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Forget Me Not: by Alex Clippinger

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0% found this document useful (0 votes)
254 views14 pages

Forget Me Not: by Alex Clippinger

Uploaded by

John Lichman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Forget Me Not

An Adventure for 5th-10th level

by Alex Clippinger

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.

©2016 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

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Forget Me Not 1
Introduction
Like many of the Tarjaw, Rutter thinks there may
be a dark secret being hidden from the tribe. He
cannot flee the valley without being overcome by
Forget Me Not is an adventure for 4 players Yeenoghu's influence and turning feral; nor can he
ranging from 5th to 10th level. In the adventure enter the Tomb of the Forgotten without being
the players encounter Rutter, a gnoll from the exiled by the tribe. He begs the party to come to
Tarjaw clan. He and his people are far more the Tarjaw village and investigate the tomb.
civilized than other gnolls, the result of a ritual the
tribe takes to hide their valley from Yeenoghu’s The party accompanies Rutter back to the Tarjaw
influence. In exchange, gnolls who undergo the village, where the gnolls have established a
ritual lose their identity and are forgotten by the settlement of hunters, herders, and farmers.
members of the clan. Rutter is expected to be called forth for the ritual
at the Namestone tomorrow night: the party
Rutter believes there is something more sinister should have time to travel to the Tomb of the
than a mere magical sacrifice at play, and enlists Forgotten, explore it, and return just before then
the adventurers to help. The players will discover while Rutter awaits them.
the secret of the Forgotten and help save the
Tarjaw from a horrible fate—which could very The adventurers travel to the Tomb of the
well damn them to another. Forgotten. Soon they are confronted by members
of the Forgotten, who attack with chilling silence
Adventure Overview and ferocity. Fighting off both living and undead
The adventure opens with the party exploring the members of the sect, the party finds a huge devil
forested valley where these sightings have taken skeleton and a shackled gnoll spirit. The spirit
place. It isn't long before they encounter Rutter, a informs them that she is Tarjaw, the patron of the
distraught gnoll. tribe from generations past.

Though surprised, Rutter explains that he is a Tarjaw's ghost explains that long ago, a devil
member of the Tarjaw clan, gnolls who have sought to subvert Yeenoghu but was struck down.
settled and formed a peaceful society in The spirit of the devil endured and took on the
contradiction to everything normal for his kind. form of a gnoll to continue its schemes, deceiving
Still, being "shielded from the eye of Yeenoghu" Tarjaw, shackling his soul to create the spell that
comes at a price. A sect known as Forgotten put protects the valley. The Namestone is actually the
members through a ritual that safeguards the devil's intact horn turned ritual-stone; by
gnolls from Yeenoghu's influence. This same ritual undergoing the ritual and having their names
wipes the gnoll from tribal memory: their identity written upon it, the gnolls who become Forgotten
is lost to them; family and friends can't remember are surrendering their soul and will to the devil
who they were. The Forgotten live apart from the still disguised as a gnoll—Old One. Tarjaw fears
rest of the tribe and are generally feared. Now the that simply killing Old One will end the magical
de facto spokesman for the Forgotten, called Old protection and leave the tribe feral.
One, has selected Rutter as the next to have his
name scrawled on the mysterious Namestone and Returning to the village, the party discovers that
become Forgotten. the Forgotten have come and taken Rutter to
perform the ritual earlier than expected. Rushing
to the site of the Namestone, they find Old One

