Tales from Syndria A group of adventurers decide to wind down with a drink after a successful escort contract. However, they then find themselves inexorably wound into an encounter with a myth, a legend, one that would seek to bend the laws of nature to his will to create something otherworldly. Will the party be able to defeat this madman, or will his creations be unleashed upon the otherwise peaceful province? Prologue: A cautionary tale In the province of Syndria, the year 941 PGU (Post Great Uniting), in the hamlet of Merwood just northeast of the coastal landmark known as the Spike, a group of adventurers have recently completed a contract from one Lady Katarina of House Darkmoon. She was in need of an escort to her hometown where she was to spread her husbands ashes. However, the Syndrian roads, even with Ephraim IIs efforts, are dangerous. Bandits and brigands lurk in the shadows, thieving and killing as they please. Packs of wolves prey on any unfortunate unwary travellers. Thankfully for Lady Darkmoon, the four that she had hired were more than capable, easily dealing with any troubles that came their way. Satisfied with their work and payment, they enter the Dancing Dragon Inn. After a brief discussion about the job that just transpired, along with a meal, the door to the main tavern suddenly bursts open to reveal one of the local townsfolk standing in the doorway. Derek stumbles in with blood pouring from a large gash on his face, shouting absolute nonsense about beasts in the forest. The innkeeper, Kauri, sits him down, puts a drink in his hand, and tells him to calm down. He then asks the whereabouts of Dereks companions, Ayleth and and Rowan. Derek drinks deeply, then after a moment, slowly responds: "They... they was taken. We weren't that far from home, maybe but an hour or so, and... somethin snatched em. I know naught of what it was. It looked like a beast o' some sort but... there were somethin more behind those eyes. One of them made a move for me but I managed to give 'im the slip, see. Please, you've got to help! I can't just leave them out there!" Derek and his companions had gone hunting in the nearby Virens Forest. All they had for weapons were low powered hunting bows and a simple dagger to finish off their game. Derek still has the dagger on him. It has +1 to hit and deals 1d4 slashing damage. While hunting, they came across a small clearing where a pile of leaves seemed to give off an ominous purple glow. As he approached it, four figures appeared in a flash before him, one humanoid and the other three were more animalistic. Two of them grabbed Ayleth and Rowan and dragged them back towards where the glow was. The third lunged for Derek but he managed to escape and flee back to Merwood. Kauri then hands Derek another drink. Derek downs it, stands up, draws his dagger, and loudly declares that he is going to save his friends. If the party manage to talk him out of it, he will return to his home down the road from the Dancing Dragon. If they knock him unconscious, Kauri yells at them, kicks them out of the bar, then takes Derek up to one of the rooms on the second floor to heal him. If the party follow him out, continue to part 2. If the party let him go with no protest, he charges off. Should the party decide to stay, Kauri will eventually ask them to leave so that he can prepare for the evening meal rush. Part 1: Something unnatural When the adventurers step outside, they notice a small girl, Annie, crying on the side of the road. When asked what's wrong, she'll say in between sobs that her dog Danny is gone and she misses him. He went missing around three hours ago, and no one in Merwood has seen him. She mentions that a nice man with a hooded cloak wanted to help her find it, and then went looking and never came back. A middle aged man runs up and stands between Annie and the party attempting to ward them off, then tells Annie to run home. If he is given reason to believe the party is not a threat, he will apologise for jumping to conclusions and introduces himself as Frederick, and Annie as his daughter. He informs them that things have been getting strange with the animals and Erik's livestock going missing, and the strange air and laughter that seems to be coming from deep within the woods. With that, he bids the party farewell and returns home with his daughter. Merwood Merwood was founded by Gaius of House Brightblade in the year 795 PGU. In the shade of the trees of the Virens Forest, Gaius rested after a day of riding to arrive at the port town of Breide. While resting, he couldn't help noticing a small patch of land that had a pleasant view of both the forest and the nearby Auran Sea. He later returned with his wife and children to build a house to summer in. As people would travel to Breide, they would often come across Gaius' house. Eventually, Gaius decided he would open his house up for travellers to shelter in. One traveller stayed and built a tavern, another built a smith, more travellers would come and they would build, and soon enough, it became a hamlet. The very house that Gaius stayed in has become the place of residence for the mayor. Given its size, the party can easily see all there is to be seenin a day. Merwood is a useful stop for adventurers. It has a shop, a blacksmith, a tavern, and with the forest on one side and a coast on the other, it's never short of minor nuisances or contracts to deal with, but without the formalities, business, and smell of cities such as Vesalius.

