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RMH-09 The Deadliest Game

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100% found this document useful (1 vote)
394 views28 pages

RMH-09 The Deadliest Game

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Henri Adso
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© © All Rights Reserved
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Rumors tell of a jungle shrine in the domain of Valachan, and Alanik has asked you to brave the

dangers within in search of the vestige that sleeps within an amber sarcophagus. While the jungle
is the clearest danger, you’ll have far deadlier things to contend with than beasts and plants.

The tenth adventure in the Ravenloft: Mist Hunters series of adventures.


An adventure for 6th-level characters.

CONTENT WARNING: horror, gore, oppression (xenophobia, genocide, humanoid hunting, ritualistic murder, forced survival combat),
death, abuse (forced amputation), environmental hazards (jungle), possible phobia triggers (insects, snakes, leeches).
Reference the Mist Hunters’ Safety Kit article and Van Richten’s Guide to Ravenloft for tips and tools on running a safe and fun game.

Credits
Lead Designer: Travis Woodall D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay,
Designer: The GM Tim Chris Tulach
Sensitivity Lead: Ma’at Crook D&D Adventurers League Administrators: Ma’at Crook,
Sensitivity Consulting: Angel Giuffria Claire Hoffman, Greg Marks, Toni Winslow-Brill, Travis Woodall,
Bee Zelda
Editor: Ashley Michaela “Navigator” Lawson
Playtesters: Costello Arbuckle, William Axford, Dan Beam, Jordan
Art Director and Graphic Design: Stacey Allan Bonnough, Travis Bonnough, Leo Courtney, Daniel Franco, Dan Harsh,
Artists: Zoltan Boros, Max Dunbar, Aaron Hübrich, Olly Lawson, Chris McGovern, Daniel Oliveira, Kai Olson, Alain Pham, Dave Rosser,
Howard Lyon, Ilya Shkipin, Zack Stella, Marcello De Velazquez James Schweiss, Jia Jian Tin, Connor Wallden
Cover Illustrators: Zoltan Boros (inset illustration), CoupleOfKooks,
Scott M. Fischer Designer’s Acknowledgements: This adventure was written from the
All art provided by Wizards of the Coast and used with permission unceded land of the xʷməθkwəy̓ əm (Musqueam), Sḵwx̱ wú7mesh
(Squamish), and səl ̓í lwətaʔɬ/Selilwitulh (Tsleil-Waututh) traditional
Campaign Narrative Design: Chris Lindsay, Wes Schneider, territory. This adventure does its best to respectfully take cultural
Chris Tulach inspiration from the Quechua-speaking peoples of Ecuador and Peru.

Special Thanks: Marcello De Velazquez, Darren Bolton, Asher Klassen,


Kai Olson, Hook & Chance Podcast, Sol Wollard
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer
Aaaahhh! Nature! It’s all over me. GET IT OFF! Story Awards
—Melman, Madagascar
At certain points in the adventure, you’ll see
this glyph along with an entry describing
his adventure can be played by three to five how the specified story award is earned or
6th-level characters and is optimized for four impacted by the story. Ignore the entry if
6th-level characters. it refers to a story award none of the characters have. If
The Deadliest Game occurs in the jungles of Valachan. it refers to a story award the characters just earned, it
provides information for you and the players.
Background
KABE WHIPPOORWILL has discovered a clue that Characters Hooks
leads the characters to VALACHAN—a domain of The adventure picks up immediately after the events of
survival horror and deadly trials. There, the characters RMH-08 The Palace of Bones. Having found (or lost) the
must venture to KIRU ISLAND, seek out an AMBER Urn of Dreams, the characters are planning their next
SARCOPHAGUS, and recover the VESTIGE within. move in Alanik’s chateau in Dementlieu.
Upon arriving in Valachan, however, the characters are
approached by the domain’s DARKLORD, CHAKUNA, Archaeologists and Folk Heroes
and forced to participating in a deadly contest of
wilderness survival—the TRIAL OF HEARTS. Characters with these backgrounds might be strangers
The characters must face the deadly jungles—full to thick jungle biomes like those that make up Valachan,
of DEADLY BEASTS, MAN-EATING PLANTS, and however, they know the dangers that lurk within. Having
TREACHEROUS HAZARDS—between them and their a better idea what to expect, these characters have
quarry. The jungle isn’t the most dangerous threat the advantage on Intelligence (Nature) checks. Conversely,
characters face, however; they quickly learn they aren’t the they have disadvantage on initiative checks as they’re
only people participating in the trial. distracted by every little movement, wondering what will
jump out at the party next.

Overview Valachani Characters


The adventure’s story is spread over two parts and takes 3 After finally escaping Valachan, returning could be difficult
hours to play. The adventure begins with a Call to Action and potentially traumatic. These characters know that,
scene. “Extending Play” sidebars in the adventure provide at best, they can hope for a bittersweet ending—heavy on
guidance on how to expand the adventure to occupy a four- the bitter. The jungle is out for blood. They know the party
hour time slot. These estimations don’t include time spent would be wise to minimize their time in Oselo and avoid
in pregame and postgame discussion: making contact with Chakuna, lest they must undergo the
Call to Action: Welcome to the Jungle. The adventure Trial of Hearts. These characters also know even winning
begins in medias res with the party fleeing pursuers in the trial doesn’t always mean victory.
a dense jungle, then flashes back to Kabe informing the
characters that they’ve heard rumor of a shrine on Kiru
Island in the domain of Valachan.
Part 1: We’ve Got Fun and Games. The characters find
themselves in the village of Oselo. Eventually, Chakuna
arrives and declares the characters as trespassers in
her domain—sentencing them to undertake the Trial
of Hearts.
Part 2: If You Want It, You’re Gonna Bleed, but It’s the
Price to Pay. In the Trial of Hearts, the characters must
navigate the jungle as they travel to Kiru Island. Along
the way, they face several threats, the greatest of which
are the other teams undertaking the Trial.
OLGA DREBAS

3
CALL TO ACTION:
Welcome to the Jungle
Estimated Duration: 30 minutes characters to lead field operatives within the Ray Agency.
While this means additional duties—such as searching for
tarting in medias res, the party is being chased
the urn— it also means opportunities for greater rewards
through the jungle by a welcome party of
and other possible benefits, firsts and foremost being the
werepanther hunters there to take them into custody.
removal of the gp limit on nonmagical equipment that the
As the last character surrenders or falls, the scene flashes
characters have access to.
back to Alanik’s chateau in Dementlieu.
Here, Kabe informs the characters that they’ve heard
rumor of a shrine on Kiru Island in the domain of
Outfitting for the Investigation
Valachan, inside which lies an amber sarcophagus. Alanik Before proceeding on this leg of their investigation,
(who isn’t present) has provided instructions that the the characters decide what they brought with them on
characters are to venture to the domain, find the shrine, their journey:
and return with the vestige contained within. Mundane Equipment. The Order of the Guardians has
Themes: Run like hell, terror, don’t get caught offered the characters access to its substantial resources
to aid in their investigation. Each character has access to
Valachan: Domain of the Hunter any mounts and nonmagical equipment from the Player’s
Handbook, as well as the material components for any
Darklord: Chakuna
Hallmarks: Diabolical traps, hostile wilderness,
spell they have prepared (or known for casters who don’t
survival games. prepare spells). Following the characters’ promotion, the
gp limit on these acquisitions has been removed. The
In the jungles of Valachan, survivors must guard their hearts characters are still bound to the normal rules regarding
lest something monstrous eat them. For some, that risk is
carrying capacity and, at your discretion, may find
worth the reward of the unusual plants and magical creatures
this land is home to. But Valachan is fiercely protected by its
themselves in a situation that precludes being able to
Darklord, the devious and immortal hunter, Chakuna. She haul around too much—while their resources are great,
roams the jungles hunting dangerous beasts—and when she the Order discourages frivolous requests.
grows dissatisfied with that, she draws Humanoid quarry Magical Equipment. As they adventure, the characters
into a fatal contest. “unlock” magic items for later use. The group begins
Pitted against other conscripts in a game of cat and mouse, this adventure with one copy of each of these unlocked
Chakuna’s prey struggle to survive the deadly rain forest items and then decides who’ll use them. At the end of the
and one another, all while being pursued by the Darklord. adventure, each item is returned to the character who
Quicksand and other deadly hazards cover the terrain, and brought it with them. Magic items that are destroyed or
populations of stealthy werepanthers support the Darklord.
that lose their magic, such as a quaffed potion of healing or
But desperate outsiders might also find unlikely allies who
oppose Chakuna and her horrific hunts.
an exploded horn of blasting, however, are removed from
For more information about this domain and the people the character’s investigation journal and are no longer
who reside there, refer to Van Richten’s Guide to Ravenloft. unlocked; the character must find another one if they want
to use it in a later adventure. The character who brought
an unlocked item to the table has ultimate discretion in
Character Introductions who gets to use it. They should, however, note that their
Allow each player a minute or so to introduce their investigations require teamwork and cooperation.
character, describe their appearance and mannerisms,
and establish the reason why they’re working with Alanik Example: Outfitting for Investigation
and Kabe. Be sure to give everyone equal time in the Peter’s character, Gregov the Fighter, is preparing for their
spotlight and be prepared to gently stop players if they run next adventure. He requisitions a greatsword, a longbow
on. Character introductions are crucially important for and some arrows, and a suit of plate armor. He’s also heard
the players to understand who the other characters are, to rumors of werewolves, so he asks for a silvered dagger…
build a basis for roleplaying opportunities, and for you as just in case. In his previous adventures, Gregov unlocked a
DM to learn more about the characters so you can create horn of blasting and a potion of healing. The group decides
story elements that really speak to them. who should carry the horn and the potion. At the end of the
Award inspiration (explaining what inspiration is and adventure, both items are returned to Gregov. However, if a
character uses the potion, or if the horn of blasting explodes
how it works) once everyone’s had a turn.
during the adventure, Peter crosses it off the investigation
journal where it was unlocked.
Promoted!
Impressed by the characters’ investigation in previous
adventures (or by their reputation, if this is their first
Order of the Guardians Ring
Ravenloft: Mist Hunters adventure), Alanik promotes the Characters with this magical ring (more information
can be found in the Mist Hunters Safety Kit article) can

