Rescue A Familiar Tale
Rescue A Familiar Tale
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
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All other original material in this work is copyright 2020 by Anna Kończak and published under the Community Content Agreement for Dungeon Masters
Guild.
TABLE OF CONTENTS:
Credits 2
Table of Contents 3
Safety Guidelines 4
About This Adventure 6
Adventure Summary 6
Getting Started 6
Part 1. Terror in the Night 8
Part 2. Left Behind 9
Part 3. No Help 11
Part 4. Scouting the Cave 12
Part 5. The Rescue 17
Appendix A: Creatures 20
Appendix B: Companion Handouts 21
Appendix C: Empowerment Handouts 43
SAFETY GUIDELINES
than about the game being played, and that you trust
Outline them to tell you when something is wrong.
Before the game starts, please take a moment to read
Keep in mind that safety tools are mere facilitators,
these safety guidelines and discuss them with your
and they function as a method of harm reduction,
gaming party. These guidelines are only a suggestion
rather than as a way to avoid harm completely. Think
to help ensure a fun and enjoyable experience
of them as a seatbelt of sorts or, for a more D&D-
for GM and players alike.
compatible metaphor, think of them as temporary hit
points. They won’t stop an attack or spell from hitting
Communication, trust you, but sometimes they are more than enough
and safety culture to protect you from any serious injury!
One of your friends messages you about this new While these tools can be used in any game, they
system they want to try out and asks you to roll are specially recommended for games that discuss
a character, which you do excitedly. When the gaming sensitive topics, or for when gaming with strangers.
day arrives, you sit down at the table and start
describing in full and graphic detail your humanoid A few tools
spider character. A fellow player starts looking a little Here is a small list of common tools that you can
pale and someone tells you to stop. “You do know that implement in your table.
X has arachnophobia, right?” A Session 0 is a session that happens before the
A grimdark campaign you have played for years game starts where expectations and boundaries are
becomes grittier as you are all stuck underground discussed. It is a good moment to discuss safety at the
and running low on supplies. The only NPC you table and the use of safety tools. It can also be used
thought you could trust has backstabbed you for joint character creation,
and left you for dead. Suddenly, you realize you are not Lines and Veils are the hard and soft limits of our
as comfortable with this as you thought you would be. boundaries. They are the topics we don’t wish
When the above happens, what can you do? These to explore with too much depth or at all in our games.
situations can be resolved through talk, but they The veils are our soft boundaries, they are topics
could have been avoided completely if safety tools we may not mind having included in the game but
were employed! that we don’t wish to roleplay or to have described
in graphic detail, typically fading to black scenes when
this content takes place. Lines, on the other hand,
What are are our hard boundaries and things we absolutely do
safety tools? not want to see or explore in our games for whatever
Kienna Shaw, the creator of the Safety Toolkit reason, these are things we expect to be safe from
(you can read more about it here), describes safety while playing. Lines and veils vary from person
tools as “a way for players and GMs to communicate to person and from game to game.
and check in before, during, and after a game The X-card, created by John Stavropoulos, is
in order to make sure everyone is still having fun, a physical card with an X on it that sits somewhere
and to provide the right support when needed.” This within everyone’s reach. At any moment of the game,
can be anything from needing a quick break after it can be raised, tapped or even called out by anyone
an intense role play to addressing triggering content as a sign that the game has taken an unexpected and
in the game or a falling-out between players. The use uncomfortable turn. This creates the opportunity for
of safety tools does not mean that you and the people at the table to stop and address the issue.
your group don’t trust each other. It means You can read more about the X-card here.
you care about each other’s well being more
-4-
The Script Change, by Brie Beau Sheldon, is
a safety toolbox that uses the core commands
Sensitive content
of pause, rewind, and fast forward to address content
Here is a list of sensitive topics contained in this
and consent in collaborative games. It works mainly
adventure. Feel free to read the adventure and
with a card system, similar to the X-card. You can
expand this list as much as you think is necessary:
download the PDF here.
- Kidnapping
The Open Door policy means leaving the door to your
game open and reminding your gaming party that - Blood/gore
their well-being is and always will be more important - Brain extraction (mention)
than the game itself. That way, anyone can walk away
- Incarceration
at any time without the need to explain themselves.
This helps remove the pressure for someone to stay - Off-camera torture / painful death
in the game even when they are not Please talk to everyone at your table and make sure
comfortable doing so. they are comfortable with these topics. If not, modify
Each party has unique needs and many feel the adventure to accommodate everyone’s needs and
comfortable using not a single tool, but a different don’t be afraid to cut content if necessary.
combination of a few. For example, where one party
might use the Script Change alongside with the
Open Door policy, another might not feel the need
for anything beyond Lines and Veils. Find the
combination that works best for each party.
Remember, these tools exist to avoid uncomfortable
situations and to address them when they arise.
At the end of the day, they are all about making sure
everyone is enjoying themselves without worrying
about potential triggers or knowing that, if they do
show up, they will be properly addressed. The more
these tools are used, the more likely they are to be
used when they are most needed. Don’t be afraid
to use them often!
-5-
ABOUT THIS ADVENTURE
This adventure has players play as animal
Getting Started
companions on a mission to rescue their masters.
The players choose from several animal companions, Rescue is designed for 4 players, but can accommodate
the statistics for which are included in the adventure. up to 6. The animal companions are all associated
As such, no player characters are required! with a specific adventurer – a Ranger, Wizard,
Warlock, and Druid in a 4-player game, with a Paladin
and Barbarian added for 5- and 6-player games.