Brightblade Hall The largest house in Merwood, overlooking the entire residence. Home to Mayor Thomas of House Blackwood and his wife, Mayoress Saria Blackwood, née House Gladpine. Thomas is a portly man, clearly enjoying having enjoyed his position for a number of years but not so self-important that he believes himself superior. The couple are well liked enough by the residents, but as is always the case with politics, whispers go around of rigged elections. However, as far as the people are concerned, those are whispers and nothing more. If asked about the missing livestock, Thomas dismisses it as bad luck and the work of bandits or wolves. His wife is more of a superstitious type and wonders if Gaius Brightblade or some other spirit or force has a hand in things. General Store You see a cobblestone building that seems to be well past its prime. Chips and cracks in the bricks, moss, a general weathered look are all very much apparent. Over a simple wooden door that looks to have been recently replaced, you make out damaged text that reads "Merwood general store" Due to the owner and his previous occupation, the Merwood General Store heavily caters to adventurers and travellers, but that doesn't mean he shirks his fellow townfolk. The Merwood General Store has everything for both the layman and the intrepid wanderer, and will never turn down a new face. Behind the counter stands Richard the Curious. Now an old man, Richard was a prominent adventurer in his prime, but had to bring those days to an end when an encounter with an Ancient Black Dragon resulted in the permanent corrosion of the tendons in his legs. He only needs but an excuse and he will eagerly launch into a recounting of one of the events from his youth, usually exaggerated (but not by much) Blackwing Forge Given the lack of mines or mineral veins in the surrounding areas, the fact that Merwood has a smith to begin with is a miracle. Nonetheless, the Blackwing forge has deceptively high quality for where it is and who runs it. Daniel Redhand is a half-elf thief come blacksmith in his early 30s, who was caught in the act of nicking tools and various ores from the previous smith, the late Winston Black (named for the number of burns permeated about his body) while passing through. However, rather than have him imprisoned or branded, Mayor Tobias decided to have him atone for his crime by working for the very man he had been caught stealing from. While initally his surname was because of his crimes, Winston wryly continued to use the name after observing the amount of accidents he was having during the course of his "apprenticeship". Nonetheless, Daniel found that he actually quite enjoyed the trade, and asked to remain in Merwood after he had worked off his crimes. Dancing Dragon Inn The tavern of the settlement and Merwoods unofficial "town hall". If there is an event where the residents of the hamlet gather for any reason, it's most likely going to be hosted here. The establishment is run by Kauri, a Goliath of the standard towering height and build. His booming voice can pierce through any drunken stupor, and remains the undefeated master drinker in Merwood, though not for lack of opponents. He was the sole survivor of an attack on his herd when they unwittingly wandered too close to the Cascan Mountains and were ambushed and slaughtered by Miriai. The elves thought he was dead and so threw him off the path with the rest of the bodies. When he woke, he fled across Syndria. The next few years of his life became a fog of wandering, guilt, and hatred for High Elves. Finally, he found himself in Merwood, and took almost immediately to the drink. The previous innkeep, a Goliath female named Britah, heard his tale and instantly took pity, knowing how important families are to their people, took him in and gave him a purpose and a family in herself and the Merwood community. However, his scars never fully healed. If ever he sees a High Elf, one might notice a falter in his normally warm and welcoming demeanor. Guardhouse The party enters into a small cobblestone chamber. At the other end, sitting at an oakwood desk, is an older man in simple chainmail who looks to be rather content with his own company. A sword in a fine leather sheathe rests against the wall behind him. On either side of the room there are two large studded wooden doors that have a grate at the top and a small opening at the bottom, nowhere near large enough for the smallest humanoid to crawl through If the one was to in either of them, they would see another smaller cobblestone room. In the middle of the floor directly in front of the door, there are multiple scrapes and scuff marks. It looks as though things have been slid through here. There is a small wooden bench on the wall next to you, and a bucket on the other side which has a foul odour emanating from it. Adventurers and travellers are not above getting a little crazy or unruly, so a means of deterring or disciplining violent behaviour is all but necessary. The building is simple, presided over by Sir Karel of House Brightblade, of the very same bloodline that founded Merwood. Karel is definitely still a capable fighter, even if his sword arm has lost some of its strength. Karel does not look up from his paperwork when the party walk in and asks them what their business is. Karel is shrewd having had many years experience with decidedly unsavoury types. If the party has no business, he will wish them a good day and continue his work. Lake Erwin A simple yet appealing view for residents and travellers alike, this lake is one source of food for the residents, the others being Erik the farmer and the Virens forest. On the shoreline is a simple cozy shack, home to a borderline senile old man by the name of Rupert Brandricksen. Kept lucid only by his love for fishing, he has earned the affection of the entire community, if only because he's endearing and a source of food.