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4 RMH-09 The Deadliest Game (v.1.0)
obtain another dose of the anti-charm tonic from Alanik—
provided the last dose they obtained has been used. Alanik’s Chateau
Flashing back to Alanik’s chateau, the characters have
Hunter Becomes Prey been summoned here by Kabe Whippoorwill and review
their assignment in Alanik’s office.
The jungle is thick and impenetrable, making the
characters’ flight through it all the more difficult. Chakuna, Themes: Book clutter, the comforts of home
detecting the characters’ presence, has dispatched a band
of werepanther hunters to capture the characters and Dementlieu: Domain of Decadent Delusion
bring them to Oselo alive. The werepanthers herd them
Darklord: Saidra d’Honaire
into a hunting glade to capture them. Read or paraphrase:
Hallmarks: Masquerades, decadent aristocracy, social
decay, illusions, impostor syndrome.
Trees and vines whip at you as you rush through the Every night brings another glittering affair in Dementlieu,
jungle, reaching out as if by their own accord, forcing quick whose citizens live glamorous and exciting lives. They
enjoy the finest clothes, elegant jewels, grand ballrooms,
turns to avoid being snagged. It was only moments ago
and most extravagantly, the Grand Masquerade hosted by
that the portal from Alanik’s chateau faded, leaving Kabe Duchess Saidra d’Honaire every seventh day at her island
warning that everything in Valachan wants you dead. They estate. Everyone who is anyone attends the duchess’s balls,
weren’t kidding. As they finished pointing out the direction and everyone who longs to be someone tries to wrangle an
invitation or sneak in uninvited. But Duchess Saidra’s wrath
of Oselo, Kabe blanched and whispered “RUN,” before upon those who dare to set foot where they don’t belong is
disappearing into the bushes. truly horrible—and inevitably fatal.
For more information about this domain and the people
who reside there, refer to Van Richten’s Guide to Ravenloft.
It’s recommended this Call to Action be handled outside
initiative with collaborative storytelling. Allow the
players to describe their flight through the forest. The Area Features
werepanthers intend to capture them and bring them to
Alanik’s chateau has the following features:
Chakuna in Oselo. Some characters may not want to be
captured and instead arrive in Oselo on their own. In either Furnishings. Alanik lives with his husband Arthur in a
case, let the players describe what happens next; player sprawling two-story chateau in Dementlieu. Most of
agency is incredibly important in building their trust. Be the second story is uninhabitable (in true Dementlieu
sure, however, to describe the intensity of the chase. fashion) and the once elegant furnishings are dulled
with age. The spacious room has two walls lined with
Area Features bookcases, a large cabinet rests against a third wall, and
bench seats occupy the walls either side of the door. A
The hunting glade has the following features:
large desk takes up the center of the room.
Dimensions & Terrain. The glade is a small, rough-edged, Lighting. The room is brightly lit by a combination of
20-foot-square area awash with bones, making it difficult the chandelier overhead, sconces on the walls, and the
terrain. The jungle surrounding the glade is as thick as a desk lamp.
wall. This is a hunting kill zone—things are herded here Smells. Leather, mint, and sandalwood.
to be trapped.
Lighting. Dim light from the heavy tree coverage. Sunlight NPC Information
has a hard time piercing the canopy.
Alanik, having other matters to attend to, has trusted Kabe
Smells & Sounds. Stuffy, warm air with a hint of rotting
to provide the characters with the information they need to
vegetation and notes of animal feces and rain. The
complete the next stage of their investigation.
sounds are cacophonous—birds, monkeys, and insects
create a constant white noise.
An illusory amber sarcophagus rotates slowly in the air, its
Creature Information golden edges glinting in the magical light. A cone from the
One werepanther hunter (use the weretiger stat block) per sarcophagus points down to a topographic map of a jungle
character surrounds the glade. shrine on the table. The iconography on the shrine walls
depicts vines growing from humanoids and four-legged,
Right Into the Thick of It
tentacled beasts hunting humanoids. Valachan—where
This Call to Action can be jarring, yet has the potential to kick
the adventure off with intensity. It also, however, can bog blood is always the demanded price.
down what might be a timed event. If you’d prefer to run it as
an encounter, set a 10-minute timer to add pressure to the
situation and ensure the werepanthers appear to be attempting Based on clues garnered from the Palace of Bones and the
to capture the characters alive. You can do this by describing research Kabe has gathered, the sarcophagus—located on
their weapons in a particular way (they’re carrying nets or Kiru Island in the domain of Valachan—is the next target.
firing blunted arrows), or by forgoing weapons altogether Kabe is serious while discussing Valachan. There, every-
and grappling characters while coordinating with their allies thing wants you dead. Kabe can get the group through the
“Chakuna wants them alive. Sheath your claws, Kallan!” Mists, however the magic of the Mists prevents them from

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-09 The Deadliest Game (v.1.0)
5
Radaga
Human scholar of the Dark Powers Kabe Whippoorwill
The initial subject of the Order of the Guardians’ search, Lightfoot halfling interdomain scout
Radaga (ruh-DAH-guh) is a scholar and an arcanist who has Alanik Ray’s scout, associate, and friend, Kabe Whippoorwill
delved far into the nature of the Dark Powers—some say a bit (KAYB WIP-er-wil) is also secretly a member of the Keepers of
too far. She’s brilliant but obsessive in her desire to catalog the Feather (a fact known only to Alanik). Alongside a quick
the sinister, as well as a bit possessive of her knowledge. smile and a mean right hook, Kabe possesses a Dark Gift
Radaga has pale skin and dark-red hair. that allows them to traverse the Domains of Dread. Acting as
both a guide for the characters and a field contact, they’re an
What They Want. Radaga is driven by her research into the
invaluable member of the investigative team.
domains of the Mist. Partnering with the Ray Agency
gives her opportunities to gain knowledge while staying What They Want. Kabe’s line of work is dangerous, so they
out of harm’s way. want to ensure everything goes smoothly. Losing an
Obsessed with Forbidden Knowledge. She is angry and agent is never the desired outcome.
laments the loss of time due to her recent possession. Mist Walker. Kabe is Alanik’s scout, investigatory partner,
She is champing at the bit to return to her life friend, and an invaluable member of the team. They also
and studies. work as the characters’ field contact.

using the portal directly to Oselo or Kiru Island. Kabe will Abi-Teos’s Machete
get them as close as they can, then point the way to Oselo. Radaga has a special treat for the team, one she thinks can
Kabe won’t be able to join the characters to the village as aid them in Valachan: Abi-Teos’s machete—a particularly
they have a mission of their own from Alanik. sharp (and devious) vorpal sword able to cut through flora
Alanik instructed Kabe to transport the characters to like a hot knife through butter (see handout 1). It does
Valachan. There, the characters must find the sarcophagus, demand a price, however: blood. As Radaga hands it to
and return the vestige within it to the chateau. the character who wishes to wield it, she issues a curt
warning, “Be careful with that, it’s devilishly sharp.”
Radaga, Dark Outfitter
Before leaving, the characters are instructed to visit Parting the Mists
Radaga in the study (Alanik has given the scholar the Before departing, Kabe provides the characters with a
use of a disused wing to further her studies). The room mask covered with frayed silk and decorated with glass
is dimly lit by a few tarnished sconces on the walls. A baubles—a familiar Mist talisman that will return them to
nearby desk is littered with tomes and papers and an Dementlieu upon completing their task.
unlit candelabra. The faint smell of candlewax and lemon
furniture polish hangs in the air.
The portal forms and, stepping through, the humidity hits
NPC Information you like a wall. The jungle is thick and very alive, yet has an
The characters find Radaga sitting in a delicately carved aura of dread to it.
chair staring out of a nearby window. Her flying crawling
claw familiar sets a red, leather-wrapped decanter on a
table near Radaga, after pouring its contents into a cobalt Roll on the Misty Visions table in appendix A then
MAX DUNBAR

glass. The hand makes a clear gesture to the group, continue to part 1.
offering to pour them a glass too.

Not for resale. Permission granted to print or photocopy this document for personal use only.
6 RMH-09 The Deadliest Game (v.1.0)
PART 1:
We’ve Got Fun and Games
Estimated Duration: 30 minutes
NPC Information
he characters emerged from the misty borders of
The party is welcomed into the village. Everyone who lives
Valachan, a mile or so away from Oselo. They were
here is gathered when the characters arrive. They swarm
forcefully taken into custody and brought to the
the characters and are curious about the appearance of
village to await Chakuna’s arrival. The villagers have tended
those who come from the Mist.
to their wounds with the medicines the jungle provides.
Themes: adventure, excitement, nervousness, fear Valachani: Hunters and Prey
Dark of skin and dark haired, the denizens of Valachan stick
Oselo to their village and the surrounding area. They’re incredibly
friendly to outsiders. They refer to everyone from Oselo as
The village appears prosperous. There are trading centers,
“Runa” (“the people”). The standard garb for the Runa is a
meeting halls, and large ponds near some of the huts. small loincloth or thigh-length skirt, with different geometric
Although the characters are watched closely, and are patterns and made from the bark of a tree. Tropical feathers
prevented from leaving the village, the villagers are very adorn different members of the village and, along with
hospitable toward them. tattoos, denote different status in the village.