Other Settings
Each adventurer has a group of companions associated
While this adventure is set in the Forgotten with it that can be chosen for the adventure.
Realms, it is easily adjusted to fit any setting. The adventurers, who had been traveling together,
purposely chose complementary companions that
The adventure is set in the Cloakwood, near
could be useful to the party in a variety of tasks.
Baldur’s Gate, where the Heartland Scouts
ply their trade. These locations are mentioned
in the opening read-aloud text. All that needs The Animal Companions
to be changed to adjust for a different location
are the names of the city, forest, and the The Ranger’s Companion (Land). For their companion,
scouts’ company. the party’s ranger chose a beast that could scout
in the woods and be useful in a fight. The player taking
In the world of Eberron, you could place this
on this role may choose from a giant badger, panther,
adventure within the Towering Wood within
velociraptor, or wolf.
the Eldeen Reaches; this encounter with
a mind flayer the first sign of impending activity The Warlock’s Familiar (Sky). Using their find familiar
from one of the daelkyr. If this setting is used, spell, the party’s warlock summoned a flying familiar
the grimlocks throughout the adventure can to help scout from above. The player taking on this
be replaced with dolgrims (found in Eberron: role may choose from a bat, hawk, owl, or raven.
Rising from the Last War). The Wizard’s Familiar (Water). Using their find
familiar spell, they party’s wizard summoned
an aquatic animal to get to places filled with water.
Adventure Summary The player taking on this role may choose from a crab,
Part 1. Something terrible happens in the night! frog, octopus, or seahorse.
All the humanoids are taken by a scary creature and The Druid’s Friend. The party’s druid has a way with
the animal companions are left to fend for themselves. animals and befriended a small beast. The player
Before they can think of planning a rescue, they must taking on this role may choose from a cat, lizard,
first free their strongest companion. rat, or spider.
Part 2. The animal companions set off to track down
their masters. They must find a way to track them
In a 4-player game, each of the roles above must
down and to travel as a group.
be filled. They all have a part to play! For a 5- or 6-player
Part 3. The animal companions encounter someone game, add one or both of the following options:
in the woods. Are they friend or foe?
Part 4. Having tracked their masters to a fortified
The Paladin’s Steed (Mount). The party’s gnome
cave, the companions must scout the cave and find
paladin used find steed to summon themselves
a way to free them.
an appropriately-sized mount. The player taking
Part 5. Empowered by their masters, the companions on this role may choose from a mastiff or a pony.
must distract the mind flayer and fight off its guards.
-6-
The Barbarian’s Pet (Various). The party’s barbarian Playing the animal companions in this way allows
has an unconventional pet. The player taking on this for the players to exercise their creativity without
role may choose from a jackal, goat, or weasel. worrying too much about whether a dog could have
The players are able to choose an animal companion figured it out.
other than those listed, but they must use one of the
listed statistics. Communication
None of the animals can speak a proper language.
The players are encouraged to name and describe the However, their years of adventuring together
companion they’re playing. To assist in this, several have allowed them to communicate with each
description tables are provided in Appendix B. through a combination of gestures, body language,
It’s also possible to roll randomly on the description and sound. This allows for the animals
tables to come up with a companion or even to communicate basic concepts to each other
to determine the exact companions! and organize plans as necessary to rescue
their masters.
Animal Intelligence & Skills The players are certainly allowed to talk to each other,
As should be expected when playing as animal but complex multi-step plans may be more difficult to
companions, their skills and ability scores explain and execute.
are lower than those typically possessed by humanoid
adventurers. However, these are not just any animals! Have Fun!
The animal companions in this adventure The limitations posed by the animal forms are part of
have accompanied a group of seasoned the fun of the adventure. After all, these are animals
adventurers for years. out to rescue their masters. Their challenges start out
They have been trained to perform countless tasks. being far different for those of full-fledged characters!
Where a regular frog may not have the intelligence Above all, player creativity and inventiveness should
to pick a lock, a frog that has spent years as be rewarded with successes and excitement! The
a wizard’s familiar has likely been previously tasked adventure has been designed to allow every type of
with stealing keys and opening locks before. animal companion – even seahorses! – to contribute
The same is true for skills. While for an adventurer, in a meaningful way.
the ability to follow tracks comes from their When running this adventure, make it your goal
knowledge of their quarry, a badger knows how to get every player involved and to encourage
to do it simply because they’ve been asked many times. co-operation.
PART 1. TERROR IN THE NIGHT
The adventure begins by introducing the setting and
describing the abduction that takes place in the night. Some of you they surely missed. The rest, they
At this point, players do not have characters and have ignored. After all, animal brains aren’t good
not yet been chosen a companion. eating for their master, and what could you
possibly do?
Read or paraphrase the following:
-8-
The Druid’s Friend. When the druid woke and saw The Barbarian’s Pet (if present). This companion
what was happening, they shooed their companion woke up ready to fight and got knocked out by the
away for safety, asked it to hide, to be safe. Where mind flayer’s psychic blast. They begin the adventure
in the area did they hide? unconscious (but stable). What it was like to be hit by
The Paladin’s Steed (if present). When the paladin such great psychic power to knock them out?
realized what was happening, they telepathically
ordered their steed to stay out of the fight. What else
did they say in that last moment?
- 11 -
PART 4. SCOUTING THE CAVE
Once the characters make their way to the mind
flayer’s cave, gameplay should proceed in 3 stages:
Arriving
scouting, planning, and rescue. All three of these at the Cave
sections make use of the Mind Flayer Cave map.
