as most of the apothecary’s dangerous things are grown in the Stygian darkness underground.
Spices
Cumin Cinnamon Garlic powder
Oregano Cayenne pepper Nutmeg
Bay leaves Coriander Black pepper
Chili powder Basil Chili flakes
Rosemary Thyme Curry powder
Cardamom Himalayan Pink Salt Turmeric
Allspice Dill Onion powder
Cloves Ginger Paprika
The Darrowdelf: Aerie 106 (116) | 169
Apothecary
The apothecary is the prince’s oldest friend and confidant. As has been covered earlier (see the Introduction), the apothecary once rendered aid to the prince, saving his life, but, at the same time, suffered banishment from his people. The prince took him as the apothecary of the Darrowdelf Aerie. With the apothecary's assistance, the prince’s influence grew among the Darrow.
Eventually, the prince did not refuse the apothecary when he requested a new apothecary building. The completed result was a rather striking and original domed building.
Inside the apothecary, the rotunda is densely filled with potions, medicines, animals in cages, a telescope, and other artifacts. Bookshelves line the walls from floor to ceiling, filled with many colorful leather-bound books.
The apothecary was responsible for all the preparations to save The Darrow from an unspecified threat, about which he and the prince had only heard rumors.

The apothecary gives the adventurers three riddles to guide them to the artifacts they need to find:
The Darrowdelf: Aerie 107 (117) | 169
Apothecary (con’t)
Riddle: I lead a company but do not run one. What am I?
Answer: A Captain
Riddle: I run smoother than almost any rhyme; I love to fall but cannot climb.
Answer: water.
Riddle: I play with pills and potions, where you come for health's devotion. My presence is a cure-all notion. What am I?
Answer: An apothecary.
Here are some sheets for you (he hands a riddle sheet to each player). Ponder these riddles well, for they are the Darrows’ salvation.
There are only three riddles, because the second one covers both the east and west wells (or the Well and the Unwell, if you prefer).
The Apothecary uses riddles because, during the event, a magic was put on him that prevents directly communicating about the emergency. So, he challenges the adventurers with riddles that might prevent saving the Darrow. Even if the adventurers solve the riddle indicating that he has a prism, he will not give it up unless the adventurers find the other five first.
The Darrowdelf: Aerie 108 (118) | 169
Astral Apothecary Statements
The apothecary will occasionally astrally appear to the adventurers in the dungeon. He will have something to say. Below, we have a listing of what he is saying and what it means.
Says: Scruta stratum! Scruta stratum!
Means: Check the bed!

Says: bene bene bene bene!
Means: Well, well, well, well!

Says: In puteum ingredi pro omnium salute est.
Means: Going into the well is for everyone’s well-being.

Says: Sub scrinio medio mensae vide!
Means: Look under the middle desk drawer!

Says: Sub cute eius est, stulti.
Means: It is under his clothes, you morons.
The Darrowdelf: Aerie 109 (119) | 169
Apothecary Prism Layer 6
Mode  ArtifaqtArtifact 
Modifier  Layer 6 
The Apothecary holds one of the six Prism Slices but will not reveal this until the adventurers have found the other 5, or unless they figure out one of the riddles. When it is revealed and the other 5 have been found, he will direct the adventurers to the Hall of Supplication, where the denouement will take place.
After falling into a divination trance, the apothecary learned there will be some kind of surprise at the end of events, that a sacrifice will be needed to bring the situation to a close. He is aware that all feats of very high magic require some sort of payment. He fears that the payment for reliving the plight of the Darrowdelf will be a life. The apothecary hopes to save the prince but fears this might not be possible.
The Apothecary hopes to control the situation and make sure no one of consequence dies.
While visiting the apothecary, the adventurers deliver Homme Outil’s letter.
Apothecary: You will fail, Apothecary. Your prince is an abomination on this earth. The entire Darrow People must suffer, and your Prince the cause of all. Your Doom Approacheth!
The Darrowdelf: Aerie 110 (120) | 169
Ele_Supplicant_Card
Hall of Supplication
The Hall, perhaps the most interesting room in the Aerie, is used to allow the prince’s subjects to make requests of the prince. He may grant the request, not grant the request, grant a different bane/boon, or punish the supplicant. Before even getting to the prince, the supplicants must stand on one of the four supplication stations. These contain their benison or bane, just like the prince.
The stations will not function unless the six prisms, the prism holder, and the projector are in the building at the same time as the supplicants. When this occurs, Price Nifardín and the Captain will appear in astral form. Nifardín will be in the chair on the Alter of the Judge. Once he judges, he and the Captain will become physically present in the Hall.
The Darrowdelf: Aerie 112 (122) | 169
Hall of Supplication Stairs
A crit roll will kill non-elvish people that attempt to climb the stairs. This is considered divine retribution for a fake supplicant, even though it’s merely the result of a particularly vicious set of stairs.
If an adventurer is hit by a crit, all other team members must roll a d20. If crit, they lose 10% of their hit points for merely having the temerity to associate with such a cretin. Pending a saving throw, of course.