Area Features Newcomers bring a great deal of excitement. Characters


Oselo has the following features: with a passive Wisdom (Insight) score of 14 or higher
Dimensions and Terrain. The village has been cleared of deduce that the villagers’ joy has an ulterior motive—
jungle growth, though vines are making an unsuccessful while they are excited to hear stories from beyond the
effort to return. Several huts are scattered throughout Mists, they’re more pleased to see new contenders for the
the area, next to hand-dug ponds. impending Trial of Hearts.
Lighting. Bright during the day. Dim firelight at night—the The villagers share their food in a great feast for the
people of Oselo don’t need fire to see at night, they keep newcomers—asking stories of where the characters are
it lit to ward off wild creatures. from and the adventures they’ve had, while laughing at
Huts. Rectangular thatch roofs are interspersed with characters who are unfamiliar with Oselo customs. The
conic woven straw roofs. Both styles sit upon wood- group of characters is just in time to witness the Trial of
walled houses. The walls aren’t directly connected to Hearts—a regular occurrence in Oselo.
the roof. While they’re high enough for privacy, there’s While they don’t know about an amber sarcophagus, the
a gap between where the wall ends and the roof begins. Oselo know Kiru Island is southwest of the village, a good
All the houses sit on small legs, keeping them off the distance off the coast.
jungle floor.
Ponds. Outside some houses are large ponds measuring
The Feast
The villagers eagerly share rumors about the jungle, as
15 feet long, 25 feet wide, and 20 feet deep. These
do the other teams—some to impress, some to intimidate.
stock ponds contain fresh water and fish for a close,
With a successful DC 11 Charisma (Persuasion) check, a
convenient supply. Many of the houses contain caged
villager shares a rumor about the Trial. Roll on the table
birds for eggs, while small rodents similar to guinea pigs
below to determine what the characters learn. If the check
and large grubs provide a primary protein source, and
fails, someone from Mist-Placed (see “The Opposition”)
potato-like tubers are brought in from the fields in the
can be heard mocking the character over the din.
mountains.
Valachani characters have advantage on the check.
Be Your Own Anchor. At night, everyone in the village
transforms into a werepanther, to them it’s perfectly
normal. They keep their personalities, memories, and
control even in hybrid form.

Wake-up Call
Characters brought in hooded and gagged are left with
anyone who’s unconscious. Everyone is unhooded or
awakened by a group of Oselo healers and shamans
wiping away salves, pastes, and flora from any wounds the
characters received in their fight with the werepanthers.
All wounds are completely healed. There are no scars, no
major missing organs, and they’re back at maximum hit
points. The wonders of the jungle are vast and terrifying.

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RMH-09 The Deadliest Game (v.1.0)
7
Rumors Heard for her team, usually met with an eyeroll from her twin
brother Necalli.
d10 Rumor
• Ehecatl (e-HEH-kattle) is gaunt and tranquil. This
1 Chakuna is known to change the rules of the Trial of gray-haired, two-spirited shaman is easily occupied—
Hearts if unsatisfied with its intensity. thoughtfully chewing gum or playing their serpent-
2 If the blue-striped snake bites you, you might as well shaped ocarina for the trees. Ehecatl is adept at curing
make your peace—there’s no saving you. most physical ailments.
3 The only thing more terrifying than a giant wasp is a The Mist-Placed. Made up of misfits and lost souls who
zombie giant wasp. involuntarily wound up in Valachan, this team is here to
slay. They’ve been in Valachan long enough to have seen
4 A long-necked fanged beast lives in a bog.
at least one Trial of Hearts, and recognize that they and
5 Jungle oleander has wondrous healing properties; a the characters are the next contestants. The team was
rare find indeed. (This plant is encountered in RMH- promised that winning the Trials meant their freedom
10 Scion of Darkness. The rumor is false; the plant is from the domain. They’re confident in their ability to best
poisonous.) any competition.
6 Some plants release clouds of nettles that shred your • Nebhaer (Nii-BAR) is a steely-eyed half-elf who calls the
lungs from the inside. Quivering Forest home. While pursuing a deer, he ran
7 Deep in the jungle are special trees that Chakuna into the Mists. Chakuna admires his skill with a bow.
grows to honor past competitors. • Beauin (Bo-WEEN) is a fiery-haired human
percussionist who hopes to petition Chakuna for
8 There’s treasure in the cave where the jeweled beast the release of her sisters if successful. Chakuna
dwells. acknowledges her cunning.
9 Flight over the jungle is the fastest way to die. The • Sergeant Beemo (BEE-mo) is a spacefaring giff soldier
beasts above the canopy are ravenous. who was discovered by Oselo fishers after washing up on
the Valachan shoreline.
10 The ocean surrounding Kiru Island is as alive as the
• Klyff’klfft (CLIFF-clifft) is a thri-kreen barbarian who
jungle and will try to take you.
doesn’t want to return to their home world. Chakuna
senses great mental prowess in them.
The feast is brilliant. Everything is roasted over an open • Seascutt (SEES-kut) is a fat human pirate who last
fire and tastes divine. Beyond the rumors heard, the village remembers admiring a statue carved in Chakuna’s
folk are looking for stories about other realms. likeness. The idol’s curse transported the sea bandit to
The Mist-Placed feign the role of gracious guests during Valachan, where he now seeks to impress the Darklord.
the feast, but they’re really trying to learn the characters’
flaws and weaknesses. Your Generous Host
Treasure. If more than half the characters share a story As the characters dine, Chakuna arrives.
about a previous adventure in a short dramatic way and
successfully learn a rumor, an elderly, one-armed villager
A woman enters flanked by four werepanthers and a large
gives the team a plant-based antitoxin.
displacer beast—her very presence demands respect as the
The Opposition feast grows still for a moment. She looks around the room
In addition to the villagers, the characters can interact with an expression of exhaustion, or perhaps annoyance,
with the two other groups during the feast:
as her gaze rests on the newcomers. “I remember other
Qispichiy (keh-SPEH-shee). This group of dark brown- outsiders that came in the guise of friendship. Prove your
skinned warriors from Shuaran, the only other worth in the Trial. When you fail, your blood will feed the
Valachani village, is led by Tlaco. She recognizes the
land—ensuring my people’s survival.”
characters as Mist-walking adventurers who may be
able to help them in her quest to usurp Chakuna. The
Shuaran view the Darklord of Valachan as a curse and a Chakuna wastes little time with the characters. She may
blight upon the Runa. Tlaco and her team try to befriend remind them of their “privileged” opportunity to compete
the characters. If the characters are friendly, the in the Trials, rather than being killed outright and fed to
Qispichiy give a hint to one of the encounters in part 2. the jungle for their trespasses. If asked about the shrine on
• Tlaco (TE-le-kow) is an experienced inhabitant of the Kiru Island, she smiles joylessly; they might find it on their
rain forest. This athletic hunter is always alert. She own if they’re lucky enough to win the race.
believes Chakuna goes too far in protecting her people. Chakuna has a particularly disdainful disposition
• Necalli (ne-KA-lee) is a lean and lithe Shuaran with a toward Qispichiy and is mildly entertained by Mist-Placed.
furious resolve, a square shield, and an atlatl (a spear- She leaves shortly after arriving, sampling a little of the
thrower). This reckless Shuaran warrior’s only reservation food and having short conversations with a group of one-
is for the safety of his twin sister, Uetzcayotl. armed elders.
• Uetzcayotl (wetz-KAI-yok) is a charismatic acrobat
with a talent for getting lost in a crowd. When
challenges arise, Uetzcayotl is full of encouragement

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8 RMH-09 The Deadliest Game (v.1.0)
Chakuna lays out the rules of the trial (give the players
Chakuna
handout 2) as Qispichiy look at her defiantly and Mist-
Darklord of Valachan Placed stare menacingly at the characters’ team.
Chakuna’s still-beating heart is hidden within the jungle, a
sacrifice she made to save her people, the Oselo, from the Trial of Hearts Rules
genocide of the previous Darklord. But with the death of one
• The domain’s borders are closed while the trial
Darklord, the jungle’s demands for blood did not cease. So,
as the new Darklord, Chakuna created the “just” and “fair” is underway.
Trial of Hearts, a monthly, forced competition race through • Once the trial begins, alliances between participating
the treacherous jungle. Survivors arriving at the end of the teams is forbidden.
trial might be rewarded with Chakuna’s mercy. • Teleportation and planar shifts of any kind are
Chakuna is tall and lithe with light-brown skin and prohibited.
bedraggled black hair. Her simple dress is tattered and • Once in the jungle, contenders may kill one another for
stained with dark, old blood. any reason.
What They Want. She wants to remain the Darklord—believing • Teams must reach and hold the shrine at Kiru Island.
others would abuse the power and responsibilities the • The trial doesn’t stop until Chakuna arrives at the shrine
position brings. She wants to protect the Oselo and is more and acknowledges the winning team there.
than willing to do that at the expense of other Valachani and • Failures are left to rot where they fall in the jungle.
Mist-Placed travelers. • Violation of the rules is punishable by death.
Heartless Overlord. While most Oselo would never wish the • Winners will be escorted out of Valachan in safety.
violence and death they experienced on anyone else, Chakuna
rationalizes her role as Darklord. She makes compromises,
but they’re justified in her mind—her actions aren’t atrocities.
She believes she “isn’t as evil” as Urik von Kharkov, the
previous Darklord. The Trial of Hearts is “kind” compared to
OLLY LAWSON

the mass murders he committed. The jungle is merciless, not


her. She simply does what must be done.