Scouting and planning are described here The forest gives way to a rocky outcropping.
in Part 4 of the adventure and make use of the A thick wooden door has been fitted into
animal companions' standard forms. The rescue itself the stone to block the otherwise natural
takes place after the companions get empowered cave entrance.
by their imprisoned masters and is detailed Not far from the door is neat stack of chopped
in Part 5. It’s recommended that DMs familiarize wood. On the other side, the stream flows
themselves with both sections in case it becomes gently down, disappearing beneath the stone.
to necessary to combine them on the fly!
There is no sign of anyone outside, though the
scent of many creatures having passed this
Telepathic Bonds way recently lingers in the air.
The mind flayer is using its psionic powers to drain the
prisoners of their magical powers. Among the effects
is the blocking of telepathic communication between
the prisoners and their familiars so long as the mind
flayer is awake. Companions that are used to having
this contact can feel that the bond still exists, but
is somehow blocked and can’t be used.
- 12 -
G H
T
F
A1
T E
D
T
B
T
A
T C
Scouting the Outside Areas A & A1 – Cave Corridors
As the companions scout the outside of the cave Height. The uneven ceiling in the corridors
entrance, they find the following: is 12-15 feet tall and has enough natural formations
• Door and Entrance. The door is made that a Small or Tiny flying creature would be able
of solid iron and is locked from the inside. There to hide up there.
is a small crack above the door where it’s built Features. The main corridors of the cave are natural
into the natural rock. A Tiny creature is able passages that allow access to all other areas.
to fit through it and get inside. (Inside, the door A and A1 are actually the same overall area and
is barred with a heavy latch. The latch requires are labelled separately on the map only for ease
a minimum Strength score of 6 to lift. of reference.
• Firewood Stack. Outside and 20 feet Due to the natural curvature of the cave, it’s possible
to the north of the cave entrance, there to be located in certain areas of A and not see into
is a haphazardly built stack of firewood. or be seen from A1. The corridors are dry
The stack looks unstable and a successful and generally empty except for some natural alcoves
DC5 Strength or Dexterity check can knock and chambers that are noted separately on the map.
it over, creating a lot of noise and resulting The water stream runs below the floor of the corridor
in two guards (emerging to check on it. They go and cannot be accessed here.
around the corner, leaving the door open for
a short time behind them. It takes a few minutes
Area B – Cart Garage
for them to emerge. Height. The ceiling here is 15 feet high.
• River. About 100ft east of the entrance, Features. The large alcove to the west of Area A
a small stream from the river disappears into the is used to store the mind flayer’s cart. The cart is in
rock. In truth this stream has been repurposed here when the companions arrive. As the mind flayer
as the water supply for the mind flayer’s lair and has recently refilled his cells, this is unlikely to change.
runs through all of it. In several places, pipes Examining the cart or the tracks around uncovers
have been installed to redirect the flow. While that it is not designed to be pulled by animals, but
the stream becomes open in a number of areas, by bipedal creatures – his mindless minions. This area
it narrows and runs underground through the is a good place for companions to hide if need be.
walls. This makes it impossible for a creature
larger than Tiny to navigate the water. Area C – Storage And Well
While it is expected that the companions would The alcove to the east of Area A is has several crates
split the party here to scout in and around the area, that contain the gear and personal effects taken from
it’s possible that they wish to all get in together prisoners. The stream runs above ground in this area,
by causing a distraction and sneaking in. It should also and there is a bucket for drawing clean water from it.
be clear to the party that this is a stealth mission – This area can be used to hide, as well as to allow the
their odds of overpowering the mind flayer are zero aquatic companion to access the stream.
and its minions unlikely.
Whatever the companions do, it’s not possible Area D – Laboratory
for them to get their masters out while the mind Height. The laboratory chamber is an area that was
flayer is awake. partly worked. It has a uniform 10ft high ceiling
that would make it difficult for a Small or larger
Scouting the Inside creature to hide.
Features. A thick metal door with a key lock bars
Each individual area listed below includes details on
entry to the mind flayer’s laboratory. The door
how to get in and out. There are occasional lit torches
is locked unless the mind flayer is inside. This lock
throughout the complex, creating a mix of bright and
is complex beyond the companions’ ability to pick.
dim light. No natural light reaches into the cave. The
It can, however, be opened with the mind flayer’s
torches are labelled with a T on the map.
master key. The door has no cracks and the only
way for a companion to access it other than through
an open door is via the stream, which runs above
ground in the room. An artificial trough is set up here
to make it easier to use the stream’s water.
- 14 -
The laboratory contains a large metal table with The exception to this is the party’s wizard, whose
leather straps and other equipment which is used mind is the strongest, and so is able to remain lucid
to extract brains from humanoids. There are several during these times. The wizard recognizes any of the
brains in glass jars on shelves and other equipment. familiars and immediately understands they’re here
There are traces of blood on and under the table, to rescue them.
though the area has been washed since the last Not everything below may come up in the very
use. Some of the jars are on shelves 4-6 feet high first interaction – a lot depends on how much the
and would likely break and make quite a bit of noise companions have explored. If the companions go
if knocked off. straight to the cells, they should be strongly urged
to hide and sneak around more, learning as much
Area E – Holding Cells as they can.
Height. This area has been expanded with manual
labor and its ceilings have purposely been left The wizard can explain to them the following:
low at 7 feet. • They must be very careful of the mind flayer, who
Features. Metal bars and doors have been installed is deadly and would likely kill them instantly if he
directly into the stone here to create 10 individual notices them.
holding cells. All the companions’ masters are • After they were captured, they were brought
in individual cells, while several 8 other humanoids here. Everyone was unconscious at first, but as
(commoners taken from nearby villages or roads) they began waking, their minds became gripped
share the remainder of the cells. by the mind flayer.