Saving Throw: d20 + Con Mod + Pro
How Saving Throws Work
In Dungeons & Dragons, a saving throw is a d20 roll + a relevant ability modifier (plus proficiency bonus if proficient) to resist a harmful spell, effect, or trap. You are forced to make a save when the Dungeon Master (DM) calls for it, specifying the required ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). To succeed, your total must meet or exceed the Difficulty Class (DC) set by the effect’s creator, and success often means taking reduced or no damage
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 113 (123) | 169
Hall of Supplication Stairs Attack
Mode  AttacqAttack 
Modifier  The Guilty 
An Giant Eagle guards the steps to the Supplicant Hall.
The adventurers must fend off the Giant Eagle before they can enter.
Giant Eagle CR : 1 (200 XP)
S 16 3 D 17 3 C 13 1 I 8 -1 W 14 2 Ch 10 0 AC 13 HP 26
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Giant Eagle                      
Q: What’s the easiest way to keep your New Year’s resolution to read more?
A:
The Darrowdelf: Aerie 114 (124) | 169
Giant Eagle
Base
S 16 3
D 17 3
C 13 1
I 8 -1
W 14 2
Ch 10 0
Other
HP 26
AC 13
CR 1
Type/Align: beast, Neutral Good
AC: 13
Hit Points: 26 (4d10+4)
Speed: 10 ft., fly 80 ft.
Languages: Giant Eagle, Understands Common And Auran But Can't Speak
Challenge: 1
Roll 0 Beak 1d20 + 5 1d6+3
Roll 1 Talons 1d20 + 5 2d6+3
Passive Perception: 14
Size: Large
Skills: Perception +4
Speed: 10 ft., fly 80 ft.
Type: beast
XP: 200
Traits
Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack: The eagle makes two attacks: one with its beak and one with its talons.
Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
The Darrowdelf: Aerie 115 (125) | 169
Supplicant Hall
Supplicant Hall provides the staging area for citizens that wish a boon from the prince. They arrive before and throughout the session, advancing to stand on one of the supplicant stations (small circles on the floor) when they are ready to take their chances with the prince.
The prince is constantly observing the audience, trying to determine which of the potential supplicants are flying under a false flag. That is, which of them are not humble and sincere in their request but rather grasping and selfish.
The Darrowdelf: Aerie 116 (126) | 169
Supplication Hall Attack
Mode  AttacqAttack 
Modifier  Spiritual 
If anyone approaches the middle pew, a Ghost will attack:
Ghost CR : 4 (1100 XP)
S 7 -2 D 13 1 C 10 0 I 10 0 W 12 1 Ch 17 3 AC 11 HP 45
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Ghost                      
Q: What is a monster’s favorite dessert?
A: I scream.
The Darrowdelf: Aerie 117 (127) | 169
Ghost
Base
S 7 -2
D 13 1
C 10 0
I 10 0
W 12 1
Ch 17 3
Other
HP 45
AC 11
CR 4
Type/Align: undead, Any Alignment
AC: 11
Hit Points: 45 (10d8)
Speed: 0 ft., fly 40 ft. It can hover.
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 Ft.
Languages: Any Languages It Knew In Life
Challenge: 4
Roll 0 1d20 + 5 4d6+3
Immunities: Cold, Necrotic, Poison
Passive Perception: 11
Size: Medium
Speed: 0 ft., fly 40 ft. It can hover.
Type: undead
Senses: Darkvision 60 Ft.
Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
XP: 1100
Traits
Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
The Darrowdelf: Aerie 118 (128) | 169
Ghost (con't)

Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6): One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
The Darrowdelf: Aerie 119 (129) | 169
Supplicant Stations
Before the prince will speak to a supplicant, the supplicant must stand on one of four supplicant stations. Each station is capable of providing a small boon or inflicting a small bane upon the supplicant. Once received, the supplicant becomes eligible to be judged by the prince.
There is no guarantee the prince will rule either for or against the supplicant. Indeed, many supplicants are sent away with neither reward nor punishment.
The Darrowdelf: Aerie 120 (130) | 169
Supplicant Station 1
Mode  AttacqAttack 
Modifier  Good or Bad 
Each of the supplicant stations will grant a boon/bane to a supplicant that stands on them. These, as a general rule, are neither too gratuitous nor punitive. They are simply in the nature of the station to do so.

For each Player:
d20 >= 10 d4 increase in dexterity for 3 hours
d20 < 10 d4 decrease in dexterity for 3 hours
The Players:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Q: What is the math teacher’s favorite dessert?
A: Pi.
The Darrowdelf: Aerie 121 (131) | 169
Supplicant Station 2
Mode  AttacqAttack 
Modifier  Good or Bad 
Each of the supplicant stations will grant a boon/bane to a supplicant that stands on them. These, as a general rule, are neither too gratuitous nor punitive. They are simply in the nature of the station to do so.

For each Player:
d20 >= 10 d4 increase in constitution for 3 hours
d20 < 10 d4 decrease in constitution for 3 hours
The Players:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Q: What did the DNA say to the other DNA?
A: Do these genes makes me look fat?
The Darrowdelf: Aerie 122 (132) | 169
Supplicant Station 3
Mode  AttacqAttack 
Modifier  Good or Bad 
Each of the supplicant stations will grant a boon/bane to a supplicant that stands on them. These, as a general rule, are neither too gratuitous nor punitive. They are simply in the nature of the station to do so.

For each Player:
d20 >= 10 d4 increase in wisdom for 3 hours
d20 < 10 d4 decrease in wisdom for 3 hours
The Players:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Q: Pun intended: The skeleton canceled the gallery showing of his skull-ptures because his heart wasn't in it.
A: 68. What type of plates do skeletons like to use?
The Darrowdelf: Aerie 123 (133) | 169
Supplicant Station 4
Mode  AttacqAttack 
Modifier  Good or Bad 
Each of the supplicant stations will grant a boon/bane to a supplicant that stands on them. These, as a general rule, are neither too gratuitous nor punitive. They are simply in the nature of the station to do so.

For each Player:
d20 >= 10 d4 increase in strength for 3 hours
d20 < 10 d4 decrease in strength for 3 hours
The Players:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Q: Knock, knock! Who’s there? To. To who?
A: Actually, it’s to whom.
The Darrowdelf: Aerie 124 (134) | 169
Altar of the Judge
The prince, astrally projected, sits in the large throne and administrates the supplicants. He will not appear until the prism slices, the prism holder, and the projector are all in the building with the supplicants.
It is up to the DM as to what rewards the prince will distribute. Usually a financial payment of some kind.
In the end game, when the prince appears in the hall, he must administer to the adventurers’ supplications before the adventure can continue.
The Darrowdelf: Aerie 125 (135) | 169
Judgment Event
Mode  ArtifaqtArtifact 
Modifier  Prism Sheet 4 (solve riddle) 
Once the prince renders judgment, the supplicant will receive a bane or a boon. If it is a bane, the supplicant cannot refuse, but his native characteristics will render him able to resist if he can. For example, if poisoned, the supplicant may resist the poison. If forced to combat, the supplicant may fight.
The bane/boon chosen by the prince is completely up to the DM but should be within acceptable ranges of rewards based on the level of the characters playing.
The prince appears in astral form on the Throne of Judgment. It is part of his enemy’s plan that the prince should be constrained to pay the adventurers well for their assistance. If the prince does not render a favorable judgment for them (money, wealth, et al.), they may not follow through with Ossorg Osan’s plan.
The prince is likely to give healing since upcoming events might result in combat with the captain, which the prince does not want. Healing powers will result in the captain dying but the questers living.
What did the Supplicants Receive:
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 126 (136) | 169
Prism Projector
Mode  ArtifaqtArtifact 
Modifier  Prism Projector 
Most of the information on this page is revealed only at the end. And much of it is dependent upon the Prism and its holder being in the vicinity.
There is a small tube projector about 2’ in length at the back of the altar. It is not used during the judgment and appears to have no purpose. At one end is a round door with a lock. The other end has a lens approximately 4 inches in diameter. The project does not appear to have a light source. Made of bronze, the projector is also heavily filigreed. There is a slot on the tube that is perpendicular to the long axis.