Derek's house If the party talked Derek out of charging back into the forest, they will find him sitting on a chair outside the front of his his home south of the General Store with his wife Anya who is consoling him when they enter. Derek notices them and instantly rises and thanks them, and introduces his wife to the party. He says he is eternally in their debt for stopping him from potentially getting himself killed. He then asks that, should the party encounter Ayleth and Rowan, they bring them home. Should they do that, he will reward them as handsomely as he can possibly manage. Otherwise, they will see Anya sitting in the same seat wringing her hands. When the party approaches or walks by, she immediately stands and runs up to them, asking if any of them have seen her husband. If they reveal they beat him up, she slaps the member closest and runs off towards the Dancing Dragon Inn. If she learns he went back to find his friends, she starts crying and begging the party to help him. Erik's Farm The other source of food in Merwood comes in the form of a farm but a short walk east of the hamlet. Farmer Erik owns, raises, slaughters, and butchers cows, pigs, sheep, and on occasion deer if he manages to hunt and kill one in the forest. It started when one of his six cows vanished, then two of his five sheep, then four of his nine pigs, leaving him with almost half of his original number, most of the remainder being juvenile. When the adventurers approach, he frantically runs out of his house towards them, begging for their help, promising a reward of whatever cut of whatever animal they so desire. None of the animals act strange before they vanish, but he has noticed his dogs, two Kangals that he acquired in Breide from a travelling foreign seller of curiosities, seemed more restless than usual. He hasn't heard barking at night, but they have been more protective of the animals when travellers enter town and visit him, planting themselves firmly between the animals and the traveller. Part 2: Malbec Mansion The trail to the clearing that Derek told the party about has two random encounters. Roll a d4 at the beginning of each to determine what the party face on their way. Part 2 encounters d4 Encounter 1 2 wolves 2 2 wolf and 1 direwolf 3 2 Brown Bears 4 3 Giant Badgers Before the start of the first encounter You continue down this winding trail hearing nothing but the sounds of your footsteps on the path. It's quiet; eerily quiet. Without any other signs of life or movement, this forest feels daunting, lifeless, the trees seem to be growing larger and closer. The party then must make a DC14 Wisdom (Perception) check. If no one in the party succeeds, they are all caught off guard and the encounter begins with a surprise round After about an hour of travel, you begin to feel another presence. It's not just you here; there is a creature or creatures watching you. After an hour of travelling after the end of this encounter, the party hears growling and movement of underbrush before the next encounter. At the end of this, the party notices a light green mist permeating the air around the bodies of the creatures that lay before them, dissipating and fading the moment anyone attempts to approach it Should anyone decide to search the bodies, they must make a DC20 Wisdom (Perception) check. You begin to search the body of one of/the dead creature/s before you. Eventually, you find a small puncture wound at the base of its head, the veins around it are the same light green colour as the mist that just dissipated. If an attempt is made to skin/carve the creature, they must make a DC18 Intelligence (Survival) or a DC20 Intelligence(Nature) check. On a success, the hide/fur/teeth is successfully acquired. On a failure, the material in question turns necrotic, "dying" in their hands "Ahh, we have visitors" You eventually break through the treeline and enter a small clearing. Ahead of you lies a cliff face, and the ground before that seems to glow with an ominous arcane purple light. As you approach, the light flares and you are blinded for but a moment. Your eyes clear and immediately fall upon the three large lupine figures that stand before you, each of their eyes glowing with the same green you saw emanating from the bodies of your previous encounter The Lusus Direwolves interpose themselves between the teleportation circle and the party, glaring angrily with the same light that was on the bodies of the creatures from before. The head of one wolf appears to have been bludgeoned with a heavy weapom. Another has a massive gash along its side, with a green substance seeping from the wound. The third appears to have been impaled through the heart; all three are fatal injuries, yet there they stand. At the top of the round after one of the wolves dies, the light flashes once more, and A Lusus Brown Bear emerges from the pit, slowly, glaring at every single one of the would be intruders. When the encounter ends, attempts at skinning and harvesting behave similarly to the end of the second random encounter in the forest. Anyone who attempts to harvest from the creatures must make a DC21 Intelligence (Survival) or DC23 Intelligence(Nature) check. On a success, the fur, teeth, or hide of the creature is successfully extracted. On a failure, half of the materials crumble and disintegrate into a green smoke, which then dissipates.