The cells are all locked with locks that are beyond • There was a very short period where the mind
the companions’ capacity to pick. They can be flayer must have taken a nap. During this, the
opened with the mind flayer’s master key or with the pressure on their heads eased and they were able
guard’s keys. However, it is easily possible for a small to recover a little bit.
or smaller creature to fit between the bars.
• The mind flayer has several minions (grimlocks)
– big grey creatures that don’t seem to be
Interacting with the Masters very smart.
As long as the mind flayer is awake, he is psychically
• One of the minions has a key that opens the cells.
draining the prisoners and most of them are
in incapacitated state and unable to speak or interact. • The mind flayer has a fancy key on his belt, but
this wasn’t used to open their cells.
- 13 -
• Shortly after they arrive, the gray-skinned
Area H – Guard Room.
creatures and the mind flayer came to take
away one of the villagers from the other cells. Height. 15ft
Screams were heard from the direction straight Entrance. The door to the guard room has no lock,
ahead shortly thereafter. The prisoner was never but is typically kept closed. It is a simple wooden door
brought back. and not well installed. A small creature can easily get
• The wizard suggests that they be very sneaky and through the cracks above or below it.
try to find where the cell key is kept. Once they Features. The stream also runs open in this room.
figure it out, they should come back. The stream’s current increases here towards a small
• The wizard believes that if the companions waterfall somewhere deeper in the cave system. This
were to come back to the cells when the mind creates a constant sound of rushing water.
flayer is sleeping, that the masters might be able The room is very simple, with several straw bunks for
to use some little of their magic to “empower” the mind flayer’s grimlock minions. The grimlocks
the companions, allowing them to do more worship the mind flayer and obey him regardless
to free them. of whether he is awake. The grimlocks are carnivorous
and eat the bodies left over after the mind flayer
Area F – Barrels consumes a humanoid brain.
Height. 15ft One of the grimlocks has a key to the prisoner cells,
which they carry on their belt. The key is passed
Features. This is a storage area where a number
around and is always with an awake grimlock.
of large water barrels are stored. The stream runs
above ground here and is accessible. The grimlocks aren’t very smart creatures. It is easy
to distract them from their tasks.
- 16 -
PART 5. THE RESCUE
Once the companions have scouted the cave, it’s time • If the fight happens in the main hallways (A/A1),
for them to get back to the masters and make a plan. this wakes the mind flayer! (The grimlocks grab
(Ideally) just around this time, the mind flayer goes their heads immediately and look toward the
to sleep and the other masters begin to wake up. door – signaling that he’s awake). The companions
The wizard quickly fills them in on the plan and at this point should be given an opportunity to
they use the last of their magic to empower block his door if they haven’t already done so!
the companions to act! • If the companions draw grimlocks to investigate
the fallen woodpile outside, only 2 of them
Heroic Empowerment! come outside.
The masters use what little magical energy they
have to grant the companions power. If only one Final Escape
companion has been going back and forward
Once the companions retrieve the key from the
to contact the masters, now is the time to get the
grimlocks, they are able to free the prisoners – both
others in to receive their magic! Alternatively, each
their masters as well as the villagers. On their way
master is able to empower a small item that they kept
out of the cave, the Heartland Scouts retrieve their
on themselves – such as a seed or a piece of a ration –
weapons and gear.
and have one of the companions carry it to the others
for the empowerment.
The heroic empowerment grants the companions
additional strength and special abilities, allowing
them to take on the grimlocks in combat if they must!
Handouts in Appendix C have the details.
It’s important to understand that these powers still
aren’t enough for the companions to take on the mind
This Adventure as Session
flayer. He must be avoided at all costs! Zero (Optional).
The number of grimlocks is equal to the number It is possible to use this adventure as the start of a
of companions. The companions likely need to fight longer campaign for the players. If this is the case,
at least some of the grimlocks to get their key. If the there are two different options on how to proceed.
companions manage to steal the key without the The DM needs to know the players’ preference before
grimlocks noticing, it’s possible the grimlocks will reading the finale text.
come out on patrol. • Option A: Players intend to make regular
Use the following suggestions to stage the grimlock (humanoid) characters for the campaign, with
confrontation depending on the player plan. the option of keeping their animals from this
adventure as companions.
• The grimlocks sleep in shifts and sleep lightly.
Typically 2 sleep and 2 are awake, though during • Option B. Players intend to adventure further
feeding times, all may be awake. as animals! (Special rules for making animal
adventurers are provided).
• If the companions attack them in their room, all
of the grimlocks wake up. For Option A, read or paraphrase the following just
after the companions, their masters and the rest
• The extra noise from the stream in the guard
of the prisoners exit the cave. Note that the point
room prevents the mind flayer from hearing the
of view now switches away from the animals! (Tip:
combat and waking up.
be sure to have the names of all the animal companions
at the ready and incorporate them into the text!)
- 17 -
For Option B, read or paraphrase the following
It’s a miracle! Just when you thought all altered text.
hope had been lost, you have been rescued.
By animals as well! They came for this latest You’ve done it! The fresh air and the sight of the
batch of prisoners, for these Heartland Scouts. sky signal your freedom as you emerge from
It’s true after all what they said – they really the cave. The starved and bedraggled prisoners
are adventurers. Their animal companions whom you and your masters rescued rush out
managed to free them, and they in turn took of the cave first, relieved to be free at last!
pity on you.