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Forget Me Not 2
and Rutter surrounded by other members of the locations and account for the broad or detailed
Forgotten. If the party can defeat Old One and strokes of the area's history.
write Tarjaw's name on the Namestone, Old One's Chult. If you seek to incorporate the
power flows to the patron gnoll's spirit and allows adventure into your Tomb of Annihilation game or
him to protecting the tribe from this day forward. any other ongoing game in Chult, the gnolls can
Failure to do this, or doing it incorrectly, causes be yet another miraculous oddity in the deep
Yeenoghu to possess Rutter and potentially force jungle. You may have to adjust some of the read-
the party to kill him. In the end, the Tarjaw clan aloud text or other small details to fit into a jungle
will either be left in safe seclusion or face a dark setting rather than a temperate forest. Otherwise,
and uncertain future. the adventure can be dropped into an area
around the Mistcliff, Sky Lizard, Sanrach, or
Running the Adventure Kobold Mountains with relative ease. For
The adventure is designed to be run over the adventure hooks, Port Nyanzaru is the best area
course of one adventuring day. This length can be for faction representatives to task the the party
increased to two days by expanding the size of the with checking out the rumors of the gnoll tribe.
valley, causing longer travel times between the
Tarjaw village, the Tomb of the Forgotten, and the Adventure Hooks
site of the Namestone. You can create additional The players can be drawn into the adventure in a
random encounters that are appropriate to the number of ways. Here are some suggestions that
environment in this case. include major factions.
Local rumors. In a nearby town or on the road,
In the unlikely but unfortunate instance wherein travelers tell them an odd tale. They were far
the party kills Old One or destroys the Namestone from home and found a secluded valley that
without first writing Tarjaw's name upon the seemed like good hunting grounds. They ran into
detached horn, Yeenoghu reestablishes his a pack of gnolls! Amazingly, the gnolls sheathed
influence over the Tarjaw gnolls almost their weapons and backed away instead of
immediately. Rutter, if alive, is corrupted and attacking. It’s true! Even the travelers have
becomes a gnoll fang of Yeenoghu. The rest of trouble believing it, but such stories have come
the Tarjaw revert to a hostile state; the valley is from these parts for years…
now unfriendly territory to the adventuring party. The cautious Enclave. The Emerald Enclave are
wary of tales of 'civil gnolls.' If this is true, perhaps
Adventure Location it is the blessing of Silvanus or one of his
If you are planning on placing the adventure in the subordinate deities that has made it possible. If
Forgotten Realms, here are a few suggestions. these creatures are living in balance with nature,
Sword Coast. When setting the adventure in they must be protected like any other creatures
an ongoing campaign in the Sword Coast, there who do so.
are a number of mountainous forested regions The watchful Gauntlet. The Order of the
that can be used as candidate locations for the Gauntlet has heard rumors of so-called ‘civil
adventure: the Sword Mountains, the Star Mounts gnolls’ living in this part of the world. They send
in the High Forest, the Nether Mountains in the one or more players as agents to discover if these
High Forest or the Far Forest, the Lurkwood in the tales are true—and to destroy the gnolls if they
north near the Spine of the World, Neverwinter are anything but civil.
Wood near the region of Mount Hotenow, and Harper observation. Harpers have heard
Trollbark Forest are examples. Depending on how stories of these gnolls. They are curious and seek
your game is run, you may wish to research these to know such a thing is possible. If there is some

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Forget Me Not 3
ulterior motive to these creatures, it must be
discovered.
Zhent opportunity. The Zhentarim believe in
self-determination and applaud the idea of gnolls
living with free will—though if some magical force
is allowing this to happen, the Zhent may also be
very interested in acquiring it.

Reading the Adventure


The plain text (such as this paragraph) contains
the general information for running the module.

Boxed text like this with no background is read


aloud to players. It usually contains detailed scene
information or key dialogue.

DM Notes
This titled textbox with a background is for the Dungeon
Master’s eyes only!

Dramatis Personae
The characters of the adventure are presented
here in alphabetical order for quick reference.
More details about these characters will appear in
the body of the text.

 Old One. Gnoll. Age unknown. The


nicknamed spokesperson for the
Forgotten sect of Tarjaw gnolls.
 Rutter. Gnoll male, aged 23. A Tarjaw
hunter, the next to become Forgotten.
 Tarjaw. Gnoll female, undead. The long-
dead founding member of the eponymous
Tarjaw clan.
 Trackstomper. Gnoll male, aged 48. An
elderly Tarjaw gnoll who lives with Rutter.