On a total check of 10 or lower, the entirety of the material crumbles and disintegrates in the creatures hands. Upon the death of the final creature, a strong gust blows through the clearing, revealing some of the ground underneath the leaves. A large purple sigil glows a dull purple, a result of the Teleportation Circle spell. The spell is usually temporary, yet here it is, perpetually there and functioning. The teleportation circle leads them to a landing of lacquered wood, and ahead of them stands a massive marble foyer and a checkered floor with a black tile path leading straight down the centre of the room to a staircase at the far end which stretches to a platform at the very back and then splits either side leading up to the top floor. The path branches off to either side of the room. The one to the left leads to a doorway obstructed by collapsed stone, and the one on the left leads to a simple wooden door. At the entrance of the foyer, the walls on both sides have inlaid display cases, but they are shattered and empty Malbec has ritually casted Magic Mouth on one of the remaining vases, the trigger being a creature crossing the threshold of the foyer, but it will not trigger again for the next minute. The message rings out in a deep, smooth voice; "Ahh, we have company. Do please come in, and mind the cobwebs. It has been so long since I last had guests." The remains of family Malbec Should the party clear the blockage and gain access to the room on the left (which can be achieved through a total strength score of 35 or by other means of passing through), they will enter a dining room. Large barrels stand or lie against the left wall, and on the right there's another door. Huddled in the far right corner are the skeletons of five people. Two of them are dressed in simple clothes and are embracing each other tightly. The other three are huddled together, and are dressed much more elegantly. The largest wears what would formerly have been a brown blazer, black waistcoat, white shirt, and a red ribbon tied in a bow around his neck. A smaller, more slender one wears the remnants of a white shawl pinned with an emerald brooch around a blue dress. The smallest wore a matching yellow suitcoat and pants with suspenders and a red tie. In the skeletal right hand of the largest figure is a crumpled up piece of paper, a note that details the final regrets of Richter Malbec, Mathis' father. Upon hearing or reading this name, arcane casters in the party (wizards, sorcerers, bards) can make a DC10 Intelligence (History) check to recall the story of the insane necromancer, Mathis Malbec (found below his stat block). For non-arcane users, the DC is increased to 20 to reflect how this knowledge was kept secret from the public. The adjacent room appears to have been a kitchen of some kind. Ovens line the walls, covered in a thick layer of dust. In the middle of the room, four counters, each with a basin for cleaning plates and cups. Barrels and rotten food scraps lie scattered across this floor, the last meals of the five figures in the room behind. Other than that, this room is empty, save for a few cooking utensils and some long rotted firewood. The Mother of Magic The room to the right is unobstructed, and opens to a large sitting room. A hearth can be seen at the far end of the room to the right, strangely enough still containing embers. Two large velvet armchairs sit facing it, one looking far dustier than the other. A table separating them holds a small fine crystal glass, beautiful and ornate. A wooden globe stands to the immediate left of the door, also looking far better kept than the rest of the room. Strecthing across the length of the wall directly opposite the door are dozens of book cases, each with dozens of books inside them. Some appear far more recently used than others, all of which pertain to some form of magic, be it evocation, abjuration, or necromancy. At the right end of the book case is a brass door which connects to the right wall. The room behind this wall is far simpler. A lacquered birch floor, and a window to let sunlight stream in. The view outside is a beatiful, overlooking a forest, but not the Virens forest. A successful Intelligence (Nature) check DC 15 reveals that this is not the Virens forest that stands over Merwood, but something different. The trees here appear to be those of the Astra Wood, the forest that stands behind the spellcasters city of Reveles, a haven for arcane, nature, and divine based casters alike. Along the wall next to this window are a series of arcane runes, glyphs and sigils, which brings attento. Upon it stands a staute of a woman with her hands outstretched, seemingly drawing power from something. Etched onto the table is a blue and white eight pointed star inside a circle. This is a shrine to the Mother of Magic, the goddess Mystra. The room smells faintly of incense, and the candles on the shrine appear to have been used at some point in the last two or three days. On both sides of the altar are two large stone statues depicting celestial beings, wings splayed, in armour emblazoned with the same eight pointed star in a circle. In their right hands, they wield orbs with . Their size and beauty, along with their wingspan suggest that these are statues of Solars. The second floor The staircase in the foyer branches off to either side, both sides leading to the same floor. Six marble columns stretching from the floor to the ceiling stand next to the path, three on each side. A plush red carpet runs down the middle of this floor inbetween the columns, leading to the a door at the other end which opens up to a balcony, an overlook of the Astra Wood, and in the distance the silhouette of the massive arcane city of Reveles. The two doors on the left lead to the master bedroom, a room with a four poster king size double bed, and a plush red carpet floor. The remains of a fine cedar dresser lies broken on the floor, doors ripped clear off the hinges, mirror glass scattered around. Whatever contents it would have had don't seem to be anywhere to be found. The door on the left side of the room leads to a study, seemingly that of the father of the Malbec family. A mahogany desk is overturned, papers scattered across the floor, as well as various piles of ash. The papers and letters that were not burned are addressed to either "Richter", "Abjurist Richter", "Rick", or "Mr. Malbec".