It has a lens at one end, a small bump at the other end, and slots cut throughout the length perpendicular to the long axis.
When the bump on the end opposite the lens is pressed, the bump will emit a bright light inside the tube. Once the image is being projected, it must be directed to the chest of the volunteer. Once there, the magic will be invoked, and the Darrow will be restored to their regular lives.
The volunteer will die.
There is a pixie who lives in the hall. She has become good friends with Rifarín. She is crying while Rifarín refuses to help her grandfather. The Pixie pleads with Rifarín to use the projector and restore the Darrow.
The Darrowdelf: Aerie 127 (137) | 169
Gardeners Shack
As you approach the gardener’s shack, you see that it is a small dwelling, approximately 20’ × 18’. Once inside, you find a stove, a small hopper for preserved foods, a bed, a small desk, a stool, and a dresser.
If Rifarín is with the group…
The gardener is old. He was also the gardener for the previous crown prince. He speaks with my uncle all the time. I think my uncle gave him a nice gift recently. Anyway, he kept saying he was honored. I’m not surprised he’s not here, because he is always out caring for plants.
In a fit of simplicity, the gardener hid the prism beneath the center drawer in his desk. The apothecary appears in astral form and says, “Sub scrinio medio mensae vide! (Look under the middle desk drawer!)”

The Darrowdelf: Aerie 128 (138) | 169
Astral Apothecary
Base
S 1 -4
D 1 -4
C 1 -4
I 1 -4
W 1 -4
Ch 1 -4
Other
HP 750
AC 0
CR 30
Type/Align: astral, lawful good
AC: 0
Hit Points: 750 (50d20 + 250)
Languages: Common, Elvish
Challenge: 30
Size: Medium
Type: astral
The Darrowdelf: Aerie 129 (139) | 169
Gardeners Shack Prism Layer 3
Mode  ArtifaqtArtifact 
Modifier  Prism Layer 3 
The gardener was one of the prince’s closest companions. He enjoyed their many discussions on the flora of the Aerie. The prince entrusted him with a Prism Slice. He, not being as paranoid or worried as the prince, hid his Prism Slice under the desk drawer in the desk in his shack. Anyone looking at the bottom of the thin desk drawer will find it.
For each player. Who can perceive the Prism Layer?
Perception: d20 + Wis Bonus >= 15
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 130 (140) | 169
Bakery
The baker’s shop is warm. Hot. Too hot, maybe, for tired adventurers wearing cumbersome armor and whatnot. They might feel compelled to take some of their armor off. In fact, it seems as if they are almost forced to do it. If the bakery is still warm, how long ago could the Darrow have left?
Determine who takes off their armor:
Perception: d20 + Con Bonus >= 13
Adjust Armor Class based on removal of armor.
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
Bins lining the walls contain various breads, pastries, muffins, and biscuits.
The Baker Shop predates The Shops at the Darrowdelf by many years, its location chosen for its proximity to the Gardener’s Shack. The baker and the gardener are good friends.
Breads 010–030
Pastries 030–040
Muffins 010–020
Biscuits 025–050
The Darrowdelf: Aerie 131 (141) | 169
Bakery Attack
Mode  AttacqAttack 
Modifier  Opportunistic 
After everyone has their armor off, the players are attacked by a Goblin Boss. The Goblin Boss looks hot and bothered, apparently because it is out of its usually freezing element. He is very angry.

Note:The irony of a Goblin Boss being translated into a bakery is not lost on me.

Goblin Boss CR : 1 (200 XP)
S 10 0 D 15 2 C 10 0 I 10 0 W 8 -1 Ch 10 0 AC 17 HP 21
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Goblin Boss                      
Q: What is the scarecrow’s favorite Thanksgiving dish?
A: He likes his stuffing.
The Darrowdelf: Aerie 132 (142) | 169
Goblin Boss
Base
S 10 0
D 15 2
C 10 0
I 10 0
W 8 -1
Ch 10 0
Other
HP 21
AC 17
CR 1
Type/Align: Small Fey (Goblinoid), Chaotic Neutral
AC: 17
Hit Points: 21 (6d6)
Speed: 30 ft.
Senses: Darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
Challenge: 1
Saving Throws: Str +0, Dex +2, Con +0, Int 0, Wis -1, Cha +0
Skills: Stealth 6
Speed: 30 ft.
Type: Small Fey (Goblinoid)
Senses: Darkvision 60 ft., passive Perception 9
Initiative: +2 (12)
XP: 200
Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark
Treasure: Implements, Individual
Gear: Chain Shirt, Scimitar, Shield, Shortbow
Actions
Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.
Scimitar. Melee Attack Roll:+4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.
Shortbow. Ranged Attack Roll:+4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.
Reactions
Redirect Attack. Trigger:A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
Bonus Actions
Nimble Escape. The goblin Disengages or Hides.
The Darrowdelf: Aerie 133 (143) | 169
Bakery Food event
Mode  FooqFood 
Modifier  Bread and Sandwiches 
Once the rats are dealt with, there are many varieties of breadstuffs. The adventurers are free to take what they want.
Breads 010–030
Pastries 030–040
Muffins 010–020
Biscuits 025–050
The table lists the available breadstuffs the adventurer may take.

Note: Take too much, and you’ll suffer a dexterity hit.
Who got what?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 134 (144) | 169
Theater
If Rifarín is with the group…
The theater is a whim of the prince’s. Traveling bands of performers frequent many diverse locales in many cultures. The Darrow are no different. That said, the Darrowdelf is so remote from other places that the prince felt he needed a somewhat professional-looking, if small, theater in which traveling troupes might perform.
The stage may accommodate as many as 20 performers. The seating will comfortably accommodate 30 or so.
Three special chairs are for the prince and two special guests. The prince is allowed only one family member to live with him on the Darrowdelf, so his closest companions usually occupy these seats. I mean, he’s not married, right? And I’m a bit young for the performers that come here.
When the adventurers enter the theater, the apothecary makes an astral appearance, uttering, “Sub cute eius est, stulti. (It is under his clothing, you morons)”.

The Darrowdelf: Aerie 135 (145) | 169
Astral Apothecary
Base
S 1 -4
D 1 -4
C 1 -4
I 1 -4
W 1 -4
Ch 1 -4
Other
HP 750
AC 0
CR 30
Type/Align: astral, lawful good
AC: 0
Hit Points: 750 (50d20 + 250)
Languages: Common, Elvish
Challenge: 30
Size: Medium
Type: astral
The Darrowdelf: Aerie 136 (146) | 169
Theater Outside Attack
Near the audience entrance doors to the theater is an Awakened Shrub. If any of the adventurers travel near the last two trees south of the theater entrance, they will arouse its ire.