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RMH-09 The Deadliest Game (v.1.0)
9
PART 2:
If You Want It, You’re Gonna Bleed, but It’s
the Price to Pay

Estimated Duration: 120 minutes


Chakuna unceremoniously waves her hand as if she were
The Trial of Hearts begins, and the characters
brushing crumbs off the air in front of her and the other two
must navigate the jungles of Valachan as they
travel to Kiru Island. Along the way, they face teams take off into the jungle in different directions. The
several threats, the greatest of which are the other teams Trial of Hearts has begun.
undertaking the Trial.
Themes: fear, chase, terror, death
Hunter Score
This Jungle Is a Killer The characters are in a race for survival. Frequently
describe fresh tracks, blood splatter from a fight, an armor
Chakuna has three teams competing in the Trial of Hearts. or a weapon scrap, or some other sign that competitors
The Trial is deadly and rushed. There’s little time to do could be ahead.
more than run. The jungle seems to know this, and makes This part of the adventure and much of RMH-10 Scion of
every effort to slow the teams down and make them pay Darkness uses a scoring system to depict the characters’
through the different encounters. Due to the nature of the ranking in the trials in comparison to Chakuna’s pursuit
trials, the characters won’t know if they’re ahead of or and whether the team is ahead of or behind their
behind the other teams. Placement of the characters’ team competitors. Don’t reveal the scores to the players; the
is determined by the Hunter Score. teams don’t generally know how they’re faring until they
either arrive on the shore or cross paths in the jungle. A
Area Features score tracker is provided in appendix B.
The jungle has the following general features: Each encounter provides suggested scores based on
Terrain. The jungle is incredibly thick and dauntingly character reaction to each encounter. Not all solutions can
lush. Because of the flora, all terrain is difficult. A be accounted for. Use the following as a rough guide to
creature attuned to Abi-Teos’s machete is unaffected by apply to the encounters depending on gameplay, based on
this difficult terrain. The foliage grants anything more the characters’ pace:
than 10 feet from any creature full cover. Chakuna, her • Fast pace: +2
werepanther guards, and her displacer beast ignore • Normal pace: +0
these restrictions. • Slow pace: −2
Lighting. Gaps in the canopy provide brief moments of
At the start of part 2, the characters’ score is 0. If Mist-
bright light, the jungle is otherwise dimly light.
Placed managed to get any weaknesses out of someone on
Something Out There. At any given time, there are
the team, the team starts at −1. If no one asked where Kiru
creatures or plants just waiting in the shadows of the
Island is during their time in the village, the team has an
canopy for something to draw close enough. There’s
additional −1. As they complete encounters, the modifier
constant movement in the periphery of a character’s
is added to their running tally. If the number drops to −3,
vision. In this jungle, where even the vines are trying to
Chakuna catches up with the team (see Captured!)—this
kill you, passive Perception is unreliable; too much is
can happen more than once. Each encounter has a section
happening. Checks where the DC is a creature’s passive
where Chakuna could encounter the team.
Wisdom (Perception) score are made with advantage.
If at any point in the adventure the team reach 5 or
I Flew? No, You Fell. The trees grow thick above the
higher, they receive the Ahead of the Game story award
jungle floor. A character who flies during their turn
(see Wrap-Up).
must make a DC 13 Dexterity saving throw at the end of
their turn. On a failed save, the character takes 5 (1d10)
slashing damage and is restrained 10 feet off the ground A. Jungle Encounters
by the branches (escape DC 13). On a success, they take As the characters navigate the jungle, they inevitably
half as much damage and aren’t restrained. come across different encounters during the Trial, all
while keeping away from Chakuna and her hunters. Not
Trial of Hearts to mention that the jungle also wants to kill them—maybe
Few willingly choose the Trial of Hearts. The death rate even more than she does.
is high and success is bitter. The morning after the feast, Except A7. Dragon’s Rest, these encounters are listed
Chakuna’s werepanthers lead the teams away from the in geographic order. If you run this part in 2 hours, you
village to the shell of an old, ruined castle the jungle is should have time for two or three encounters, perhaps
reclaiming— did that vine just move on its own? Many more if the players are clever in their problem solving. If
Oselo have gathered to watch the trial begin. the characters don’t run afoul of Chakuna, remember to
save time for D. Qispichiy.

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10 RMH-09 The Deadliest Game (v.1.0)
Use what fits the team at the table best, or randomly as Captured by Chakuna
time permits (drop A7. Dragon’s Rest, roll 3d6—rerolling You are in pain, shock, and not yet accustomed
duplicates—and play the corresponding numbered to the loss of a limb. For the duration of
encounters). A random encounter table is provided in section this adventure and RMH-10 The Scion of
B, if you need a brief combat rather than a full encounter. Darkness, any attack rolls or ability checks
The following encounters share these scoring conditions: made for a task that requires the use of two
• −1 if a combat lasts 3 rounds or longer hands is made with disadvantage. With time, however, as
• −1 if the party must stabilize a dying creature an acquired amputee you heal, develop alternative ways to
perform tasks, build strengths, and regain functionality.
Expanded Play In addition, as part of your character’s development and
If you have time to run all the encounters, they’re presented advancement, consider the courage it takes to go through
in geographical order, except A7. Dragon’s Rest, which can be such pain and adversity and how that changes them. What
placed at your convenience. new strengths do you develop? How do your problem-solving
skills improve as you adapt? Are you more insightful about
how people treat you? Has it affected your sense of humor?
Captured by Chakuna! Opportunities for recovery will present themselves in
If the party reaches −3 on their race tracker or violates the the future.
rules of the Trail of Hearts, trigger this encounter.
Chakuna emerges from the bush with casual
Dealing With Amputation
malevolence, a hunting party of four werepanthers
(weretigers) next to her! In her view, she gave the Amputation can be traumatic—especially when it’s due to
the cruelty and evil acts of another. Before proceeding with
characters their best chance at survival and now their
this portion of the adventure, gauge your players’ comfort
lives are at their ends. But she’s willing to make them one level first; adjust as needed.
“offer.” Rather than kill them all, she believes the jungle Don’t dwell on describing the amputation itself, summarize
would be satisfied if she took the arm of “just one” of them the act as being cruel and painful. While Chakuna derives
character and let them continue the trial. She holds out a modicum of satisfaction and righteousness from it, she
a vicious flint dagger, pointing at each person, asking removes the limb with surgical precision only possible by a
HOWARD LYON

“Will it be you?” The first character accepting the offer powerful Darklord.
loses their right arm just below the shoulder. They take 5 While the pain, shock, and injury bear an immediate penalty,
(2d4) slashing damage and gain two levels of exhaustion. assure the player that they adapt in time, and that healing
Finally, they gain the Captured by Chakuna story award. (natural or magical) and a prosthesis become available in
the future.

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RMH-09 The Deadliest Game (v.1.0)
11
the mountains that surround it. It extends three miles
A1. Bridge of Ants southwest, breaking the monotony of the vines and
Scoring: +1 run the crocs, −1 if the ants attack, −2 for growth. Two canoes carved from trees sit next to a
falling in the ravine, −3 to go around rudimentary dock, with humanoid figures sat in them;
Bursting through the jungle, the trees and canopy open their lower halves, at least. Going along the shore might
up at a 60-foot-high, 20-foot-wide river-carved canyon be safer but would add time, however, those are some
hundreds of feet long in both directions. The climb looks strange statues…
treacherous, and going around might take too long. Two
four-legged winged creatures circle in the sky above.
Area Features
The sky is bright, the lake calm. On average, the lake is
Climbing down the ravine requires a successful DC 22
1,000 feet wide and varies in depth from 20 to 60 feet.
Strength (Athletics) check made with disadvantage. A
Raging rapids to the southwest mark a draining river that
creature that falls into the ravine takes 10 (3d6) bludgeon-
quickly becomes the Mana Allin Mayu (encounter A3).
ing damage, manages to stop themselves on a vine, and
Small caves dot the heavily forested cliffs that form just
can climb up the same side they fell.
beyond the shore and the rocky lake shore is relatively
Creature Information clear of flora for 5 to 10 feet, with rock outcroppings
A crocodile is moving up the characters’ side of the ravine along the length of the shoreline. A successful DC 12
25 feet away, and not of its own accord. It’s being moved Intelligence (Nature) check reveals the outcroppings aren’t
up a line of ants—identifiable with a successful DC 13 natural formations. If the check succeeds by 5 or more, the
Intelligence (Nature). A successful DC 15 Intelligence character identifies at least two petrified giant wasps and
(Nature) or Wisdom (Medicine) check reveals the croc other creatures, most with pieces missing.
is dead and has ugly welts all over its body. If the check Two canoes built from single tree trunks have washed
succeeds by 5 or more, the character realizes the welts are up next to the dock, as opposed to being moored there.
from something venomous. If the check fails by 5 or more, The bottom halves of two bodies from an earlier trial are
a swarm of giant ants (use the swarm of scarabs stat still on board. Paddles lay awkwardly inside the canoes.
block) attacks from the edge of the ravine. A successful DC 16 Intelligence (Medicine) or Wisdom
Three swarms of giant ants (use the swarm of scarabs stat (Nature) check reveals the bodies were bitten in half by
block) are building a bridge across the ravine meeting in the a snake. The canoes are in good condition and can carry
middle with more ants from the other side. If provoked, a two individuals each.
swarm attacks the closest creature. A new swarm joins the The Jeweled Beast. This large ornate stone statue
encounter every round until the team flees. The ants move has the crest of a rooster and the body of a serpent,
more crocs up the ravine then across the bridge. resplendent in amazonite, emeralds, and opals. If the party
A successful DC 14 Strength (Athletics) group check took the shore, they come across this at the mouth of the
allows the characters to jump from croc to croc across the river. If the party took the canoes, they find it on a small
ravine. A failure provokes an opportunity attack from the island about two miles from the dock. In front of the statue
ants—if the check fails by 5 or more, a character falls, this is a gem-filled chest with ancient Valachani writing on it.
time they can climb up the side they’re heading for. The runes say “Greed becomes death.”
If a creature tries to fly or jump across the ravine, the If anyone raids the statue, the team is stunned for an
two perytons circling above are ready to attack anything hour that feels like moments. Any character that looks up
that invades their airspace. notices the sun is in a different spot than it was “moments”
See No Evil. If any characters get a grapple or a line ago. The gems turn to mist when the characters return to
across the ravine into the trees on the opposite side, a Alanik’s chateau in Dementlieu.
monkey (use the giant ape stat block) is waiting, hiding in
the trees. As soon as someone swings on or climbs the
rope, the monkey makes direct eye contact, smiles,
then drops their side of the rope into the ravine. If
the characters must save anyone on the rope, add
an additional −1 to this encounter count.
Chakuna. If Chakuna and her displacer
beasts catch the party here, she comes
through the brush on one side and the
displacer beasts come from the other.
The ants form temporary platforms
under her feet as she steps across
the ravine.