Your masters, the brave Heartland Scouts,
The fresh air and the sight of the sky signal bring up the rear, their recently retrieved
your freedom as you emerge from the cave. weapons at the ready. The smiles of relief
The Heartland Scouts bring up the rear, their on their faces quickly fade. One of the scouts
recently retrieved weapons at the ready and – the ranger – suddenly freezes in place. There
their heroic animal companions at their side. is a loud sound from inside and the sound of
One of the Scouts – the ranger – suddenly footsteps. “Oh no. The mind flayer!”
freezes in place. There is a loud sound from The Heartland Scouts exchange knowing looks.
inside and the sound of footsteps. “Oh no. They each call you over to them and speak
The mind flayer!” softly to you. They use different words, but the
The Heartland Scouts exchange knowing meaning is the same: “You saved us,” they say,
looks. They turn to their animal companions “but now, you have a greater responsibility.
– call each one by name – and say, “You saved You must get these people to safety. All this
us, but now, you have a great job. You must must not have been for nothing. You must go
get these people to safety. Go now, lead them now, you must lead them away from here.”
away from here.” The last words are a command you must follow.
The wizard turns to you and says, “We are The wizard turns to the rescued prisoners
weak, but we will hold him off as much as we and says to them, “We are weak, but we will
can. You must run. Follow our companions – hold him off as much as we can. You must run.
they will lead you to safety. Go now!” Follow our companions – they have saved
With that, the Heartland Scouts pet their us and will lead you to safety. Go now!”
companions for the last time and rush into With that one final command, the Heartland
the cave, never to be seen again. Scouts pet their companions for the last time
The Heartland Scouts and their brave and rush into the cave.
companions saved you from certain death You rush through forest, running, leading
at the hands of the mind flayer. What the people to safety. You are heroes in their
will you do now? eyes and they follow you. You feel it after
a few minutes. A sudden emptiness and then
The players may now introduce their new campaign a surge of power. You know that the Heartland
characters, detailing how they had been captured by Scouts are no more. You know that they gave
the mind flayer and made their escape through the their lives to save these people from the mind
woods. If they wish, they may keep animal companions flayer. Yet, there is something else! Some part
that had served the Heartlands Scouts as their own. of them has lived on in you. You feel it there –
a memory, a knowledge, an intelligence, and
perhaps… a power?
What will you do with this power now?
- 18 -
The players may now make new characters based for a humanoid. When a part of your anatomy
on their companions. They must use the following is being used as a melee weapon, wand, staff,
character traits, which replace typical humanoid or rod it is considered that item type and that
racial traits. item type only. A talon used as a longsword for
• Ability Score Increase. As an awakened animal example, qualifies for effects that affect weapons,
with little in the ways of knowledge, you start with but not for those that affect unarmed strikes.
a -2 penalty to your Intelligence. Your Dexterity It may still be used as an unarmed strike without
score increases by 2 and two other ability the benefit of this feature.
scores of your choice increase by 1. If you were • Item Absorption (Sea Horse). Your illusory
the wizard’s familiar, you may instead choose jouster was made permanent with the death
to have no penalty or bonus to both Intelligence of your master. It is part of you and can be
and Dexterity. equipped with items, which it wields as per their
• Age. Your lifespan is up to 60 humanoid years. normal effect. You and the jouster are considered
one creature and cannot be separated.
• Alignment. You may choose any alignment,
though your recent exploits likely put you on the • Additional Traits. You gain the following trait(s)
side of Good. based on your companion form.
• Size. If your size was Tiny, it becomes Small, o Giant Badger. Keen Smell.
otherwise it remains the same. o Panther. Keen Smell, Pounce.
• Speed. Your movement remains the same as was o Velociraptor. Pack Tactics.
granted by your companion statistics. o Wolf. Keen Hearing and Smell, Pack Tactics.
• Senses. You retain any senses granted by your o Bat. Keen Hearing, Echolocation.
Companion statistics.
o Hawk. Keen Sight.
• Skills. You get proficiency in your choice of one
of Survival, Perception, Athletics, or Acrobatics. o Owl. Flyby, Keen Hearing and Sight.
• Languages. You can speak, read, and write o Raven. Mimicry (Save DC 8+Charisma Mod)
Common and one other language of your choice. o Crab. Amphibious.
• Animal Empowerment. The magical energy o Frog. Standing Leap.
that entered you when your master died has
fundamentally altered you. Aside from granting
you greater sentience, it has resulted in minor
physical transformations. These transformations
allow you to use equipment meant for humanoids.
You’re able to wear a ring, or don a suit of armor,
provided one can be made to fit your size. These
provide the same benefits as they would to
a humanoid and have the same limitations.
• Item Absorption (except Sea Horse). Provided
that you meet class and proficiency requirements
for wielding them, you may use melee weapons,
wands, staves, and rods meant for humanoids
by spending 1 hour to absorb their abilities. Upon
completion, an appropriate part of your anatomy
gains the same properties as the item in question.
For example, by absorbing a rapier, you may
now have your beak act as a 1d8 melee weapon
with the finesse property. The requirements for
wielding such items do not change, so a small
creature still has disadvantage on wielding
a weapon with the heavy property and so forth.