Of course, to get to the theater entrance, one must go past the last two trees.
Awakened Shrub CR : 0 (10 XP)
S 3 -10 D 8 -1 C 11 0 I 10 0 W 10 0 Ch 6 -2 AC 9 HP 10
Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Awakened Shrub                      
Q: How much does it cost a pirate to get his ears pierced?
A: About a buck an ear.
The Darrowdelf: Aerie 137 (147) | 169
Awakened Shrub
Base
S 3 -4
D 8 -1
C 11 0
I 10 0
W 10 0
Ch 6 -2
Other
HP 10
AC 9
CR 0
Type/Align: plant, Unaligned
AC: 9
Hit Points: 10 (3d6)
Speed: 20 ft.
Languages: One Language Known By Its Creator
Challenge: 0
Roll 0 1d20 + 1 1d4-1
Passive Perception: 10
Size: Small
Speed: 20 ft.
Type: plant
Resistances: Piercing
XP: 10
Vulnerabilities: Fire
Traits
False Appearance: While the shrub remains motionless, it is indistinguishable from a normal shrub.
Actions
Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
The Darrowdelf: Aerie 138 (148) | 169
Theatre Attack
When the adventurers move into the audience area, a Cultist will appear. The Cultist is overly fond of the costumes it found in the theater and will wear them during the attack. In fact, it will come out dressed in a jester’s costume and singing fragments of some song, dance about, speak with the “audience,” and tell jokes.
Eventually, the Cultist will attack unless it is attacked first. In that case, it will attack back.
Cultist CR : 1/8 (25 XP)
S 11 0 D 12 1 C 10 0 I 10 0 W 11 0 Ch 10 0 AC 12 HP 9
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Cultist                      
Q: What's the difference between Thanksgiving and April Fool's Day?
A: On one you're thankful and on the other you're prankful!
The Darrowdelf: Aerie 139 (149) | 169
Cultist
Base
S 11 0
D 12 1
C 10 0
I 10 0
W 11 0
Ch 10 0
Other
HP 9
AC 12
CR 0.125
Type/Align: humanoid (any race), Any Non-good Alignment
AC: 12 (Leather Armor)
Hit Points: 9 (2d8)
Speed: 30 ft.
Languages: Any One Language (Usually Common)
Challenge: 1/8
Roll 0 1d20 + 3 1d6+1
Passive Perception: 10
Size: Medium
Skills: Deception +2, Religion +2
Speed: 30 ft.
Type: humanoid (any race)
XP: 25
Traits
Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
The Darrowdelf: Aerie 140 (150) | 169
Theater Prism Slice 1
Mode  ArtifaqtArtifact 
Modifier  Prism Layer 1 
Once the cultist is defeated, it is important for the adventurers to search its body for any useful trinkets or artifacts, such as the Prism Slice 1. The Cultist was not originally entrusted with a Prism Slice. It killed the person to whom it was given and took it.
It will be between the cultist’s inner clothing and its chest. Once removed, a burned area in the shape of the prism will be briefly visible but will dissipate to smoke and vanish. The Prism is a holy artifact.
Check for broken Prism Slice
Prism Broken: d100 = 100


Was the prism broken? ☐ Yes ☐ No… If yes, the adventure is over.
Perception: d20 + Wis Bonus >= 15
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 141 (151) | 169
Ele_Stables_at_the_Darrowdelf
Horse Stables
If Rifarín is with the group:
Rifarín: The horses here are really good. A lot better than the human village where I grew up. These are so tall and shiny! The prince and others use them when they have to go down the East or West descenders. They are specially trained for that.

And the stables are so pretty. The wood is very old and strong. They are always painting them with something clear to keep out the weather and the sun.

They back up to one of the northern walls, and there’s a roof and walls to prevent the stable odors from wafting everywhere. That’s what my uncle says.

There is a small tack room inside the entrance. There’s a lot of stuff there for horses.
Everything seems fairly quiet, but the horses appear to be more agitated as one approaches the back of the stables.
The Darrowdelf: Aerie 143 (153) | 169
Horse Stable Attack
Mode  AttacqAttack 
Modifier  Giant Centipede 
There is a Thug in the last cell attemping to steal a horse. There is nothing else of importance, here, except that. No artifacts to be found in the stables.
Thug CR : 1/2 (100 XP)
S 15 2 D 11 0 C 14 2 I 10 0 W 10 0 Ch 11 0 AC 11 HP 32
Multiattack: The thug makes two melee attacks.
Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Thug                      
Q: Why can’t the boy ghost have babies?
A: Because he has a Hallo-weenie.
The Darrowdelf: Aerie 144 (154) | 169
Thug
Base
S 15 2
D 11 0
C 14 2
I 10 0
W 10 0
Ch 11 0
Other
HP 32
AC 11
CR 0.5
Type/Align: humanoid (any race), Any Non-good Alignment
AC: 11 (Leather Armor)
Hit Points: 32 (5d8+10)
Speed: 30 ft.
Languages: Any One Language (Usually Common)
Challenge: 1/2
Roll 0 1d20 + 4 1d6+2
Roll 1 1d20 + 2 1d10
Passive Perception: 10
Size: Medium
Skills: Intimidation +2
Speed: 30 ft.
Type: humanoid (any race)
XP: 100
Traits
Pack Tactics: The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack: The thug makes two melee attacks.
Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
The Darrowdelf: Aerie 145 (155) | 169
Ele_Marketplace_Image_Card
The Marketplace at the Darrowdelf
This location contains various shops: butcher, draper, potter, weaver, carpenter, fabrics, and blacksmith. Some shops have events such as food, artifacts, etc. They must all be visited to find which have and which do not.
Some doors and windows to the shops are open. Others are not. It seems as if everything was dropped where it was and the occupants left.
There are very few flies on the perishable items in the butcher’s shop or the grocery.
Based on the signage, there are 7 shops at the marketplace: a butcher, a grocer, a potter, a weaver, a carpenter, fabrics, and a blacksmith.
The Darrowdelf: Aerie 147 (157) | 169
The Weaver
In bins on the floor and racks lining the walls, the weaver’s shop is inundated with weavings of various kinds. These seem to be color-coded based on their compass orientation.
The north wall contains many shaggy, warm-looking weavings that appear to be blankets of some kind.