A2. Jeweled Basilisk


Lake
Scoring: +1 lake route, −2 shore route, −2
for stealing the gems
ILYA SHKIPIN

Jeweled Basilisk Lake is a stunning


reservoir lake filled from runoff from

12
Creature Information the cliff face or failed their check going over the waterfall,
In the clear sky, giant wasps are flying higher than is she offers that character the deal. See “Captured!” below.
typical. A successful DC 14 Intelligence (Nature) suggests
Treasure
the wasps are avoiding the lake and the shores.
Behind the base of the waterfall is a dead elf from a past
Along the shoreline route, three basilisks wait in
trial. If the characters investigate, they find a potion of
ambush. Their goal is to petrify now and eat later.
greater healing and a spell scroll of lesser restoration in
If the characters take the lake route, once they’re well
their pack.
out onto the lake, any character with a passive Wisdom
(Perception) score of 13 or higher notices a log floating in
the water. A successful DC 15 Wisdom (Perception) check
A4. Juan’s Creek
reveals it isn’t a log, but a blue-striped snake. If the check Scoring: −1 to stop for Juan and the treasure
succeeds by 5 or more, the character identifies five snakes A creek trickles through the jungle. A glint of sunlight hits
in total; and they’re zeroing in on the canoes. A successful something small and light pink flitting through the water,
DC 20 Intelligence (Nature) check identifies the snakes as a creature swimming around a mound of moss and gunk.
a hydra. To open combat, the hydra likes to tip the canoes. This is Juan, an axolotl.
A successful DC 15 Strength saving throw keeps a canoe
upright. Creatures in the water are generally the hydra’s Creature Information
first target. If a character befriends Juan or makes a successful DC
Chakuna. Should Chakuna find the party in this 12 Wisdom (Animal Handling) check, Juan climbs out the
encounter, she steps from behind one of the rock pond and clears away the gunk, revealing a scroll case
outcroppings or from behind the jeweled statue. If the with images of a dragon formed from gold scales. The
party took the canoes, she steps out from the trees when characters can kill the little critter—a feat they find no
they beach. challenge in—but if they do, they don’t find its treasure.
The axolotl climbs up to the befriended character’s
A3. Mana Allin Mayu shoulder. Juan is obsessed with eggs; they’re so round and
Scoring: +3 ride the falls, −2 climb down (+0 if combat tasty, and fit perfectly into its mouth—no matter the size.
lasts more than 1 round)
Treasure
This incredibly powerful waterfall is the unofficial start of If the axolotl is befriended, it submerges beneath the
the Eirubamba River. From this vantage point, the party water and surfaces a moment later clutching a scroll case
can make out the valley the river has carved, out to Sangui containing a spell scroll of greater restoration in its mouth.
Cove, at the horizon. There are two ways down: ride the
river or climb. Near the cliff base, giant wasps have nested A5. Gruesome Graveyard
under an outcropping that keeps the water at bay.
Scoring: +2 leave Tlaco, −1 if any character is restrained,
Area Features −2 save Tlaco
The waterfall is 100 feet high. If the characters go over it Chakuna’s beasts are getting closer, and they are
in the canoe, they each gain 1 level of exhaustion and must ravenous. Characters with a passive Wisdom (Insight or
make a DC 17 Strength (Athletics) check, taking 22 (4d10) Survival) score of 15 or higher realize the pack is herding
bludgeoning damage on a failed check, and half as much them into this area. The trees thin out and change color
damage on a successful one. from green to a rust red, and the ground feels softer:
The entire area is saturated with mist and water. Within it’s no longer vines and sticks underfoot, but mounds of
minutes, everyone is drenched. The rocks are excep- corpses—a bog made of gore.
tionally slippery and treacherous. For every 10 feet of Tlaco is stuck in the gore, her head and the left side of
movement spent, a creature only moves 3 feet. The climb her upper body reaching for anyone or anything to help.
is treacherous. A successful DC 15 Strength (Athletics) She’s about 40 feet into the area and 15 feet away from the
check is required to begin the descent. Climbing these falls safe path, next to a mound. She calls to the party for aid. If
takes complete focus. she interacted with a party member in part 1, she refers to
The noise of the falls is deafening (and drowns out the them by name.
drone of giant wasp wings). The characters must yell
within 5 feet of each other to be heard. Area Features
This 80-foot-diameter area is filled with bodies belonging
Creature Information to all manner of Beasts and Humanoids, interspersed
The giant wasps know if they sting a creature going down with pools of viscera and blood. Blood-red vine growth
the rock and paralyze it, the fall is likely to kill it, allowing clears a path through the muck that looks traversable. The
the giant wasps to eat the corpse. They’ve done this before, larger vines head deeper into the jungle, feeding some hor-
and wait until creatures are 50 feet down the cliff before rific plant.
they attack, so it’s easier to sow chaos. If the team is taking The trees aren’t as thick here, visibility is normal, though
too long to start down the rope, two displacer beasts the canopy still blocks the open sky. Lighting is still dim.
come out the tree line at the top of the waterfall. Several thin paths through the area give the party the
Chakuna. If Chakuna is encountered at this location, she option to run single file together or along their own paths,
steps out from the jungle from the base of the falls. To add spread out 15 feet from each other at any given time These
insult to injury, if there are any characters who fell down

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RMH-09 The Deadliest Game (v.1.0)
13
paths are normal terrain—everywhere else is difficult ter- Chakuna. If the characters save Tlaco, as they escape
rain as the gore is 10 feet deep. the bog to the tree line, vines whip out and grab her feet—
A creature that doesn’t move at least half its speed every she gets pulled into the vines and brush screaming with
turn begins to sink. The creature sinks 1d4 + 1 feet into hatred, fear, and fury, cursing Chakuna. Then she screams
the gore and is restrained. As long as the creature isn’t in pain, along with a sickening rip. In the silence that
completely submerged, it can escape by using its action follows, Chakuna calmly steps out from where Tlaco got
and making a successful Strength check. The DC is 10 pulled in. Go to section C “Captured.”
plus the number of feet the creature has sunk. An adja-
cent creature can pull the sinking creature out by using A6. Tree of Heroes
an action and making a successful Strength check. The Scoring: +1 if the party ignores the situation, −1 for
DC is 5 plus the number of feet the creature has sunk helping, −1 if someone falls in the pond
into the gore. Until the creature is freed, it sinks 1d4
feet at the start of its turn, and begins suffocating when An aarakocra bound and gagged by vines hangs from
fully immersed. a dead tree, while a tiefling grumbles in despair and
frustration on the ground beneath him. A large patch
Creature Information of bright-green ground cover is interposed between the
Several giant wasps circling 40 feet overhead. If left characters and the tree. Though not immediately apparent,
unprovoked, one lands out of sight behind a mound of this is a heavy growth of algae resting atop a small pond.
corpses 15 feet from the characters. The buzzing of its
wings cuts short and then the cracking of a carapace is Area Features
heard. The mound is a zombie clot. While the adventurers The tree is 60 feet tall and stands 10 feet from the edge of
are helping Tlaco, or abandoning her, the mound rises up the pool. The algae-covered pond is 30 feet in diameter,
to attack as the wasp is consumed by it—its head becomes 20 feet deep, and virtually indiscernible from bright-
part of the swarm of zombie limbs. Two swarms of zom- green grass. A character investigating the green space
bie limbs join it after the first round. These creatures don’t must succeed on a DC 17 Intelligence (Nature) check to
sink into the mire. If the characters stop to help Tlaco, realizes it’s stagnant, algae-covered water. Any creature
they’re surprised by the zombie clot. The zombie clot uses immersed in the pool for the first time in a turn or that
Entombing Flesh until the last character is 20 feet away or starts its turn immersed must make a DC 15 Constitution
ZOLTAN BOROS

all the characters leave the zone. saving throw. On a failed save, the character takes 7 (2d6)
necrotic damage and contracts vine disease. Until the
disease is cured, the target can’t regain hit points except

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14 RMH-09 The Deadliest Game (v.1.0)
by magical means, and the target’s hit point maximum Creature Information. Three members of the Qispichiy
decreases by 4 (1d8) every 24 hours. If the target’s hit team (archers) remain. Tlaco is absent and Ehecatl
point maximum drops to 0 as a result of this disease, is missing an arm. Upon seeing the characters, they
the target dies as vines burst forth from their chest. On a freeze—unsure of what to do next (particularly if the
successful save, the character takes half as much damage characters were kind to them in Oselo). Ehecatl is
and isn’t diseased. especially reluctant to attack the characters and makes
no move to do so—even though they know Chakuna
Creature Information demands it of them. If permitted to leave, Qispichiy do
The aarakocra (suspended over the pond) and the tiefling so. If attacked, they flee into the forest.
(sat 10 feet away from it) are actually podlings created Treasure. Ehecatl possesses a panther’s claw. If the
by the bodytaker plant that lies in wait beneath the characters allow them to leave peacefully, they drop
surface of the pond. The podlings are emulating a pair it on the ground and bow their head in thanks before
of unfortunate souls the plant consumed. Either podling vanishing into the jungle.
reveals that they were captured by werepanthers and
forced to participate in the trials. While this isn’t a lie, a
successful Wisdom (Insight) check reveals the podlings
Wrap-Up: I Wanna Watch
are hiding something (that they were subsequently eaten
by the plant). The bodytaker plant attacks any creature that
You Bleed
If the characters survive the jungle’s dangers, as night
moves within 5 feet of the water’s edge. Until it leaves the
falls, they find themselves at Sangui Cove on the southern
pond, the foul water grants it half cover.
shores of Valachan. In the distance, Kiru Island is
Chakuna. If she catches the characters here, the
shrouded in mist and framed by the setting sun. The
displacer beasts come in from four different directions
characters have survived half the Trial of Hearts.
and the bodytaker plant grows extra vines and tentacles to
make the water a solid surface for Chakuna to stand on. If Themes: exhaustion, fearful, concerned
the plant is holding a character, Chakuna offers the deal to
them (see “Captured!” below).
As stunning as the setting sun might be, it does nothing to
A7. Dragon’s rest quell the terror endured thus far. Kiru Island is barely visible,
masked in a looming mist. The waters of Sangui Cove look
Scoring: −2 for the rest
as dark as blood as the last vestige of light slips beneath
The jungle feels more at ease here as the jungle thickness
the horizon. The noise of the jungle reminds everyone that
lightens a little to look more like a natural healthy jungle.
In the centre of this area is the nondecaying corpse of a they’re still being tracked by everything that moves. This is
gold dragon. It surrounds a glade. A successful DC 15 going to be a long, restless night.
Intelligence (Arcana) suggests the dragon must have been
taken when the Mists took Valachan, and used its magic to
If, at any point in the adventure, the characters’ score was
make a safe resting place—denying the jungle its prize.
5 or higher, they beat the other teams to the shoreline.
They each receive the Ahead of the Game story award.
B. Random Encounter The story continues in RMH-10 Scion of Darkness.
Use this table if you have spare time remaining or to
increase another encounter’s difficulty. Ahead of the Game
A character with this story award beat the
Monster Encounters other teams to the shores of Valachan.
d6 Encounter
1 Three displacer beasts
2 Two swarms of zombie limbs
3 Two giant apes Investigation Journal
4 Two basilisks Provide each player with a copy of the Investigation
5 Two swarms of scarabs
Journal (handout 2). Before the session is over, each
player must choose which of the items found during the
6 One bodytaker plant adventure they’d like to keep and line out others.