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Forget Me Not 4
I. The Wailing Gnoll "I don't want to fight," he says slowly, chewing
Following the rumors or their instructions, the through the words in Common. "Why are you
adventurers have travelled deep into the forest here?"
towards a secluded valley where the sighting of
nonaggressive gnolls have taken place. It's more The gnoll's name is Rutter (gnoll hunter), a
than a day's journey from the nearest town for member of the Tarjaw clan. He is wary, but will
settlement (more, depending on where you've set open up if he perceives that the party isn’t here to
the adventure). It's not long after they enter the harm him or his people. He becomes considerably
confines of the wooded valley that the party hears more engaged if the party reveals that they want
strange cries. to know why he and the other gnolls are
Your travel plunges you into the depths of the reportedly less feral than others of his kind. Rutter
forest, bringing you between the rise of two stony believes he and the party can help each other.
ridges. The Tarjaw Clan and the Forgotten. The
Tarjaw have lived peacefully in this valley for
You're told this bottleneck is the entrance to the generations because of a sect in the tribe called
valley—a valley rumored to be the home of highly the Forgotten, who live apart from the others.
unusual gnolls. For years, hunters and random They maintain their numbers by selecting
travelers who have stumbled upon the valley have members of the tribe to join their ranks, who
claimed that the gnolls they encounter here were undergo a ritual that ensures the tribe continues
nonviolent, avoiding conflict—everything gnolls to be "shielded from Yeenoghu.” During the ritual,
are not known for. the candidate gnoll has their name written on a
mysterious arcane object called the Namestone.
Now, as you travel deeper into the forested dell, The Namestone absorbs the writing and the gnoll
you hear the first sound of a humanoid resident; a becomes Forgotten in both a titular and literal
pained, shuddering howl of emotion that sense: they forget their own identity, and the rest
emanates through the wood. of the Tarjaw simultaneously forget who the gnoll
was and any of their interactions with them. Their
name in writings become magically destroyed,
The players can accurately pinpoint the location of effectively making the gnoll a blank void in the
the sound as a few hundred feet ahead through tribe's history. The Forgotten's demeanor is
the trees. Whether they approach with stealth or hooded, reclusive, and considered frightening.
not, it's highly unlikely the person making the Rutter’s Dilemma. Rutter has been informed
noise notices their approach at first. by the de facto spokesman of the Fogotten,
nicknamed Old One, that he will be the next to
The source of the sounds is a male gnoll, seated undergo the ritual. Rutter, like most, is terrified of
with his back to one of the trees with a longbow becoming Forgotten despite its importance. He
at his side. He doesn't appear to notice your believes the Forgotten hide a darker secret than
approach; his head is bowed, his hands pressed anyone in the clan knows, though he can’t prove it
over his face as he gives out a few dry, low sobs. with certainty. He also cannot flee the valley, as
His groans crescendo into a wail as he tips his any gnoll who strays beyond its confines becomes
head back against the tree-trunk, his breath mindless and feral like other gnolls of the world.
catching in his throat as he suddenly notices your A Ray of Hope. Rutter believes the arrival of
presence. He doesn't reach for the bow; instead, strangers in the valley is a chance for him to prove
he slowly raises his hands as he regards you with his suspicions. He asks the party to accompany
surprise and curiosity. him to his home in the village.

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Forget Me Not 5
II. The Tarjaw Village meaty supper. The gnolls have not taken to
mining or metallurgy, meaning that most of their
tools and weapons are made from stone and
As Rutter leads you towards the village, you can wood. Metal weapons and tools are carefully
see the unmistakable signs of civilization. Simple preserved.
but sturdy wooden homes are staggered along a
central path wide and worn enough to be called a It is up to you and your players how much they
road, and spread further along narrow side-paths. wish to interact with any other members of the
Most of the homes have a small fenced-in pen or Tarjaw clan. If accompanied by Rutter or
garden attached to them, and from a distance you Trackstomper (below), the other gnolls will be
can see individual gnolls in a few of these, tending amicable, if cautious. The Forgotten don’t come to
to a family crop on their hands and knees. the area where the rest of the gnolls live except to
call on (and collect) those who are slated for the
ritual, but the residents still exhibit an air of
The Tarjaw homes are like rustic frontier cabins,
nervousness, occasionally glancing around for fear
the interior mainly comprised of a kitchen, dining
that they’ll see a dark-cloaked member of the
area, and living room that blend together without
Forgotten standing there.
walls to separate them. There are small, private
bedrooms, but the gnolls spend most of their time
Rutter leads the party to one of the side-roads,
tending to their crop or livestock, or visiting with
towards the western end. His home is similar in
other members of the clan.
size to the others, shared with an old gnoll named
Trackstomper. Trackstomper is 48, considered
The gnolls are tentative omnivores; they keep
rather old as gnolls rarely live beyond sixty years.
chickens for their eggs as well as their meat, and
Since Rutter’s own father passed, Trackstomper
have learned to make fatty cheeses from the milk
has been a friend and mentor to the younger
of the goats they tend to. The gnolls can’t
gnoll. He tends to the pair’s garden, too old to go
stomach leafy greens, instead growing beets,
hunting with his young ward.
potatoes, and other tough, earthy root
vegetables. The valley is wide and mostly dense
forest, making hunting a reliable way to ensure a