There are letters from children asking them how they can be just like him, letters of gratitude from those who he had apparently aided at some point, and there are cleaner, more properly written letters that seem to come from the Revelian council itself. Minutes from council meetings, announcements of changes in leadership lower in the hierarchy. On passive perception of 16, or a DC13 Wisdom (Perception) check, the adventurer notices a crumpled and torn letter at the bottom of the pile that, when smoothed out, has what seems to be dried teardrops on the paper. It's a letter from Lawmaster Soren Alves, offering heartfelt condolences for the fate of Richter's son Mathis containing phrases such as "It filled my heart with grief when I received the arrest warrant" and "I only wish I could have done more for him". The letter ends with a date; "12:30pm, 14th of Euria, 934 PGU". Crease marks around this date suggest that the letter was folded so that it was the only visible element of the page. There is nothing else of interest in this room. The other doors in the hallway lead to the childrens room and the servants quarters, with a door connecting them. The beds have been stripped clean, and the air in both rooms is stale and musty. No one has entered either in many years. There's a smaller room in the corner near the wall, from which a foul and stale odor emanates. Evidently, this was some form of lavatory. Part 3: The laboratory Back on the first floor, there's a door behind the stairs in the middle of the foyer, positioned underneath the landing with the stairs that branch off to the top floor. As you exit the mansion, your eyes adjust to fall upon a picturesque courtyard. Four pillars surround a fountain with a statue in the middle. Over the granite railing lies a view of the hill the mansion was built, a sprawling field with pine trees dotting the landscape, and the entire Auran shoreline. Rather than that, however, your attention is drawn to the three figures that rise and are now approaching. Two are large and brown, and the third is smaller with green stains on its grey and white fur. The new creature is a Lusus Badger, and it is joined by two Lusus Brown Bears. The badgers fur is singed and black, whether it was set alight, encountered a forest fire, or crossed a wizard on a bad day is unknown. The green stains are darker at the base of the neck, where if the fur is parted, a small puncture wound can be seen. The substance is corrosive and burns slightly to the touch. One of the bears has a puncture wound on its chest, but it's bigger than the one on its neck. This one seems to have come from a crossbow bolt that pierced its heart. The other bears leg is mangled and matted with blood, a cruel, deep, jagged wound around the ankle, necrotic tissue at the center, with flecks of green here and there. There are no apparent points of heavy impact, nor are there any cuts, slashes, or points of entry from a ranged weapon. However, this bear appears larger, the hair around his muzzle are lighter in colour, suggesting he may have died of old age or bled out while stuck in a bear trap. The ground on either side of the fountain is scraped and scuffed, but in a uniform way that moves directly outwards and then comes to a perfect stop. The entrance to Malbec's laboratory is a staircase hidden underneath the fountain which can be moved by flipping a secret switch found on one of the pillars. You hear a click, followed by whirring from down below, and a deep rumble as the fountain before you seems to cleave itself in two and shifts outwards, revealing a pristine black marble staircase that leads downwards, deeper and deeper into darkness...

The entrance can also be uncovered if the fountain is damaged enough to receal the staircase The staircase is in pitch darkness. If a creature cannot see in this darkness or they have no source of light, they must make a DC10 Dexterity Saving Throw or trip and fall taking 3d6 bludgeoning damage. On a successful save, they maintain their footing and can travel safely. There is a dim source of light at the bottom of the staircase. Two small arcane torches sitting in sconces illuminate either side of this narrow stone corridor, which stretches onwards for 30 feet, with a torch every 5 feet. 20 feet into the corridor, the torches start getting brighter, revealing scrawlings etched into the walls along this last stretch in Draconic lettering. The phrases are crudely scratched and are rough and untidy. They read: I HAVE GIVEN THEM LIFE; THEY SEE NIGHTMARES - I SEE BEAUTY; MY TWISTED EMBRYOS; SICK, OBSESSED, A MADMAN WITH NO PROOF; I WILL SHOW THE TRUTH. At the end of the hallway there's a large ebony door, no lock and no traps. The door slowly swings open into a large dome shaped chamber lit by a bright deep blue sphere of light that floats at the top of the dome. Steel tables with various syringes, vials, and jars of substances, materials, and organs sit neatly on each of them, each table with a different configuration of items. Pinned to the walls themselves are diagrams and notes on many types of creatures, from dogs and sheep, to bears, wolves, and badgers. On the left side of the dome, an archway is carved in the stone. And there, at the far end of the dome, three large vats stand in front of a hooded figure in black robes. They turn to face the party. They draw their hood back to reveal a human male, steel grey eyes cold and hard, hair drawn back into a low ponytail, a deep lightless black, clean moustache and chin strip framing his welcoming yet deeply unsettling grin. His voice rings out "Well well well, looks like I finally have some more varied test subjects." Mathis Malbec stands confidently before the party. Self assured, smug, and driven solely by the pursuit of knowledge, especially that of the capabilities of his alchemical achievements. He's obsessed with unlocking the true, full potential of this substance; emotional state at the time of death, physical state, relationship with the user of the formula pre and post resurrection, race, abilities, what limits can be broken. Malbec is ambitious and curious to an absolute fault, and eager to find out what the adventurers can offer him in his