D. Qispichiy
When the characters arrive at the rocky shores of Sangui
Cove, add this final encounter if the characters eluded
Chakuna’s capture.
Dimensions & Terrain. The rocky shore extends 25 feet
from the tree line to the waters of Sangui Cove. The area
is difficult terrain.

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RMH-09 The Deadliest Game (v.1.0)
15
Dramatis Personae
The following NPCs feature prominently in this adventure:
Radaga
Chakuna Human scholar of the Dark Powers
Darklord of Valachan The initial subject of the Order of the Guardians’ search,
Radaga (ruh-DAH-guh) is a scholar and an arcanist who
Chakuna’s still-beating heart is hidden within the jungle,
has delved far into the nature of the Dark Powers—some
a sacrifice she made to save her people, the Oselo,
say a bit too far. She’s brilliant but obsessive in her desire
from the genocide of the previous Darklord. But with
to catalog the sinister, as well as a bit possessive of her
the death of one Darklord, the jungle’s demands for
knowledge. Radaga has pale skin and dark-red hair.
blood did not cease. So, as the new Darklord, Chakuna
created the “just” and “fair” Trial of Hearts, a monthly, What They Want. Radaga is driven by her research into
forced competition race through the treacherous jungle. the domains of the Mist. Partnering with the Ray Agency
Survivors arriving at the end of the trial might be gives her opportunities to gain knowledge while staying
rewarded with Chakuna’s mercy. out of harm’s way.
Chakuna is tall and lithe with light-brown skin and Obsessed with Forbidden Knowledge. She is angry and
bedraggled black hair. Her simple dress is tattered and laments the loss of time due to her recent possession.
stained with dark, old blood. She is champing at the bit to return to her life
and studies.
What They Want. She wants to remain the Darklord—
believing others would abuse the power and
responsibilities the position brings. She wants to protect
the Oselo and is more than willing to do that at the
expense of other Valachani and Mist-Placed travelers.
Heartless Overlord. While most Oselo would never wish
the violence and death they experienced on anyone else,
Chakuna rationalizes her role as Darklord. She makes
compromises, but they’re justified in her mind—her
actions aren’t atrocities. She believes she “isn’t as evil”
as Urik von Kharkov, the previous Darklord. The Trial
of Hearts is “kind” compared to the mass murders he
committed. The jungle is merciless, not her. She simply
does what must be done.

Kabe Whippoorwill
Lightfoot halfling interdomain scout
Alanik Ray’s scout, associate, and friend, Kabe
Whippoorwill (KAYB WIP-er-wil) is also secretly a
member of the Keepers of the Feather (a fact known only
to Alanik). Alongside a quick smile and a mean right
hook, Kabe possesses a Dark Gift that allows them to
traverse the Domains of Dread. Acting as both a guide for
the characters and a field contact, they’re an invaluable
member of the investigative team.
What They Want. Kabe’s line of work is dangerous, so
they want to ensure everything goes smoothly. Losing an
agent is never the desired outcome.
Mist Walker. Kabe is Alanik’s scout, investigatory partner,
friend, and an invaluable member of the team. They also
work as the characters’ field contact.
MAX DUNBAR

16
Creature Statistics
Archer Bodytaker Plant
Medium or Small Humanoid, Any Alignment Huge Plant, Unaligned

Armor Class 16 (studded leather armor) Armor Class 16 (natural armor)


Hit Points 75 (10d8 + 30) Hit Points 92 (8d12 + 40)
Speed 30 ft. Speed 10 ft., climb 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 18 (+4) 8 (−1) 20 (+5) 14 (+2) 14 (+2) 18 (+4)

Skills Acrobatics +6, Perception +5 Damage Vulnerabilities poison


Senses passive Perception 15 Condition Immunities blinded, charmed, frightened, prone
Languages any one language (usually Common) Senses blindsight 120 ft. (blind beyond this radius), passive
Challenge 3 (700 XP) Proficiency Bonus +2 Perception 12
Languages Deep Speech, telepathy 120 ft.
Archer’s Eye (3/Day). As a bonus action, the archer can add 1d10 Challenge 7 (2,900 XP) Proficiency Bonus +3
to its next attack or damage roll with a longbow or shortbow.
Podling Link. The plant can see through and communicate
Actions telepathically with any of its podlings within 10 miles of it.
Multiattack. The archer makes two Longbow attacks. Rejuvenation. When the plant dies, it returns to life in the place
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one where it died 1d12 months later, unless the ground where it
target. Hit: 7 (1d6 + 4) piercing damage. took root is sown with salt or soaked with poison.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Unusual Nature. The plant doesn’t require sleep.
one target. Hit: 8 (1d8 + 4) piercing damage.
Actions
Multiattack. The plant makes three Vine Lash attacks.
Vine Lash. Melee Weapon Attack: +7 to hit, reach 20 ft., one
Basilisk target. Hit: 11 (2d6 + 4) slashing damage. If the target is a crea-
Medium Monstrosity, Unaligned ture, it is grappled (escape DC 15). Until the grapple ends, the
target is restrained. The plant has four vines, each of which can
Armor Class 15 (natural armor) grapple one target.
Hit Points 52 (8d8 + 16)
Speed 20 ft. Entrapping Pod. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one Medium or smaller creature grappled by the plant. Hit: 22
STR DEX CON INT WIS CHA (4d8 + 4) acid damage, and the target is pulled into the plant’s
16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2) space and enveloped by the pod, and the grapple ends. While
enveloped, the target is restrained, and it has total cover against
Senses darkvision 60 ft., passive Perception 9 attacks and effects originating outside the pod. The enveloped
Languages — target must also immediately succeed on a DC 16 Constitution
Challenge 3 (700 XP) Proficiency Bonus +2 saving throw or be stunned by the plant’s sapping enzymes until
it is removed from the pod or the plant dies. The enveloped
Petrifying Gaze. If a creature starts its turn within 30 feet of the target doesn’t require air and gains 1 level of exhaustion for each
basilisk and the two of them can see each other, the basilisk hour it spends in the pod. If the target dies while enveloped, it
can force the creature to make a DC 12 Constitution saving immediately emerges from the pod as a living podling, wearing
throw if the basilisk isn’t incapacitated. On a failed save, the or carrying all of the original creature’s equipment.
creature magically begins to turn to stone and is restrained. It As an action, a creature within 5 feet of the bodytaker plant
must repeat the saving throw at the end of its next turn. On a that is outside the pod can open the pod and pull the target
success, the effect ends. On a failure, the creature is petrified free with a successful DC 15 Strength check. If the plant dies,
until freed by the greater restoration spell or other magic. the target is no longer restrained and can escape from the pod
A creature that isn’t surprised can avert its eyes to avoid the by spending 10 feet of movement, exiting prone. The plant has
saving throw at the start of its turn. If it does so, it can’t see one pod, which can envelop one creature at a time.
the basilisk until the start of its next turn, when it can avert its
eyes again. If it looks at the basilisk in the meantime, it must
immediately make the save.
If the basilisk sees its reflection within 30 feet of it in bright
light, it mistakes itself for a rival and targets itself with its gaze.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

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RMH-09 The Deadliest Game (v.1.0)
17
Displacer Beast Giant Ape
Large Monstrosity, Typically Lawful Evil Huge Beast, Unaligned

Armor Class 13 (natural armor) Armor Class 12


Hit Points 85 (10d10 + 30) Hit Points 157 (15d12 + 60)
Speed 40 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (−2) 12 (+1) 8 (−1) 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)

Senses darkvision 60 ft., passive Perception 11 Skills Athletics +9 Perception +4


Languages — Senses passive Perception 14
Challenge 3 (700 XP) Proficiency Bonus +2 Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3
Avoidance. If the displacer beast is subjected to an effect that
allows it to make a saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw, and Actions
only half damage if it fails. Multiattack. The ape makes two Fist attacks.
Displacement. The displacer beast projects a magical illusion Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
that makes it appear to be standing near its actual location, Hit: 22 (3d10 + 6) bludgeoning damage.
causing attack rolls against it to have disadvantage. If it is hit
by an attack, this trait is disrupted until the end of its next Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
turn. This trait is also disrupted while the displacer beast is target. Hit: 30 (7d6 + 6) bludgeoning damage.
incapacitated or has a speed of 0.

Actions
Multiattack. The displacer beast makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one
AARON HÜBRICH

target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6)


piercing damage.

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18 RMH-09 The Deadliest Game (v.1.0)
Giant Wasp Hydra
Medium Beast, Unaligned Huge Monstrosity, Unaligned

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 13 (3d8) Hit Points 172 (15d12 + 75)
Speed 10 ft., fly 50 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) 20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)

Senses passive Perception 10 Skills Perception +6


Languages — Senses darkvision 60 ft., passive Perception 16
Challenge 1/2 (100 XP) Proficiency Bonus +2 Languages —
Challenge 8 (3,900 XP) Proficiency Bonus +3

Actions Hold Breath. The hydra can hold its breath for 1 hour.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Multiple Heads. The hydra has five heads. While it has more
Hit: 5 (1d6 + 2) piercing damage, and the target must make than one head, the hydra has advantage on saving throws
a DC 11 Constitution saving throw, taking 10 (3d6) poison against being blinded, charmed, deafened, frightened, stunned,
damage on a failed save, or half as much damage on a and knocked unconscious.
successful one. If the poison damage reduces the target to 0 Whenever the hydra takes 25 or more damage in a single
hit points, the target is stable but poisoned for 1 hour, even turn, one of its heads dies. If all its heads die, the hydra dies.
after regaining hit points, and is paralyzed while poisoned At the end of its turn, it grows two heads for each of its heads
in this way. that died since its last turn, unless it has taken fire damage
since its last turn. The hydra regains 10 hit points for each head
regrown in this way.

ZACK STELLA
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.

Actions
Multiattack. The hydra makes as many Bite attacks as it
has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Peryton Podling
Medium Monstrosity, Typically Chaotic Evil Medium Plant, Unaligned

Armor Class 13 (natural armor) Armor Class 10


Hit Points 33 (6d8 + 6) Hit Points 26 (4d8 + 8)
Speed 20 ft., fly 60 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 9 (−1) 12 (+1) 10 (+0) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +5 Condition Immunities charmed, frightened


Damage Resistances bludgeoning, piercing, and slashing from Senses blindsight 30 ft., passive Perception 10
nonmagical attacks Languages Deep Speech, the languages the creature knew in
Senses passive Perception 15 life
Languages understands Common and Elvish but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2
Challenge 2 (450 XP) Proficiency Bonus +2
Semblance of Life. The podling is a physical copy of a creature
Dive Attack. If the peryton is flying and dives at least 30 feet digested by a bodytaker plant. The podling has the digested
straight toward a target and then hits it with a melee weapon creature’s memories and behaves like that creature, but with
attack, the attack deals an extra 9 (2d8) damage to the target. occasional lapses. An observer familiar with the digested
creature can recognize the discrepancies with a successful DC
Flyby. The peryton doesn’t provoke an opportunity attack when
20 Wisdom (Insight) check, or automatically if the podling does
it flies out of an enemy’s reach.
something in direct contradiction to the digested creature’s
Keen Sight and Smell. The peryton has advantage on Wisdom established beliefs or behavior. The podling melts into a slurry
(Perception) checks that rely on sight or smell. when it dies, when the bodytaker plant that created it dies, or
when the bodytaker plant dismisses it (no action required).
Actions Unusual Nature. The podling doesn’t require sleep.
Multiattack. The peryton makes one Gore attack and one
Talon attack. Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. Hit: 5 (1d6 + 2) bludgeoning damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


ILYA SHKIPIN

Hit: 8 (2d4 + 3) piercing damage.

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20 RMH-09 The Deadliest Game (v.1.0)
Swarm of Scarabs Swarm of Zombie Limbs
Medium Swarm of Tiny Beasts, Unaligned Medium Swarm of Tiny Undead, Typically Neutral Evil

Armor Class 13 (natural armor) Armor Class 10 (natural armor)


Hit Points 27 (5d8 + 5) Hit Points 22 (5d8)
Speed 30 ft., burrow 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (−4) 14 (+2) 13 (+1) 1 (−5) 12 (+1) 1 (−5) 14 (+2) 10 (+0) 10 (+0) 3 (−4) 8 (−1) 5 (−3)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, Damage Immunities poison
paralyzed, petrified, prone, restrained, stunned Condition Immunities charmed, exhaustion, frightened,
Senses tremorsense 60 ft., passive Perception 11 grappled, paralyzed, petrified, poisoned, prone, restrained,
Languages — stunned
Challenge 3 (700 XP) Proficiency Bonus +2 Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 9
Skeletonize. If the swarm starts its turn in the same space as a Languages —
dead creature that is Large or smaller, the corpse is destroyed, Challenge 1 (200 XP) Proficiency Bonus +2
leaving behind only equipment and bones (or exoskeleton).
Swarm. The swarm can occupy another creature’s space and
Spider Climb. The swarm can climb difficult surfaces, including vice versa, and the swarm can move through any opening large
upside down on ceilings, without needing to make an enough for a Tiny limb. The swarm can’t regain hit points or
ability check. gain temporary hit points.
Swarm. The swarm can occupy another creature’s space and Unusual Nature. The swarm doesn’t require air, food,
vice versa, and the swarm can move through any opening large drink, or sleep.
enough for a Tiny scarab. The swarm can’t regain hit points or
gain temporary hit points. Actions
Multiattack. The swarm makes one Undead Mass attack and
Actions one Grasping Limbs attack.
Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 14 (4d6) piercing damage, Undead Mass. Melee Weapon Attack: +4 to hit, reach 0 ft.,
or 7 (2d6) piercing damage if the swarm has half of its hit one target in the swarm’s space. Hit: 5 (1d6 + 2) bludgeoning
points or fewer. If the target is a creature, scarabs burrow into damage, or 4 (1d4 +2) bludgeoning damage if the swarm has
its body, and the creature takes 3 (1d6) piercing damage at half of its hit points or fewer.
the start of each of its turns. Any creature can use an action Grasping Limbs. Melee Weapon Attack: +4 to hit, reach 0 ft.,
to kill or remove the scarabs with fire or a weapon that deals one target in the swarm’s space. Hit: 7 (2d6) necrotic damage
piercing damage, causing 1 damage of the appropriate type to and the creature must succeed on a DC 12 Strength saving
the target. A creature reduced to 0 hit points by the swarm’s throw or be restrained. The creature can repeat the saving
piercing damage dies. throw at the end of each of its turns taking 7 (2d6) necrotic
damage on a failed save. The creature is freed if it succeeds on
this saving throw, the swarm moves out of the creature’s space,
or the swarm dies.

21
Weretiger Zombie Clot
Medium Humanoid (Human, Shapechanger), Typically Neutral Huge Undead, Typically Neutral Evil

Armor Class 12 Armor Class 12 (natural armor)


Hit Points 120 (16d8 + 48) Hit Points 104 (11d12 + 33)
Speed 30 ft., 40 ft. in tiger form Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) 20 (+5) 10 (+0) 16 (+3) 3 (−4) 8 (−1) 10 (+0)

Skills Perception +5, Stealth +4 Saving Throws Con +6


Damage Immunities bludgeoning, piercing, slashing from Damage Immunities poison
nonmagical attacks that aren’t silvered Condition Immunities charmed, exhaustion, paralyzed,
Senses darkvision 60 ft., passive Perception 15 petrified, poisoned, stunned
Languages Common (can’t speak in tiger form) Senses darkvision 60 ft., passive Perception 9
Challenge 4 (1,100 XP) Proficiency Bonus +2 Languages understands the languages it knew in life but can’t
speak
Shapechanger. The weretiger can use its action to polymorph Challenge 6 (2,300 XP) Proficiency Bonus +3
into a tiger-humanoid hybrid or into a tiger, or back into its true
form, which is humanoid. Its statistics, other than its size, are Deathly Stench. Any creature that starts its turn within 10 feet
the same in each form. Any equipment it is wearing or carrying of the zombie must succeed on a DC 14 Constitution saving
isn’t transformed. It reverts to its true form if it dies. throw or take 9 (2d8) poison damage and be poisoned until the
start of the creature’s next turn.
Keen Hearing and Smell. The weretiger has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at of 5 + the damage taken, unless the damage is radiant or
least 15 feet straight toward a creature and then hits it with a from a critical hit. On a success, the zombie drops to 1 hit
Claw attack on the same turn, that target must succeed on a point instead.
DC 14 Strength saving throw or be knocked prone. If the target
is prone, the weretiger can make one Bite attack against it as a Unusual Nature. The zombie doesn’t require air, food,
bonus action. drink, or sleep.

Actions Actions
Multiattack (Humanoid or Hybrid Form Only). In humanoid Multiattack. The zombie makes two Slam attacks.
form, the weretiger makes two Scimitar attacks or two
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Longbow attacks. In hybrid form, it can attack like a humanoid
Hit: 18 (3d8 + 5) bludgeoning damage.
or make two Claw attacks.
Flesh Entomb (Recharge 5—6). The zombie flings a detached
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
clump of corpses at a creature it can see within 30 feet of it.
+5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
The target must succeed on a DC 16 Strength saving throw or
damage. If the target is a Humanoid, it must succeed on a
take 16 (3d10) bludgeoning damage, and if the target is a Large
DC 13 Constitution saving throw or be cursed with weretiger
or smaller creature, it becomes entombed in dead flesh.
lycanthropy.
A creature entombed in the dead flesh is restrained, has total
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to cover against attacks and other effects outside the dead flesh,
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. and takes 10 (3d6) necrotic damage at the start of each of its
turns. The creature can be freed if the dead flesh is destroyed.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon The dead flesh is a Large object with AC 10, 25 hit points, and
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) immunity to poison and psychic damage.
slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d6 + 2)
piercing damage.

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22 RMH-09 The Deadliest Game (v.1.0)
Handout 1: Abi-Teos’s Machete
Abi-Teos’s Machete
Weapon (Scimitar), Legendary (Requires Attunement)
The 17-inch blade of this tool-weapon appears deceptively dull and chipped, its hilt is carved azabache (a mystical stone
believed to ward off malevolent spirits), and its handle is carved with a disturbing depiction of writhing, bloated leeches.
The bohika (shaman) after which the weapon is named used it to wantonly cut down selva and conduct excessive ritual
sacrifice to their patron. A lock of unmarred blonde hair dangles from the pommel, its significance lost to time. If the blade
is held at the right angle in light, a scrawled phrase appears on the hilt: “A mi, volpal” which translates from its indigenous
tongue as “A blade for me.”
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance
to slashing damage and deals an extra 2d8 slashing damage to plants and Plant creatures.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one
of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is
immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides the creature is too big
for its head to be cut off with this weapon. Such a creature takes an extra 6d8 slashing damage from the hit.
Curse. Whenever you deal damage with Abi-Teos’s machete, you take 1d6 necrotic damage as the weapon drains your
blood. If you roll a 1 on an attack roll made with the weapon, the leeches carved into the handle animate and crawl down
your throat—infesting you with throat leeches (a disease). You must succeed on a DC 12 Constitution saving throw or gain
1 level of exhaustion that can only be removed by succeeding on a DC 12 Constitution saving throw upon completing a long
rest. If the saving throw fails, you gain another level of exhaustion. If a successful saving throw reduces your exhaustion
level below 1, you recover from the disease.

23
Handout 2: Trial of Hearts Rules

• The domain’s borders are closed while the trial is underway.


• Once the trial begins, alliances between participating teams is forbidden.
• Teleportation and planar shifts of any kind are prohibited.
• Once in the jungle, contenders may kill one another for any reason.
• Teams must reach and hold the shrine at Kiru Island.
• The trial doesn’t stop until Chakuna arrives at the shrine and acknowledges the
winning team there.
• Failures are left to rot where they fall in the jungle.
• Violation of the rules is punishable by death.
• Winners will be escorted out of Valachan in safety.
OLGA DREBAS

24
Handout 3: Investigation Journal

Choose one item from the list below by checking the box next to it.
Panther’s claw*
Potion of greater healing
Spell scroll of lesser restoration
Spell scroll of greater restoration
*A panther’s claw functions as a dagger of blindsight which is found in Waterdeep: Dungeon of the Mad Mage. This dagger
is fashioned from the claw of an immense panther, set into a hilt of polished bone wrapped in glossy, black fur. A creature
attuned to the dagger gains a penchant for consuming raw, bloody meat.

Story Awards
Ahead of the Game
Captured by Chakuna

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RMH-09 The Deadliest Game (v.1.0)
25
Appendix A: Misty Visions
This adventure begins with the characters traversing the horrors awaiting in the misty borders of the Domains of Dread.
When instructed, roll on the table below. If time permits, roll once for each character. Otherwise, roll once for the entire
group. These effects end when the character leaves the domain.

Misty Visions
d20 Vision Effect
1 Dark, malevolent shadows flit around you, moving within the You have disadvantage on initiative checks.
mists just beyond your sight.
2 Thick, thorny vines erupt from the ground and grasp at your You have disadvantage on checks made to escape a grapple or
limbs—threatening to pull you into the clammy ground. end the restrained condition.
3 You hear the screams of friends and family crying out in fear You have disadvantage on saving throws against being
and agony, but can’t find them, despite your best efforts. frightened.
4 The ground becomes wet with black, sticky mud (or is it You must spend an extra foot of movement for each foot spent
blood?)—at first ankle-deep, then up to the knees . . . moving through difficult terrain.
5 Countless clawed skeletons swarm you, clawing at your flesh You gain vulnerability to slashing damage.
and clothing.
6 You bump into a stone grave marker. Examining it closer, you You have disadvantage on death saving throws.
see your own name engraved in its surface.
7 The stench of rotting flesh fills your nostrils. Glancing at You gain vulnerability to necrotic damage.
yourself, you see dark spots of decay covering your flesh.
8 After a moment’s distraction, and looking back, you find You have disadvantage on Wisdom (Perception) checks made to
yourself in the Mists alone until you arrive at your destination. notice hidden creatures and objects.
9 You see a small child in the Mists ahead of you—coaxing you You have disadvantage on Wisdom (Insight) checks.
deeper into the mists. After finally catching up with them, you
find nothing but a cornhusk doll.
10 The Mists turn into a thick, noxious miasma that burns your You have disadvantage on saving throws against poison.
eyes and throat—threatening to suffocate you.
11 Your deepest fear manifests before your eyes. If you fail a saving throw against being frightened, you’re also
blinded until the end of your next turn.
12 A bone-chilling wind fills the area—driving the warmth from You have disadvantage on Dexterity checks made to accomplish
you and sending your body into tremors. tasks that require fine motor skills.
13 The Mists coalesce into a tall, dense hedge maze that seems You have disadvantage on Wisdom (Survival) checks made to
to go on forever, and you pass the same landmarks repeatedly. navigate or to discern your location.
14 You encounter a group of terrified adventurers who attack you You take slashing damage equal to a roll of your largest Hit Die.
with a rusted dagger before fleeing back into the Mists.
15 An incorporeal undead creature manifests in front of you and You have disadvantage on Strength (Athletics) checks.
passes through you—driving your strength away.
16 One of your teeth loosens and falls out. One by one, more fall The anxiety caused by the vision imposes disadvantage on
out and crumble away into fine, white powder. Charisma (Persuasion) checks made to positively influence
people.
17 You run from beastly shadows in the night. Your heart pounds Your memories of the vision give you disadvantage on Wisdom
at every snarl, hiss, and howl, feeling their breath on your (Animal Handling) checks made to positively influence animals.
heels as they catch up.
18 Everything around you withers and decays before your eyes. If you roll a natural 1 on an attack roll made with a nonmagical
weapon, the weapon breaks and becomes unusable.
19 You find yourself in a library behind your closest loved ones as You have disadvantage on Intelligence (History) checks involving
they turn to you, all faceless. You open nearby books to find the recollection of lore.
the answers to help them, but all their pages are blank.
20 You breathe and your lungs fill with the Mists. It flows through You have disadvantage on Constitution saving throws to
your body, weighing you down and weakening you. maintain concentration on spells.

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26 RMH-09 The Deadliest Game (v.1.0)
Appendix B: Hunter Score Tracker
MARCELLO DE VELAZQUEZ

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RMH-09 The Deadliest Game (v.1.0)
27
Appendix C: Dungeon Master Tips
To run this adventure as a DM, you must have three, four,
or five players, each with their own character within the New Players? No Problem!
adventure’s level range (see the “Adventure Primer” sec- With starter adventures like this one, it’s possible you might
tion at the start of the adventure). have players new to D&D, or new to fifth edition D&D. As the
DM, it’s up to you to ensure these players have fun with the
game, and that they learn the basics of how to play. At this
New to D&D Adventurers League? level, having fun is more important than learning every rule
Information about the Adventurers League, including exactly right. Be gentle with new players who make mistakes.
finding places to play, organizing events, and a list of Make sure to keep your players smiling and rolling dice. Be
supporting resources and documents, can be found here: positive and enthusiastic when describing the action, and
https://dnd.wizards.com/ddal_general you’ll notice the players will quickly follow suit.
If you’re a new DM, then welcome—and thank you! New
Preparing the Adventure DMs are the lifeblood of the D&D community. To help you
run your game, some adventures include sidebars like this
Before you start play, consider the following: one that provide an explanation of the game’s rules as they’re
used in the adventure.
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while
running it, such as a way you’d like to portray an NPC
or a tactic you’d like to use during combat. Familiarize Adjusting This Adventure
yourself with the adventure’s appendixes and handouts. To determine whether you should consider adjusting the
• Gather any resources you’d like to use to aid you in adventure, assess the party strength by consulting the
running the adventure, such as notecards, a DM screen, table below.
miniatures, and battle maps.
• Ask the players to provide you with relevant character Determining Party Strength
information, such as name, race, class, and level;
Party Composition Party Strength
passive Wisdom (Perception) score; and anything the
adventure specifies as notable (such as backgrounds and Three characters Weak
story awards). Four characters Average
Players can play an adventure they previously played as a Five characters Strong
player or ran as a DM, but they can do so only once with a
specific character. Ensure each player has their character
sheet (if not, get one from the organizer)
Safety Tools
Preparing the Characters Safety tools help ensure players aren’t pushed beyond their
comfort levels. These tools let your players know you want
The adventure is designed to be played with characters them to have a positive experience. Some common safety
of a specific level; characters of a different level should tools are provided below, each with a summary of how they
be modified accordingly. If necessary, the characters work. An article about one such safety kit is provided to help
should be afforded the time needed to adjust their with further information. Ensure that you discuss these tools
characters to suit. with your players before the game:
If you have time, you can do a quick scan of a player’s • Code of Conduct. This is a group agreement for play. It
character sheet to ensure nothing looks out of order. If you outlines desired and prohibited behaviors, confidential
see magic items of very high rarities or strange arrays of reporting, and possible consequences.
ability scores, you can ask players to provide documentation • Pregame and Postgame Discussions. Use time before the
for the irregularities. If they can’t, feel free to restrict item game to explain content warnings, set boundaries, and
collaborate on a safety plan. Then decompress and discuss
use or ask them to use a standard ability score array.
improvements at the end of the game.
Characters that died during a previous adventure return • Be Welcoming. Welcome and encourage respectful and
to life, free of any conditions, curses, or other effects that open conversations about issues as they arise. Show that
would remove them from play—such as vampirism or you’re listening by avoiding defensive responses.
lycanthropy. They keep any story awards they have, as any • Confidentiality. Provide contact information for private
spells they might have copied during their adventures. and confidential conversations between players and DM.
During the Call to Action, the characters are likely to Only disclose another player’s name if that player gave
review their available magic items among themselves and unpressured permission for you to do so.
determine who is carrying what. Make sure they have a • Safety Tools. Learn about the safety tools that TTRPG
few moments to outfit one another. community members have created and compiled. A
broad range of such safety tools are available for you and
your players online, or you can get more information by
reaching out to your event organizer or community@
dndadventurersleague.org.

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