The action economy for wielding or switching
weapons or armor remains the same as it does
APPENDIX A: CREATURES
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11(+0) 12(+1) 12(+1) 19(+4) 17(+3) 17(+3) 16(+3) 12(+1) 12(+1) 9(-1) 8(-1) 6(-2)
Saving Throws INT +7, WIS +6, CHA +6 Skills Athletics +5, Perception +3, Stealth +3
Skills Arcana +7, Deception +6, Insight +6, Condition Immunities Blinded
Perception +6, Persuasion +6, Stealth +4 Senses Blindsight 30 ft. (blind beyond this radius),
Senses Darkvision 120 ft., passive Perception 16 passive Perception 13
Languages Deep Speech, Telepathy Languages Undercommon
120 ft., Undercommon Challenge 1/4 (50 XP)
Challenge 7 (2,900 XP)
Blind Senses. The grimlock can't use its blindsight
Magic Resistance. The mind flayer has advantage while deafened and unable to smell.
on saving throws against spells and other
magical effects. Keen Hearing and Smell. The grimlock has
advantage on Wisdom (Perception) checks that
Innate Spellcasting (Psionics). The mind flayer’s rely on hearing or smell.
innate spellcasting ability is Intelligence (spell
save DC 15). It can innately cast the following Stone Camouflage. The grimlock has advantage
spells, requiring no components: on Dexterity (Stealth) checks made to hide in
rocky terrain.
At will: detect thoughts, levitate
1/day each: dominate monster, plane
shift (self only) ACTIONS
Spiked Bone Club. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5
ACTIONS (1d4 + 3) bludgeoning damage plus 2 (1d4)
Tentacles. Melee Weapon Attack: +7 to hit, reach piercing damage.
5 ft., one creature. Hit: 15 (2d10 + 4) psychic
damage. If the target is Medium or smaller, it is
grappled (escape DC 15) and must succeed on a
DC 15 Intelligence saving throw or be stunned
until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to
hit, reach 5 ft., one incapacitated humanoid
grappled by the mind flayer. Hit: The target
takes 55 (10d10) piercing damage. If this
damage reduces the target to 0 hit points,
the mind flayer kills the target by extracting
and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer
magically emits psychic energy in a 60-foot
cone. Each creature in that area must succeed
on a DC 15 Intelligence saving throw or take
22 (4d8 + 4) psychic damage and be stunned for
1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect
on itself on a success.
- 20 -
APPENDIX B: COMPANION HANDOUTS
Each handout has two versions – the initial version and the post-empowerment version.
- 21 -
GIANT BADGER NAME: ______________
Medium beast, unaligned
Armor Class 10
Hit Points 13 (2d8 + 4)
Speed 30 ft., burrow 10 ft.
ACTIONS
Multiattack. The badger makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 6 (2d4 + 1) slashing damage.
SITUATIONAL ACTION
Wail. The badger produces a loud noise that can
be used to scare, distract, or draw attention. The
specific effect can be determined by the DM. Table 3: Strange Colours
1 Purple
2 Bright Orange
3 Sky Blue
4 Hot Pink
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge 1/4 (50 XP)
ACTIONS
Multiattack. The velociraptor makes two attacks:
one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
SITUATIONAL ACTION
Clever. If a door is unlocked and has a handle,
the velociraptor is able to open it without Table 3: Strange Colours
an additional check. How this is accomplished 1 Purple
remains a mystery. 2 Bright Orange
3 Sky Blue
4 Hot Pink
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4 + 2) piercing damage.
If the target is a creature, it must succeed '
on a DC 11 Strength saving throw or be
knocked prone.
Armor Class 12
Hit Points 1 (1d4 -1)
Speed 5 ft., fly 30 ft.
ACTIONS
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one creature. Hit: 1 piercing damage.
Armor Class 13
Hit Points 1 (1d4 -1)
Speed 10 ft., fly 60 ft.
Skills Perception +4
Senses passive Perception 14
Languages --
Challenge 0 (10 XP)
ACTIONS
Talons. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 1 slashing damage.
Armor Class 11
Hit Points 1 (1d4 -1)
Speed 5 ft., fly 60 ft.
ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 slashing damage.
Armor Class 12
Hit Points 1 (1d4 -1)
Speed 10 ft., fly 50 ft.
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
ACTIONS
Claw. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage.
SITUATIONAL ACTION
Water Sense. The crab’s water familiarity allows
it to taste and see the tiniest difference in the
water. This may allow the crab to sense objects
or events that affect or had affected the water
a great distance away. The specific effect of this
is determined by the DM.
Table 3: Strange Colours
1 Purple
2 Bright Orange
3 Sky Blue
4 Hot Pink
Armor Class 11
Hit Points 1 (1d4-1)
Speed 20 ft.,swim 20 ft.
SITUATIONAL ACTION
Water Sense. The frog’s water familiarity allows
it to taste and see the tiniest difference in the
water. This may allow the frog to sense objects
or events that affect or had affected the water
a great distance away. The specific effect of this
is determined by the DM.
Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
Armor Class 11
Hit Points 1 (1d4-1)
Speed 0 ft.,swim 20 ft.
SITUATIONAL ACTION
Water Sense. The seahorse's water familiarity
allows it to taste and see the tiniest difference
in the water. This may allow the seahorse to sense
objects or events that affect or had
affected the water a great distance
away. The specific effect of this
is determined by the DM.
Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft.,climb 20 ft.
ACTION
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
SITUATIONAL ACTION
Friend of the Wild. Being at home in the wild, the
lizard is able understand or communicate with
other wild animals particularly well. The specific
effect of this is determined by the DM.
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft.,climb 30 ft.
ACTION
Claws. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
SITUATIONAL ACTION
Friend of the Wild. Being at home in the wild,
the cat is able understand or communicate with
other wild animals particularly well. The specific
effect of this is determined by the DM. Table 3: Strange Colours
1 Purple
2 Bright Orange
3 Sky Blue
4 Hot Pink
Armor Class 10
Hit Points 1 (1d4-1)
Speed 40 ft.,climb 30 ft.