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Forget Me Not 6
The Book gnolls have attempted to explore its depths in the
past, only to be discovered despite all stealth.
Rutter shares something with the party, as a Such individuals are exiled, forced beyond the
means of illustrating the terrible, unknowable edge of the valley, where they become insane
nature of life in the Tarjaw clan. He retrieves a with Yeenoghu’s renewed influence.
book (a rarity) from a small chest.
Rutter dares not approach the tomb for fear of
The book, he explains, once belonged to his exile. He dare not do nothing, in terror of being
father, and his father’s father. Each of them Forgotten. The party, though, doesn’t need to fear
learned rudimentary letters, using it to write the either outcome. They can explore the cave
names of gnolls they knew on the pages of the without concerns of exile, probably even without
book, with a mark next to each name. Rutter’s fear of magical detection!
father taught him to do the same, making a mark
and writing a name of a gnoll he knew next to Rutter’s Namestone ceremony is set for tomorrow
each one. night. The Forgotten will be making preparations,
leaving the tomb unguarded. Rutter believes the
"Look," Rutter says, his voice thick with emotion. party can enter the cavern, explore it, and return
He shows you the book. There are crudely-made to him in no time at all. Certainly well before
letters written in charcoal on the pages, simple tomorrow night!
gnoll names with a small circle-mark next to each
one. But there are many empty spaces with If it is late, Rutter offers for the party to rest in his
nothing but a small circular mark and no name. home for the night; otherwise, he ensures they
Far too many. grasp his plan and points them in the right
direction, towards the tomb.
"The names vanish when they become Forgotten.
From these pages and from our minds. Why so
many lives taken? Why so many friends
forgotten? These could have been my friends.
They could have been my own siblings, and I
would not remember them.”

Rutter’s Plan
Rutter believes the adventurers can help him
discover what is really happening to the Tarjaw.
There is a cave nearby called the Tomb of the
Forgotten, whose location he describes in detail.
It is remote, far from even the place where the
Forgotten make camp.

The tomb is a secretive place where the Forgotten


are interred when they die. Gnolls who are not
Forgotten, however, are forbidden from entering.
Even when the entrance seems unguarded, some
magic must allow the Forgotten to know that their
sanctum has been breached. Defiant or foolish

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Forget Me Not 7
III. The Tomb (Arcana) check or dispel magic spell will neutralize
the symbol.
of the Forgotten The tunnel entrance is approximately eight feet
The tomb of the forgotten is a cave on the tall and ten feet wide. The entrance and first
northern end of the valley, separate from the several feet are naturally occurring, but as the
Tarjaw village and the area where the Forgotten tunnel ceiling increases to ten feet in height and
live. Tarjaw who have seen the entrance from a the path begins to descend, the marks of simple
distance have never seen guards actively posted toolwork and other signs of gnoll excavation
there, yet somehow intruders who breach this become more apparent. Soon, the tunnel widens
sanctum are always rooted out by the Forgotten to fifteen feet as it continues to slope
and exiled. downward. The tunnels prior to the first large
chamber are dark.
The cavern is about two hours' walk through the
forest from the Tarjaw village, or three hours from The tunnel continues to descend, widening until it
the entrance to the valley. By the time the can comfortably accommodate humanoids
adventurers arrive, the sun has begun to slip walking three across. Soon afterwards you begin
behind the surrounding mountains. to pass hollows carved into the stone, holows
occupied with the semi-mummified remains of
After a couple hours of traversing the woods, the dead gnolls. The bodies wear black cloaks with
flicker of torchlight becomes visible through the hoods pulled over their eyes and snouts—only the
trees ahead. Moving forward, you see how close withered are visible from the folds of rough cloth.
you are to the low mountain ridges that form the As you begin to pass dozens of these recesses,
valley. A stony face rises up in front of you, and many of them occupied with Forgotten lain to
set into the side is the wide, yawning maw of a rest, you recall Rutter's words and wonder how
cavern entrance. A pole is driven into the ground many gnolls of how many generations are
before the mouth of the cave, and hanging from represented here.
it is a tattered black robe, the hood drawn
up over the top of the post. The sun The Forgotten Attack
slips in and out from behind the
trees, and the torches that flank After passing by the catacombs for
the post cause the robe's shadow several minutes, the party
to flicker and squirm in the encounters a chamber occupied by
growing twilight. several members of the Forgotten,
who attack.
The post and fluttering
cloak are enchanted The chamber has 20-foot ceilings
with a glyph of and is 40 feet wide and 50 feet
warding long. A tunnel near the back-right
containing a corner descends steeply and turns
sending spell. downward to the chamber below.
When a humanoid comes within 10 feet of the
post, Old One is notified. The Forgotten do not The tunnel swells to a large chamber, the ceiling
trigger this effect. A detect magic or similar effect increasing to over twenty feet in height. A wide
will reveal the soft glow of the abyssal glyph crack in the floor emanates a strange blue-white
below the cloak's hood. A DC 16 Intelligence light, which at first obscures the forms of the

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Forget Me Not 8
figures surrounding the gap. Like ink-black stains themselves from the shadows near the skeleton
the forms rise and turn, the faces of Forgotten and engage them. This time, the gnolls are
gnolls staring at you from beneath dark hoods. accompanied by hordes of gnoll zombies, who
Their eyes glint at you in that eerie blue light, and clamber out of the catacombs, up from the
so does something else—the metal of weapons as ground, or from the tunnel to the previous
the Forgotten attack with disturbing silence. chamber. Fallen zombies are refreshed at the top
of each round until the living gnoll pack lords are
Enemies by Party Level defeated, at which point the undead become
Level Total Enemies inanimate and collapse. You can substitute the
5 2 gnoll pack lords, 3 gnolls zombies for witherlings if you have Volo’s Guide
6 2 gnoll pack lords, 3 gnolls to Monsters.
7 2 gnoll pack lords, 5 gnolls
8 2 gnoll pack lords, 6 gnolls Enemies by Party Level
9 3 gnoll pack lords, 5 gnolls Level Total Enemies
4 gnoll pack lords, 4 gnolls 5 2 gnoll pack lords, 4 gnoll zombies
10
6 2 gnoll pack lords, 6 gnoll zombies
7 2 gnoll pack lords, 8 gnoll zombies
Prisoner’s Chamber 8 3 gnoll pack lords, 6 gnoll zombies
3 gnoll pack lords, 3 gnolls, 4 gnoll
9
The next tunnel corkscrews down until it opens zombies
onto an even bigger cavern than the one above it. 4 gnoll pack lords, 3 gnolls, 4 gnoll
10
The room has a thirty-foot ceiling and is roughly zombies
circular, sixty feet in diameter. The western edge
of the circle is partially collapsed onto a massive Tarjaw. Once the Forgotten are defeated, the
fiendish skeleton: glowing gnoll spirit calls out to you. She explains
that she is Tarjaw, the founder of the clan from
On the far end of the circular room is a huge generations past. Tarjaw explains that years ago, a
skeleton, its lower half crushed and buried under strange gnoll came to the tribe and gave them a
a rocky collapse. The bones are like glistening taste of life away from Yeenoghu's influence. The
obsidian, the form humanoid. The massive skull gnoll, claiming to be a sage of great power, said
rests on the floor, empty sockets staring from that he could extend this magical calming
below a straight black horn that juts out effect to the entire valley if he had the help
from the right temple. The left of Tarjaw and her people.
temple's horn is jagged and
broken at the base, the rest of the The gnoll chieftan elected to trust the
horn nowhere in sight. sage but was, obviously, betrayed.
The gnoll was a fiend in disguise,
The source of that blue-white light is in front of who imprisoned Tarjaw's spirit
the skull, and as your eyes adjust to its near- and created the first Forgotten
blinding luminescence you realize it is the figure from the chieftan's most loyal
of a gnoll on its knees, its arms thrown wide. underlings. While bound in this
Beams of light extend from its outstretched arms place for centuries, Tarjaw's
to the hands of the huge skeleton, seemingly spirit has slowly gleaned
binding the figure in place. important insights through her
connection to her captor:
 The gnoll who
As the adventurers enter the chamber
betrayed her is not a gnoll,
and approach the figure, more Forgotten reveal

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Forget Me Not 9
but a fallen fiend. She believes the fiend was Rutter’s residence, Trackstomper comes up to the
some overly-ambitious devil and rival to players in a fit of anxiety. He informs them that
Yeenoghu. Yeenoghu struck down the fiend the Forgotten arrived early, catching Rutter by
and its skeletal remains are entombed here. surprise and taking him to the Namestone for his
 The devil's spirit endured and took on the ritual.
form of a gnoll. In the years since its betrayal
of Tarjaw, it has continued to masquerade as If it was not previously discussed, Trackstomper
one of the Forgotten, and is called Old One can describe the location of the Namestone
by her people. sufficiently for the players to navigate to it. If the
 The Namestone used in the ritual is players are injured and have not taken a short rest
actually the fallen devil's great horn. Tarjaw yet, Trackstomper may encourage it before they
believes that the only true purpose of the attempt a confrontation with Old One, assuring
ritual is to steal the soul and will of the gnolls them that the ritual is lengthy and that they will
in order to slowly restore the fallen devil's have time for a brief respite.
power.
 If asked, Tarjaw believes her spirit was
bound as some essential part to making the
fiend's shielding spell area-wide. She thinks
she and the fiend's gathering power are
entertwined, but does not understand how.

Tarjaw believes she knows how to save her people


from this evil. Slaying Old One while it is bound to
a mortal form, or destroying the Namestone,
would certainly be effective. However, Tarjaw
fears that these methods would end the magical
protection her clan enjoys and return them to a
feral demeanor under Yeenoghu's influence. At
the very least, she believes that defeating the
fiend, but writing her name on the Namestone in
its blood, will free her spirit. A DC 12 Intelligence
(Arcana) check indicates this is generally
reasonable. Beating the DC by 5 or more further
indicates that this may actually empower Tarjaw's
spirit with the energies the fiend has been
siphoning from the ritual all these years.

Tarjaw's spirit knows nothing more. She pleas for


the adventurers to do whatever they can to save
her people from the fiend—and if slaying it places
them back under Yeenoghu's influence, to free
them through death, if necessary.

Returning to Rutter’s House


Upon travelling back to the Tarjaw Village and

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Forget Me Not 10
IV. The Namestone draw joy and power from the chanted words and
Rutter’s helpless fear. This must be Old One.
Rutter has been taken by Old One to the
The adventurers can get the drop on the gathered
Namestone, which is about half an hour’s
gnolls, but attempting to approach too close to
walk from his house. As the party nears the
Old One or the Namestone will invariably result
site of the Namestone, they begin to hear
in their detection.
the voices of the Forgotten chanting.
Players who can understand Abyssal can
Once battle begins, several of the Forgotten
approximately translate the phrase
swarm around Old One and Rutter, staying out
“Memory taken, soul taken, life taken,
of the fight as Forgotten gnolls assail the party.
power taken” being repeated over and
over by the unified voices of the
The Forgotten attack in two waves before the
Forgotten gnolls.
final confrontation begins. It is you
and/or your party’s
The Namestone
determination if a
stands on a rocky
new initiative order
outcropping
is rolled for each
approximately
wave. These waves
sixty feet in
are designed to be
diameter. Stony
fairly easy for a
walls, fifteen feet
party of the given
high, create a crescent
level to dispatch them.
around the Namestone at its center.
The former fiend’s horn itself occupies a 5-foot
square, set in the middle of a circular stone base Enemies per Wave by Party Level
Level Total Enemies
fifteen feet in diameter.
5 5 gnolls
6 6 gnolls
Interrupting the Ritual 7 1 gnoll pack lord, 6 gnolls
8 1 gnoll pack lord, 6 gnolls
The Forgotten are gathered before the 9 2 gnoll pack lords, 6 gnolls
Namestone, which the players were told by 10 2 gnoll pack lords, 6 gnolls
Tarjaw’s spirit is actually the broken horn of Old
One’s former fiendish body. Old One himself is pm Confronting Old One
the stone base of the horn, with Rutter bound on
the ground beside him. Once the waves of other Forgotten are defeated,
Old One rushes forward with his bodyguards. Old
The Namestone rises from the ground, twisted One has statistics identical to a gnoll fang of
runes carved in the stone around it. Rows of Yeenoghu, but with an Armor Class of 15 and 96
Forgotten stand with their backs to you, facing the hit points.
fiendish obelisk in reverence as they chant. At the
foot of the horn itself, Rutter writhes with futile Enemies by Party Level
effort against binding ropes as the large form of a Level Total Enemies
gnoll stands above him. This gnoll is massive, 5 Old One, 4 gnolls
hunched, its mouth a twisted smile as it seems to 6 Old One, 3 gnolls, 1 pack lord
7 Old One, 3 gnolls, 2 pack lords
8 Old One, 4 gnolls, 2 pack lords

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Forget Me Not 11
9 Old One, 4 gnolls, 3 pack lords protection over the valley fails. If he is alive,
10 Old One, 2 gnolls, 4 pack lords Rutter becomes a Gnoll Fang of Yeenoghu. He
loses his eloquence and personality, remarking
As an alternative if you have Volo’s Guide to with a twisted voice how glad he is to have found
Monsters, a 10th level party of four adventurers 'his' lost tribe. The other gnolls of the valley also
can battle the Old One as a flind with two gnoll revert to a savage nature; the players may be
guards, or with only a single gnoll guard for a forced to kill or avoid many of them in order to
party of 9th level. leave the region. Rutter will continue to attack the
players and will lead the newly savage Tarjaw clan
Salvation or Defeat against them until he is brought down.

Reducing Old One to 0 hit points begins a need for Recovery. At your discretion, once Rutter is
pointed and quick decision making on the part of possessed by Yeenoghu you may allow for quick
the adventurers, which will impact the ultimate thinking to yet save the Tarjaw clan. Rutter's
outcome of the adventure. possession can be momentarily halted with a
protection from evil and good spell or any other
Old One’s Blood effect that interrupts or prevents possession.
When the players reduce Old One to 0 hit points, Rutter's sane mind is restored, though the effect
he collapses to the ground and begins to bleed in each instance only lasts for approximately one
out, pools of his blood starting to spread from the round at a time. If Rutter's mind is momentarily
body. If a player uses the blood to write a name restored, he begs them to kill him. If Rutter takes
on the Namestone, it can have a variety of effects weapon damage near the broken Namestone, his
and lead to a number of possible adventure blood spatters against it and players with at least
endings, described below. a 14 passive Perception can see the cracks in the
‘Rutter.’ No effect. fiend-horn heal slightly. A DC 14 Intelligence
‘Old One.’ The stone cracks up the middle and (Arcana) or Intelligence (Religion) check indicates
crackles with arcane energy that looks like it is that using Rutter's Yeenoghu-possessed blood
starting to fade quickly. The players will only have might yet heal the protection spell. Using Rutter's
time to write one additional name before the blood to write Tarjaw's name on the stone will
stone breaks. If it does, the protection over the lead to the Protector Spirit ending; otherwise, the
valley will fade and the players will experience the gnolls of the valley are doomed to become as feral
Fallen Tarjaw scenario. as the rest of their kind. Rutter may or may not
‘Tarjaw.’ If the players write Tarjaw's name on survive his transformation, regardless of results.
the stone, the stone is healed of any damage it
has received (directly from battle or by writing Old The Protector Spirit
One's name). The players move directly into the
Protector Spirit ending. If the players write Tarjaw's name on the
Namestone in time, the Namestone suddenly
The Fallen Tarjaw splits up the middle if it was not broken already.
Tarjaw's spirit appears before the stone.
If the Namestone is destroyed through player
actions or by the battle, or if the players fail to The blood on the Namestone appears to simmer
write Tarjaw's name on the stone within what you for a moment. Suddenly, there is a flash of blue-
consider a reasonable amount of time (a few white light as Tarjaw's spirit appears before the
rounds or up to 1 minute, depending on how you stone. She looks surprised to see you, but her
choose to run the adventure), the magical gaze is almost immediately drawn skyward. A

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Forget Me Not 12
there is a hazy blue tinge in the sky above you, cannot leave the valley, the tribe will continue to
above the whole valley. The arcane aura becomes exist in this secluded locale for generations.
more apparent—not by its intensity, but in the
way it begins to fade, patches of clear night sky If Rutter was saved and is still alive, he becomes a
spreading like a growing stain on flickering blue. steadfast ally. Save for some magical solution,
Tarjaw looks down at the Namestone, her though, he is also trapped in the valley if he wants
expression one of sudden determination. She to maintain his personality. He digs around
strides forward to the devil's horn, reaching out outside his home before the adventurers depart,
with two ghostly, clawed hands to seize the rewarding them with 2d6 gemstones worth 50
damaged obelisk. gold pieces each, or 100 gold pieces each for
parties of 8th level and higher.
A low whine fills the air, growing louder and
louder until it is almost ear-splitting. Tarjaw's In addition, the Tarjaw give the party the only
name on the stone in blood begins to glow blue- remaining sliver of the devil’s horn that did not
white, as does the namesake spirit herself, blazing crumble to dust, wishing to be rid of the object.
as brightly as when you first saw her chained in
the tomb. The glow spreads to the damaged Shard of the Namestone. Wondrous Item, Rare
Namestone, seeping into its damaged portions (requires attunement). This shard still retains
and filling them with the radiant light. With a some of the original horn's cursed power,
massive boom, the Namestone is enveloped allowing a creature attuned to it to modify the
completely by the blinding light, firing a blazing memories of other creatures. The shard has 5
beam into the sky. The light meets the fading blue charges; two charges can be expended as an
aura, and you can see the aura suddenly action, targeting a creature within 30 feet that
reinvigorated by the beam's presence. you can see and focusing on a specific point in
time that occurred in the past five minutes. The
After a few moments the light fades, and Tarjaw's target must make a DC 16 Wisdom saving throw
spirit is left standing beside the place where the or forget a span of time lasting approximately six
Namestone once stood. The horn itself has seconds (or one round). As part of the same
crumbled to pieces, now replaced by a tall white action, you can expend additional charges to
obelisk similar to marble but with veins of a increase the timespan for selective memory loss
crystalline blue substance laced throughout it. by one round per charge. A target cannot forget
information like injuries or attacks sustained
Tarjaw's ghost has absorbed the power stored in during the forgotten timespan, though details
the Namestone, binding herself to its might become vague and fuzzy.
replacement. Like a phylactery, the obelisk binds
her soul to the Material Plane; she will never pass The shard regains 1d4+1 charges each day at
on to a final resting place. In her own words, dawn. If all of the charges are expended, the
though, it is a small price to pay if it maintains the creature attuned to it must make a DC 16 Wisdom
barrier over the valley indefinitely. saving throw, taking 6d8 psychic damage on a
failed save, or half as much damage on a
Conclusion and Rewards successful one. In addition, a creature who fails
this saving throw has a 50% chance of forgetting
Assuming Tarjaw’s spirit was empowered to the past 30 days of their life. Only a greater
protect the valley, she and the rest of the Tarjaw restoration or a wish spell can restore these
honor the adventurers for their aid, overjoyed memories.
that they are finally, truly free. Though they still

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Forget Me Not 13
Credits
The cover image is by Mariana Ruiz
Villarreal.

The page background is provided by


Arcana Games.

The Namestone image is by Brian


Brinlee via Purple Duck Games.

The color image of the gnoll is by Patrick


E. Pullen.

The cavern entrance and village skyline at


the end of Part III are by Marciej
Zagorski of The Forge Studios.

Not for resale. Permission granted to print or photocopy this document for personal use only .
Forget Me Not 14

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