research. If Derek charged off and the party did not follow during the events of the prologue, he may allude to "that fellow who managed to escape and then ran right back into my grasp". Malbec's voice is smooth and calm, but will quickly turn cruel and harsh if he is angered or denied what he wants. He shows some regret for the fate of his family, but more that they didn't join him than what he did to them. Should the Revelian council be brought up, his face will darken, and he will spit his words, calling them simple minded fools. He desires to raise the dead as he does to improve the world. He refers to deaths needing divine casters and diamonds to reverse, that a simple dosage of his formula could resurrect entire armies. The Lusus creatures, as he names them, do not attack him for an unknown reason he has not yet uncovered but will work towards as soon as the characters are dealt with. Should he or the party decide to attack, he raises his arms and says in Infernal "Wake, my children; This is your time! I have granted you life, my freaks of nature - open your eyes!". Malbec then casts Dimension Door and attempts to teleport to his chamber behind the vats. The three vats split open and green smoke spews forth. Out of the left and right, silhouettes of now familiar ursine figures emerge. But out of the middle one, something new. A humanoid shape steps forth, eyes a deep and shocking emerald green. Malbec seems to have broken ground and achieved part of his goal by creating a Lusus Hominus. If Derek was allowed to charge off during the prologue, the party recognise his scarred face, the dagger at his side, the torn and ruined jerkin. If not, the creature is instead Rowan, whose identity can only be identified if Derek is with them, in which case, Derek drops his dagger and flees the cave. The Hominus is highly aggressive and fiercely protective of its creator, and will defend Malbec at any costs if he is nearby. If Malbec dies, any Lusus creatures still alive will go berserk and attack the creature nearest to them, including other Lusus creatures. If no creatures are within 20ft, they will attack themselves. Freedom The stone archway leads into a cramped, dark prison chamber with three iron cages. In one of them there is the skeleton of a humanoid with some avian characteristics. If Derek was encountered in the dome, the cage holds a dejected, but physically unharmed human male, Rowan. If Rowan was encountered, the cage is empty. The third contains a curled up,shaking, sobbing but unharmed half elven female, Ayleth. She/they have already given up, and, expecting Malbec, ask if it's time when they enter. The cages can be open with a DC15 Dexterity (Thieves Tools) check, a DC20 Strength check to break it open, or a key in Malbecs robes, which Ayleth and Rowan know of and will inform the characters about. They don't know about the skeleton, it was already dead when they were thrown in. A successful DC12 Nature (Intelligence) check reveals it's the remains of a Kenku, and judging by the robes, a priest or cleric of some sort. The captive/s come easily, without resistance unless Malbec is still alive and nearby. Malbec's Chamber Malbec sleeps in a small chamber hidden behind the three large vats. A small bed and table are placed in the middle of the room. A wooden chest on the right wall contains some of Malbecs simpler possessions. His spellbook (containing all the spells in his stat block), 229 gold pieces, a second set of robes, and three weathered and slightly torn spell scrolls. The first is a scroll for Mass Cure Wounds, the second for Spiritual Weapon, and the third for Lesser Restoration. Additionally, a necklace with the same eight-pointed star in a circle that was on the shrine to Mystra in the sitting room of the mansion lies neatly on the bedside table. Apparently, these were the property of the Kenku in the cage, found during their travels, and Malbec, upon capturing them, stole them for study and possible future use. Epilogue and ending Success and failure Should Malbec fall, the teleportation circle at the entrance of Malbec Mansion will stay, due to the strength of the spell and the frequency of its use. If Derek ran off after seeing Rowan, he can be found curled up at the bottom of the staircase, and apologies profusely for fleeing. If he learns Rowan died, his composure breaks slightly but he steels himself for Ayleth and in memory of his friend. Upon arrival back at Merwood, the party is promptly approached by Anya (and Derek if he remained in Merwood). If she learns Derek died, whether during the course of the adventure or being the Lusus Hominus, she falls to her knees, weeping. A wake is held in the Dancing Dragon Inn that night for either Derek or Rowan. Mayor Thomas himself approaches the party and thanks them for their services, handing them a coinpurse containing 100gp. It's not much, but that's all that can be spared. On the other hand, if the party dies in Malbec Mansion... The final blow lands, and your conciousness fades, but you are not dead. Time loses all concept, you don't know where you are or what is happening to you. Suddenly you're being picked up and dragged across the floor, and then eventually thrown back down. Laughter enters your mind, smooth but malicious. The darkness grows again but before you can take your final breath, you feel a small puncture at the base of your skull, followed by a searing pain all through your head. The edge of the darkness is tinged with green, and against your will, you rise to your feet. The last thing you hear before your mind is completely taken over is that same laughter, and then "Yes. I dare say you will prove very useful".

Appendix A: Lusus Naturae The insane Sorcerer Mathis Malbec was cast out from society for practice of necromancy that defied even the Arcane aspects of natural law. His experiments have now finally come to fruition. Creatures that are not of this world nor the next: Malbec's freaks of nature. "Awaken, my brood; Today you will rise. I've given you life, my freaks of nature - Open your eyes!" -Mathis Malbec Lusus Direwolf Large monstrous undead, Neutral Evil Armor Class 16 (natural armor)

16 (natural armor) Hit Points 43 (7d10+4)

43 (7d10+4) Speed 40ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Skills Stealth +4

Stealth +4 Senses passive Perception 13

passive Perception 13 Languages —

— Challenge 2 (450 XP) Pack Tactics. The Lusus Direwolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Fierce Fealty The Lusus Direwolf has advantage on attack rolls if it's creator is within 10ft of the creature Lusus Fortitude. If damage reduces the Lusus Direwolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Lusus Direwolf drops to 1 hit point instead. Additionally, the Lusus Direwolf is immune to the necrotic damage dealt by other Lusus creatures Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage plus 5 (2d4) necrotic damage Lusus Brown Bear Large monstrous undead, Neutral Evil Armor Class 14 (Natural armour)

14 (Natural armour) Hit Points 56(8d10+12)

56(8d10+12) Speed 40ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3

Perception +3 Senses passive Perception 13

passive Perception 13 Languages —

— Challenge 2 (700 XP) Fierce Fealty. The Lusus Brown Bear has advantage on attack rolls if it's creator is within 10ft of the creature Lusus Fortitude. If damage reduces the Lusus Brown Bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Lusus Brown Bear drops to 1 hit point instead. Additionally, the Lusus Brown Bear is immune to the necrotic damage dealt by other Lusus creatures Actions Multiattack The Lusus Brown Bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack +5 to hit, reach +5ft., one target. Hit: 8 (1d8+4) piercing damage plus 5 (2d4) necrotic damage Claw. Melee Weapon Attack +5 to hit, reach +5ft., one target. Hit: 11 (2d6+4) slashing damage plus 5 (2d4) necrotic damage)

Lusus Badger Medium monstrous undead, Neutral Evil Armor Class 12 (Natural armor)

12 (Natural armor) Hit Points 37(6d8 + 5)

37(6d8 + 5) Speed 30ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 17 (+3) 2 (-4) 12 (+1) 5 (-3) Senses passive Perception 15

passive Perception 15 Languages —

— Challenge 3 (450 XP) Senses. Darkvision 30 Ft., passive Perception 11 Fierce Fealty. The Lusus Badger has advantage on attack rolls if it's creator is within 10ft of the creature Lusus Fortitude. If damage reduces the Lusus Badger to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Lusus Badger drops to 1 hit point instead. Additionally, the Lusus Badger is immune to the necrotic damage dealt by other Lusus creatures Keen Smell. The Lusus Badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The Lusus Badger makes two attacks: one bite and one with its claws Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage plus 2d4 necrotic. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage plus 2d4 necrotic Lusus Hominus Medium humanoid, Neutral Evil Armor Class 13 (worn studded leather armor)

13 (worn studded leather armor) Hit Points 49(7d8+18)

49(7d8+18) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Senses passive Perception 19

passive Perception 19 Languages Understands but can't speak Common

Understands but can't speak Common Challenge 14 (6637 XP) Lusus Fortitude. If damage reduces the Lusus Hominus to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Lusus Hominus drops to 1 hit point instead. Additionally, the Lusus Hominus is immune to the necrotic damage dealt by other Lusus creatures Actions Multiattack. The Lusus Hominus makes two attacks with its short sword Short sword. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 3 (1d6) slashing damage plus 7 (3d4) necrotic