ACTION
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
SITUATIONAL ACTION
Friend of the Wild. Being at home in the wild,
the rat is able understand or communicate with
other wild animals particularly well. The specific
effect of this is determined by the DM.
Armor Class 12
Hit Points 1 (1d4-1)
Speed 20 ft.,climb 20 ft.
Skills Stealth +4
Senses Darkvision 30 ft., passive Perception 10
Languages --
Challenge 0 (10 XP)
Master's Quirk
Your master always feeds you the same thing at the
1
same times.
Your master once got into a fight because someone
2
made fun of you.
Table 1: Fur/Feather Pattern or Colours Your master tells you secrets that even their friends
Colour 1 Colour 2 3
don't know.
1 Brown Brown Your master is messy, but always makes sure you're well
4
2 Black Black kept.
3 Grey Grey You're pretty sure your master likes you more than other
5
4 Tan Tan people.
5 White White
6 Your master trusts you to be independent and free.
6 Gold Strange Colour (Table 3)
MASTIFF NAME: ______________
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8+1)
Speed 40 ft
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge 1/8 (25 XP)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage. If the
target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone..
SITUATIONAL ACTION
Carry On. Having been used as a mount, the
mastiff is very familiar with carrying others. The
specific effect of this is determined by the DM.
Table 3: Strange Colours
1 Purple
2 Bright Orange
3 Sky Blue
4 Hot Pink
Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.
ACTION
Hooves. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (2d4 + 2)
bludgeoning damage.
SITUATIONAL ACTION
Carry On. Having been used as a mount, the pony
is very familiar with carrying others. The specific
effect of this is determined by the DM.
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
Languages Perception +3
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)
ACTION
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 – 1) piercing damage.
SITUATIONAL ACTION
Table 3: Strange Colours
Friend of the Wild. Being at home in the wild, the
1 Purple
jackal is able understand or communicate with
2 Bright Orange
other wild animals particularly well. The specific
effect of this is determined by the DM. 3 Sky Blue
4 Hot Pink
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30 ft.
ACTION
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
SITUATIONAL ACTION
Friend of the Wild. Being at home in the wild, the
weasel is able understand or communicate with
other wild animals particularly well. The specific
effect of this is determined by the DM.
Table 3: Strange Colours
1 Purple
2 Bright Orange
3 Sky Blue
4 Hot Pink
Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.
ACTION
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
EMPOWERMENT! EMPOWERMENT!
GIANT BADGER VELOCIRAPTOR
When empowered, the giant badger gets the When empowered, the velociraptor gets the
following bonuses: following bonuses:
• Its Intelligence increases to 6. • Its Intelligence increases to 6.
• It gets a +2 bonus to its attack rolls and • It gets a +2 bonus to its attack rolls and
damage rolls damage rolls
• Its Strength saving throw is now +3 • Its Strength saving throw is now +0
• Its Strength (Athletics) bonus is now +3 • Its Dexterity saving throw is now +4
• Its Wisdom (Perception) bonus is now +3 • Its Dexterity (Stealth) bonus is now +4
• Its Dexterity (Stealth) bonus is now +2. • Its Wisdom (Survival) bonus is now +3
EMPOWERMENT! EMPOWERMENT!
PANTHER WOLF
When empowered, the panther gets the When empowered, the wolf gets the
following bonuses: following bonuses:
• Its Intelligence increases to 6. • Its Intelligence increases to 6.
• It gets a +2 bonus to its attack rolls and • It gets a +2 bonus to its attack rolls and
damage rolls damage rolls
• Its Strength saving throw is now +4 • Its Strength saving throw is now +3
• Its Strength (Athletics) bonus is now +4 • Its Strength (Athletics) bonus is now +3
• Its DC to knock a creature prone with its • Its DC to knock a creature prone with its
pounce is now 14 bite is now 13
EMPOWERMENT! EMPOWERMENT!
BAT OWL
When empowered, the bat gets the When empowered, the owl gets the
following bonuses: following bonuses:
• Its hit point maximum increases to 10. • Its hit point maximum increases to 10.
• Its Intelligence increases to 6. • Its Intelligence increases to 6.
• Its Wisdom (Perception) bonus is now +3
• Its Dexterity (Stealth) bonus is now +4 EMPOWERED ACTIONS
Talons. Melee Weapon Attack: +5 to hit, reach
EMPOWERED ACTIONS 5 ft., one creature. Hit: 1d4+3 piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Visage of the Patron. Once per long rest, as
one creature. Hit: 1d4+3 piercing damage. an action you can cause each creature you
Visage of the Patron. Once per long rest, as designate in a 10-foot cube originating from
an action you can cause each creature you you to make a Wisdom saving throw (DC13).
designate in a 10-foot cube originating from Creatures that fail their saving throws are
you to make a Wisdom saving throw (DC13). frightened by you until the end of your next turn.
Creatures that fail their saving throws are
frightened by you until the end of your next turn.
EMPOWERMENT! EMPOWERMENT!
HAWK RAVEN
When empowered, the hawk gets the When empowered, the raven gets the
following bonuses: following bonuses:
• Its hit point maximum increases to 10. • Its hit point maximum increases to 10.
• Its Intelligence increases to 6. • Its Intelligence increases to 6.
• Its Dexterity (Stealth) bonus is now +5 • Its Charisma increases to 10
• Its Charisma (Deception) bonus is now +2
EMPOWERED ACTIONS • Its mimicry feature DC increases to 12
Talons. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 1d4+4 piercing damage.