The west wall seems covered in horse blankets and bags for sleeping out-of-doors.

The east wall contains many shawls, veils, and other accoutrements for city dwelling.

And, finally, the south wall is almost verdant in its greenness, a probable testament to the Southern Region’s lush vegetation. Many loose garments of sheer fabric seem to suggest these garments were designed for a warmer environment.
The floors are also covered with rugs and carpets of various sizes.
The Darrowdelf: Aerie 148 (158) | 169
Weaver Attack
Mode  AttacqAttack 
Modifier  Swarm/Poison-Snakes 
Once the weavings in the Weaver’s Shop are disturbed, a Animated Rug of Smothering rises from among the carpets on the floor.
Animated Rug of Smothering CR : 2 (450 XP)
S 17 3 D 14 2 C 10 0 I 1 -10 W 3 -10 Ch 1 -10 AC 12 HP 27
 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Animated Rug of Smothering                      
Q: When is it bad luck to be followed by a black cat?
A: When you’re a mouse.
The Darrowdelf: Aerie 149 (159) | 169
Animated Rug of Smothering
Base
S 17 3
D 14 2
C 10 0
I 1 -4
W 3 -4
Ch 1 -4
Other
HP 27
AC 12
CR 2
Type/Align: Large Construct, Unaligned
AC: 12
Hit Points: 27 (5d10)
Speed: 10 ft.
Damage Immunities: Poison, Psychic
Senses: Blindsight 60 ft, passive Perception 6
Languages: None
Challenge: 2
Saving Throws: Str +3, Dex +2, Con +0, Int -5, Wis -4, Cha -5
Speed: 10 ft.
Type: Large Construct
Senses: Blindsight 60 ft, passive Perception 6
Initiative: +4 (14)
XP: 450
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Habitat: Urban
Treasure: None
Actions
Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.
The Darrowdelf: Aerie 150 (160) | 169
Weaver Prism Holder
Mode  ArtifaqtArtifact 
Modifier  Prism Holder 
Among the weavings is a small circlet of embroidered thread with an empty 2 inch circle in the middle. It has been treated in such a way that it is quite stiff and does not bend.
The Apothecary appears as an unrecognizable astral form, saying in an ethereal voice, “circulus cum fora mine!”
Who Perceives the Prism Holder? For each player:
Perception: d20 + Wis Bonus >= 15
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
If it is perceived:
A bright golden glow starts emanating from under a stack of blankets.

🔊 Prism Holder
🖼 Prism Holder
The Darrowdelf: Aerie 151 (161) | 169
The Grocer
Once again, everything is left out, and no one is there. Just vanished. It seems like, if everyone is going to vanish, they should at least leave their clothing behind. Of course, that would be even more eerie.
There is an abundance of produce on the counters and bins in the grocery store. The walls are lined with shelves and bins containing it all.
Rings of garlic line the walls, along with large wax-covered blocks of cheese.
The Darrowdelf: Aerie 152 (162) | 169
The Grocer’s Food
Mode  FooqFood 
Modifier  Fruits and Vegetables 
Once again, work was left unfinished, groceries were not put away, and the bins of foodstuffs for sale had not been refreshed. Everyone is simply gone.
Various fruits and vegetables on shelves or in bins.
Apples 01–10
Pears 01–05
Plums 01–20
Cabbage 05–12
Onions 02–05
Carrots 05–15
Turnips 00–01
Peas and Beans 01–02
Barberries 03–10
Lettuce 01–03
Hoop cheese 01–02
Who got food?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 153 (163) | 169
The Butcher
The Butcher Shop met all the meat-based protein requirements of the Darrowdelf Aerie. The butcher, like practically everyone else, seemed to have fallen off the face of the earth while working on an abundance of meats.
The prince’s kitchen was the primary customer of the butcher, who was an accomplished culinary wizard. He provided all the enhanced meats to the prince’s guards and the chefs in the prince’s kitchen.
The Butcher’s Food
Beef Steaks 15–30
Chicken 12–25
Pork Chops 25–40
Lamb 06–15
Turkey Legs 08–18
Goat Chops 01–10
Duck Whole 10–22
Fish 06–12
The Darrowdelf: Aerie 154 (164) | 169
The Butcher Food
Mode  FooqFood 
Modifier  Steaks and Jerky 
Like most everything in the Darrowdelf Aerie, the food in the butcher’s shop looks as though it were simply left in place when the butcher, apparently, a few moments ago, simply fled the premises. There is an abundance of steaks, beef jerky, pork chops, bacon, and chicken.
The adventurers can take as much or as little as they want, which, of course, can weigh them down, affecting both agility and dexterity.
The Butcher’s Food
Beef Steaks 15–30
Chicken 12–25
Pork Chops 25–40
Lamb 06–15
Turkey Legs 08–18
Goat Chops 01–10
Duck Whole 10–22
Fish 06–12
Who got the meats?
☐ Talion Connor
☐ Dragazo Trey
☐ Stygian Sean
☐ Zaephod Jonathan
The Darrowdelf: Aerie 155 (165) | 169
Sheriff’s Attack
The sheriff has finally decided to take the adventurers’ loot at the Crow’s Perch.

Gendarme Level : 1
S 15 2 D 11 0 C 14 2 I 10 0 W 10 0 Ch 11 0 AC 14 HP 20
Multiattack: The thug makes two melee attacks.
Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

 ☐ Player/Initiative 1 2 3 4 5 6 7 8 9 10 N
 ☐ Talion Connor                      
 ☐ Dragazo Trey                      
 ☐ Stygian Sean                      
 ☐ Zaephod Jonathan                      
 ☐ Gendarme (thug)                      
 ☐ Deputy 1 (thug)                      
 ☐ Deputy 1 (thug)                      
 ☐ Deputy 1 (thug)                      
The Darrowdelf: Aerie 156 (166) | 169
East Descender
The East Descender leads downward to the eastern half of the Darrow empire, a mostly underground civilization that spreads for many miles beneath the Darrow Mountain Range. The stairs lead downward for many levels, branching outward on some levels.
Phase 3 of the Darrow Saga begins in the East Descender.
The Darrowdelf: Aerie 157 (167) | 169
West Descender
The West Descender leads downward to the western half of the Darrow empire, a mostly underground civilization that spreads for many miles beneath the Darrow Mountain Range. The stairs lead downward for many levels, branching outward on some levels.
Phase 2 of the Darrow Saga begins in the West Descender.
The Darrowdelf: Aerie 158 (168) | 169
Artifact Recipients
Captain’s Prism Slice 4
Swords
Well Prism Layer 5
UnWell Prism Slice 2
Apothecary Prism Layer 6
Judgment Event
Prism Projector
Gardeners Shack Prism Layer 3
Theater Prism Slice 1
Weaver Prism Holder
159 (169) | 169
Monster Report
Stair Master
Ghoul
Chuul
Swarm of Insects
Astral Apothecary
Wererat
Giant Eagle
Ghost
Goblin Boss
Awakened Shrub
Cultist
Thug
Animated Rug of Smothering
160 (170) | 169
Index
Aerie2
Artifact158
Attack156
Bakery131
Blank0
Cards81
Characters11
Clowns68
Combat27, 34
Crow’s36
Darrowdelf2, 142, 147
Descender157, 158
Dungeon11
East157
End0
Entrance41
Game1
Gardeners128
Hall112
Horse143
Introduction4
Main41
Marketplace147
Monster159
Page0
Perch36
Players3
Plots6
Prep1
161 (171) | 169
Index (continued)
Prince’s46
Recipients158
Report159
Residence46
Rifarín’s44
Rules27
Shack128
Sheriff’s156
Spell34
Stables142, 143
Staging1
Stairs41
Sub6
Supplication112
Theater135
Tower44
UnWell75
Well69
West158
162 (172) | 169
Ele_Back_Cover