EMPOWERED ACTIONS
Visage of the Patron. Once per long rest, as
Beak. Melee Weapon Attack: +5 to hit, reach 5
an action you can cause each creature you
ft., one creature. Hit: 1d4+3 piercing damage.
designate in a 10-foot cube originating from
you to make a Wisdom saving throw (DC13). Visage of the Patron. Once per long rest, as an
Creatures that fail their saving throws are action you can cause each creature you designate
frightened by you until the end of your next turn. in a 10-foot cube originating from you to make
a Wisdom saving throw (DC13). Creatures that
fail their saving throws are frightened by you
until the end of your next turn.
EMPOWERMENT! EMPOWERMENT!
CRAB OCTOPUS
When empowered, the crab gets the When empowered, the octopus gets the
following bonuses: following bonuses:
• Its hit point maximum increases to 10. • Its hit point maximum increases to 10.
• Its Intelligence increases to 10. • Its Intelligence increases to 10.
• Its Intelligence saving throw is now +2 • Its Intelligence saving throw is now +2
• Its Wisdom (Perception) is now +1
EMPOWERED ACTIONS
EMPOWERED ACTIONS Touch of the Master. Your master has given you
the power to cast a cantrip using their powers.
Touch of the Master. Your master has given you
Your spell attack modifier for casting it is +5 and
the power to cast a cantrip using their powers.
your DC 13. When you gain this ability, select
Your spell attack modifier for casting it is +5 and
one of the following cantrips:
your DC 13. When you gain this ability, select
one of the following cantrips: • Acid Splash
• Acid Splash • Chill Touch
• Chill Touch • Fire Bolt
• Fire Bolt • Minor Illusion
• Minor Illusion • Poison Spray
EMPOWERMENT!
FROG
When empowered, the frog gets the
following bonuses:
• Its hit point maximum increases to 10.
• Its Intelligence increases to 10.
• Its Intelligence saving throw is now +2
EMPOWERED ACTIONS
Touch of the Master. Your master has given you
the power to cast a cantrip using their powers.
Your spell attack modifier for casting it is +5 and
your DC 13. When you gain this ability, select
one of the following cantrips:
• Acid Splash
• Chill Touch
• Fire Bolt
• Minor Illusion
• Poison Spray
EMPOWERMENT! EMPOWERMENT!
SEA HORSE LIZARD
When empowered, the sea horse gets the When empowered, the lizard gets the
following bonuses: following bonuses:
• Its hit point maximum increases to 10. • Its hit point maximum increases to 10.
• Its Intelligence increases to 10. • Its Intelligence increases to 6.
• Its Intelligence saving throw is now +2 • Its Wisdom increases to 10
• Its Wisdom (Insight) is now +2 • Its Wisdom (Survival) bonus is now +2
• Its Dexterity (Stealth) bonus is now +2
EMPOWERED TRAITS
Air Glide. You gain an ability to magically float EMPOWERED ACTIONS
up to 2 feet off the ground and a walking speed
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
of 20ft while you do so. This movement does not
one creature. Hit: 1d4+3 piercing damage.
prevent you from being knocked prone, or from
taking falling damage when applicable. Touch of Nature’s Master. A druid has given
the lizard power to cast some spells using their
Limited Amphibiousness. You can breathe air
power. The lizard can either cast the same
and water, but it need to be submerged at least
spell twice or two different spells once each.
once every 4 hours to avoid suffocating.
Their healing modifier is +3 and their spell
save DC is 13.
EMPOWERED ACTIONS
• Cure Wounds
Illusory jouster (1/short rest). The seahorse’s
illusionist master has enchanted it to have an • Entangle
illusory rider that can make attacks on its behalf. • Fog Cloud
As a bonus action, the sea horse causes a tiny
• Healing Word
triton jouster to appear on its back. While the
illusory jouster ability is active, the sea horse
can use its action to charge at a hostile creature
within 5ft. The hostile creature must succeed
on a DC13 Intelligence Saving Throw or take
2d4 psychic damage. After charging, the sea
horse’s remaining movement does not provoke
opportunity attacks until the end of its turn. The
illusory jouster disappears after 10 minutes.
EMPOWERMENT! EMPOWERMENT!
CAT RAT
When empowered, the cat gets the When empowered, the rat gets the
following bonuses: following bonuses:
• Its hit point maximum increases to 10. • Its hit point maximum increases to 10.
• Its Intelligence increases to 6. • Its Intelligence increases to 6.
• Its Charisma increases to 10 • Its Constitution increases to 10
• Its Wisdom (Survival) bonus is now +3 • Its Constitution saving throw is now +2
• It’s Charisma (Deception) bonus is now +2 • Its Wisdom (Survival) bonus is now +2
• Its Wisdom (Perception) bonus is +2
EMPOWERED ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 EMPOWERED ACTIONS
ft., one creature. Hit: 1d4+3 piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Touch of Nature’s Master. A druid has given the one creature. Hit: 1d4+3 piercing damage.
cat power to cast some spells using their power.
Touch of Nature’s Master. A druid has given the
The cat can either cast the same spell twice
rat power to cast some spells using their power.
or two different spells once each. Their healing
The rat can either cast the same spell twice
modifier is +3 and their spell save DC is 13.
or two different spells once each. Their healing
• Cure Wounds modifier is +3 and their spell save DC is 13.
• Entangle • Cure Wounds
• Fog Cloud • Entangle
• Healing Word • Fog Cloud
• Healing Word
EMPOWERMENT! EMPOWERMENT!
PONY MASTIFF
When empowered, the pony gets the When empowered, the mastiff gets the
following bonuses: following bonuses: