the sun goes down
DESCRIPTION
adventureTRANSCRIPT
THE SUN GOES DOWN WITH A RUBY SMILE
1
THE SUN GOES DOWN
WITH A RUBY SMILE WRITTEN BY REMLEY FARR ♦ ART BY SHAWN DALEY ♦ MAPS BY REMLEY FARR
“A small port seems the perfect place to dock when a freak storm forces the
small trade cog, Sea’s Rock, to find solid ground. But the newly discovered
port town raises questions: where are all the residents, and are any of them
still alive?”
“The Sun Goes Down with a Ruby Smile” is a Dungeons and Dragons 5th
Edition module designed for 3-5 players at level 1. This module favors
investigative and inquisitive playstyles over kicking in the door with swords
drawn. Without at least one medium-sized, female humanoid PC or a PC
who can speak and read orc, this may be a difficult module for the players
to complete in a cohesive manner
This is not an official Wizards of the Coast product.
This module is free to download and share.
For questions or concerns, email [email protected]
Visit Remley Farr’s website at www.insomniacsink.com for more info!
Read this to the Players
Three weeks after signing onto Captain
Tommik’s leaky trade cog, the Sea’s Rock, a
raging storm refuses to let up. The captain,
his navigator, and the adventurers scramble
all over the deck, fastening ropes and
tacking sails. It’s not until the halfling
navigator, Bosin, spots a port through the
rainy onslaught that anyone feels the
slightest bit of hope.
Captain Tommik aims the Sea’s Rock
towards the port, tacking hard to avoid
being swallowed by the sea. If it weren’t for
the half-ton of iron ore in the cog’s decks,
the lightweight ship would be decorating
the sea floor by now.
The gangplank slams into the empty
marina, and you don your cloaks and hustle
across the leaky, wooden boards, aiming for
a log customs building nestled where the
marina meets the shore. A crackle of
lightning deafens your ears, drowning out
the howling wind and splattery rain for a
split second.
Just as you shove the wooden door to
the customs building open, you are greeted
by a dark, cold, but dry room. Hanging your
dripping cloaks on the wall hooks, you
collapse onto the floor, exhausted after
hours of running around on deck.
Another flash of lightning illuminates
the stumpy, dwarfish form of Captain
Tommik as he strides into the wooden
building, rivulets of rain dripping from his
blonde beard. “Ah, that’s what I call a wee
inconvenience!” he says, wringing his
beard. “This ‘ere’s good place as any. Bosin
an’ I’ll grab food and belongings from the
Rock, an’ we can hole up in ‘ere fer the
night. Keep yer eyes out fer townsfolk.
Don’t wanna ferget yer manners.” And with
that, he vanishes into the raging winds.
You look around the customs office,
trying to take in the frantic situation. No
less than ten minutes ago you were fighting
to keep a ship above water. Now you’re
safe on solid ground. Every inch of your
body aches, and you can’t shake the image
of flailing ropes and water-soaked sails out
of your heads–after all, you’ve been staring
at them for hours upon end.
THE SUN GOES DOWN WITH A RUBY SMILE
2
The storm rumbles outside, the rain
showing no sign of letting up. Small
bootprints of mud and water dot the
floor from where you’ve tracked them,
but for now, at least you’re able to
breathe easy. All you need is a day’s
worth of rest in here and you’ll be back in
tip-top shape. That is, if this freezing cold
rain doesn’t let up.
What do you do?
For the Dungeon Master
The players have been battling a
relentless storm for almost the entire
day, and they’re at the 1st level of
exhaustion (PH pg. 291). Chances are that
the players will decide to poke around
the dingy customs office or wait for
Tommik to return with Bosin and some
gear, which will take roughly thirty
minutes.
Captain Tommik himself isn’t an
awe-inspiring character, stat wise,
nothing more complex than a level one
dwarf merchant armed with a basic
dagger, though he has a gruff command
about him that only an age-seasoned
dwarf could muster. He scrapes his
existence transporting goods with his
navigator. As of now, he’s working for the
Skymarch Company, one of many trading
groups that deals with resources mined
from dwarf ruins, and he hired the
players as deckhands in between ports.
Unknown to the players, Tommik has
an addiction to sama, a plant that, when
a leaf is chewed and swallowed, calms
people’s nerves. Dwarves naturally are
afraid of water, and ingesting sama helps
take the edge off. Seeing as how sama
plants are contraband in many societies,
Tommik keeps the sama addiction a
secret, even from Bosin. Eating a sama
leaf gives an advantage on fear saving
throws for eight hours, and Tommik
ingests a leaf every eight hours (using a
slight of hand check vs. any nearby PC’s
perception check). If caught and called
out on it, he’ll claim he was eating from
his bag of nuts (using a deception check
vs. PC’s insight check). He’ll plead that he
needs the sama to stay calm on the
water, and any dwarf in the party would
sympathize with his claim.
Captain Tommik will stay near the
Sea’s Rock while the party ventures out
so that he can keep an eye on the ship
while the adventurers do “what yer paid
to do!”
The navigator, Bosin, is an equally
unremarkable halfling and merely a
lackey for Tommik. He’s spry, capable of
shimmying up the sails and swinging on
ropes. He tags along with Tommik and
doesn’t talk much, though a quip or two
is sure to pop out of his mouth when he’s
feeling particularly full of himself. He
fights with a dagger or crossbow when
prompted, though he should rarely see a
reason to do so.
When Tommik returns from the boat
with Bosin, they’re carrying plenty of gear
to hole up in the customs office for the
night: four lanterns with oil, bedrolls for
themselves and each party member, and
enough rations to stave off hunger for
the night.
Unlike the PC’s, Tommik and Bosin
are at exhaustion level 2, and will want to
go to sleep immediately. Tommik will use
this time to sneak a sama leaf, and Bosin
will collapse into a snoring heap
immediately after unloading the gear.
Five Contracts
Of course, the party hasn’t stumbled
upon a simple marina and customs office.
The adventure would be too stale if that
were the case. What they’ve really come
across is a covert, off the grid mining
colony set up by one of Skymarch
Company’s rival corporations, the
Stoutman Caravan. And unfortunately for
the party, nearly everyone in the mining
colony met their demise at the edge of a
pick five years ago.
A few years before the murders,
representatives from the Stoutman
Caravan wanted to set up a mining colony
after buying a lead on a patch of land rich
with raw ruby ore. After contacting Agran
Dodd, a dwarf mining veteran in his late
300’s, the Stoutman Caravan signed him
up with a contract to establish what
would, on paper, be called the Pinewood
Lumber Export, or the PLE.
Dodd’s job was simple: set up a
small, convincing lumber operation while
simultaneously running an under-the-
table ruby mine. Keeping the Stoutman
Caravan’s access to rubies a secret was
vital to the operation: if any other
companies found out, they’d try to
financially strongarm the small, budding
business out of their property.
With that, Dodd set to work hiring
the “right people.” Wanting to keep the
port to the PLE as inconspicuous as
possible, he set up only a small marina
and customs office (the very same
customs office the players start off in)
with a small cabin set aside for himself.
As old as he was, retiring to a quiet life
full of financial cushion sounded perfect,
and the well-rounded dwarf immediately
began scouring for his “right people.”
First and foremost, he hired his
grandson, Hedgar Dodd, a rambunctious
dwarf lad worthy of receiving Dodd’s
inheritance. To satiate Hedgar’s
explorative nature, Dodd build a three-
story watchtower next to the customs
office (the players missed it while running
in due to the rain.) Hedgar proceeded to
decorate the watchtower as any dwarf
child would–tiny stone statues, flecks of
sparkly rocks, runic poems, and so forth.
Hedgar’s job was to look out for ships and
tend to Dodd’s needs in his growing age.
With the first contract signed, Dodd
set his beady eyes on acquiring lumber
workers. Three human brothers, the
Lents, fit the bill perfectly. They needed a
destination in life, and they could keep
mum, especially for the money that Dodd
could offer them. Also, they needn’t
know about the mining operation, and
they would be too foolish to suspect it,
anyways.
If any Lent brother was the
“prettiest” one, it would be Vinnie Lent.
Dashing in his own way, he spoke with
scowls and the occasional whistle
through missing front teeth. As the
THE SUN GOES DOWN WITH A RUBY SMILE
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RUBY AC – 12
Small humanoid (half-orc) – CN HP – 4 (1d6)
Speed 30ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 8 (-1)
Skills Intimidate +5 Senses passive Perception 11
Languages Orc (written only) Challenge 0 (0 XP)
ACTIONS
Crude Spear Melee or Ranged Weapon Attack +5 to hit, reach 5ft. or
range 20/40 ft., one target. Hit 2 (1d4-1) piercing damage.
GEAR
Fur clothes, 3 crude spears, letters from parents
oldest, Vinnie called the shots.
The middle brother, Paddy Lent, was
a tall, skulking fellow, eyes always
wandering towards the women. He was
usually in his cups, even when working.
Rumors pervaded that Paddy Lent
needed hard drink like dragons needed
gold.
Perhaps the only Lent brother with
any redeeming quality was the youngest,
Monroe Lent. Monroe never wanted to
join the PLE, but went anyways when his
brothers forced him into the
arrangement. A workaholic by nature, he
always had his eyes set on the seas, ready
for the day when he could amass his
savings and set sail.
With the mill workers taken care of,
Dodd needed people to tend to the
grounds: cooks, servants, farmers–
anyone to keep the Lent brothers
satisfied. That’s when he came across
documents for the Rumricks, a destitute
human family led by Kincade Rumrick,
the father.
Kincade was put in charge of the
brothers–best to not let the Lents’
fraternal rivalry get out of hand–and his
wife, Mrs. Rumrick, as well as his young
daughters, Mona and Sunny, managed
the various households.
With the facade in place, Dodd
needed to find the true mortar for his
operation: the miners. Seeing his true
genius at work, Dodd did the
unthinkable. He hired two half-orcs,
Rogath and Maovor, to be “guards” in the
eyes of the workers. They were hardy,
strong, capable of seeing in the dark,
drawn by greed, and just deplorable
enough so that nobody would snoop
around their business. Maovor especially
fit the requirements, being fat, bulbous,
and crude. Rogath helped balance
Maovor out, being better-spoken and
even slightly handsome, possibly being
more human than orc.
Unknown to Dodd, the Stoutman
Caravan hired on a fifth party to station
at the PLE: an elf priest named Reagent
the Brightloam. As a priest, Reagent
exchanged his work as a mediator and
medicine worker in exchange for small
pay and a house to stay in–he was also,
to Dodd’s disdain, given privy information
regarding the ruby operation.
Dodd’s plans seemed simple enough:
just don’t let the humans know that their
lumber mill is a front, and if they find out,
bribe them a bit. Business would be
fine...
Until the day Maovor the half-orc set
his pickaxe on fleshier quarry.
The Survivor
The kindling for Maovor’s massacre
began with Sunny Rumrick. Being a
creative artist and wordsmith, she drew
the attention of Rogath, and after eloping
with him in secret, became pregnant with
his child. To save herself from the hate
her traditional family would wrack on her
for loving a half-orc, she took a less harsh
bereavement by saying the baby’s father
was one of the shiphands who docked
while picking up lumber.
With Reagent’s help, Sunny gave
birth to a baby boy: Ruby. And with
Reagent’s salves and ointments, she was
able to hide Ruby’s half-orc traits until
Maovor noticed the toddler’s orcish
mannerisms. Enraged that Rogath took
one of the human women, Maovar told
Kincade Rumrick the truth about the
child. Kincade, in a heated rage, slew
Rogath and Sunny. After discovering
Rogath’s death, Maovor lost his self-
control, took up his pickaxe, and released
years of pent up aggression in a revenge
killing.
Everyone except Ruby and Maovor
perished.
Regarding Ruby
The half-orc/human lovechild, Ruby, still
roams the area. He isn’t afraid of bad
weather, which he exemplifies by
climbing the watchtower during the
storm so he could see the clouds and
lightning better.
For the duration of the storm, Ruby
sits in the watchtower, watching the PC’s
as they dash inside. He hasn’t seen
anyone other than Maovor since the
massacre, and he doesn’t quite know
what to do with these strange, new
characters except observe them.
If the party ventures out during the
rain and enters the watchtower, Ruby
can easily hop from the watchtower to
the customs office roof and disappear.
After the storm clears out the following
day, he’s gone.
Ruby’s psyche is stressed by two
factors: the unconditional love from his
mom, Sunny, as well as the unbridled fear
from the night that Maovor attacked
everyone. He sees humanoid men as
threats, especially orcs and other half-
orcs, and he will intimidate or lob spears
at them from a distance if provoked, but
women are different.
If there’s a female humanoid within
the party, Ruby will try and “rescue” her
from the party when their guard is down,
such as hiding in a room or sneaking up
THE SUN GOES DOWN WITH A RUBY SMILE
4
on them when they’re sleeping. If there is
more than one female, he will try and
rescue the one that looks the most
attractive (DM’s discretion, charisma
might be the deciding factor).
Ruby never quite learned how to talk
or recognize speech, but he can read
simple orc messages thanks to his
mother’s and father’s letters and pictures
that he keeps collected in his grotto (Area
25).
Ruby will communicate by scribbling
orc words in the dirt, most of them
nothing more complex than noun and
adjective compounds. He will assign his
own names to the PC’s, such as calling a
fat dwarf “Pig,” a lithe elf “Tree,” or a
musical bard “Bird.” He will always refer
to the female he clings to as “Sun.”
If Ruby is with the party in certain
areas, he’ll react in peculiar ways,
showing fear in presence of a murder or
admiration when close to one of Sunny’s
paintings. Interpreting his emotions may
prove useful for the PC’s.
There’s always the chance that the
party might kill Ruby, especially if they
see him as a wild threat. A failed
perception check or a twitchy ranger with
a crossbow might shoot him instinctively.
Ruby isn’t extremely crucial to the
adventure, but the party will most likely
enjoy the journey if he partners up with
them and follows them around.
First Explorings
After the party enters the customs office,
they will realize one major detail after
Tommik leaves to gather supplies: it is
freezing cold inside the office. Feel free
to tell the party what the office looks like
once Tommik leaves.
The Port (1-9)
This is the area that handled the shipping
of lumber (and rubies!) out of the camp.
When the party first arrives in the rain,
they’ll barely be able to see ten feet in
front of them. The next day, the skies are
clear and the party can get a good view of
the area.
1. Customs Office: Lobby
The dank and dark room bristles with a
chill that could make a lich shiver. On one
side of the room lies a scribe’s desk
cluttered with mildewed parchment, old
quills, inkwells, ledger books, and a dirty
brass nameplate reading “AGRAN
DODD.” On the other side is a cast iron,
potbelly stove with a rusty smokestack
trailing across the ceiling. A rigid safe is
nestled in the corner, and there are two
doors on either side of the stove, one
with a puddle of water pooling out from
beneath it. There won’t be any rest
tonight if the room doesn’t warm up.
The lobby is Dodd’s workplace, where he
spent most of his time at the desk,
pouring over ledger work and invoices.
Investigating the scattered stationery
reveals that most of them are molded
and unreadable, but a successful DC 15
Intelligence (investigate) check reveals
that the papers have “Stoutman Caravan,
Pinewood Logging Exports” in the
heading. If Tommik is informed about the
papers, he’ll tell the party that the
Stoutman Caravan went bankrupt almost
five years ago.
The safe in the corner is locked, and
Tommik will tell the party, “Yer more
likely to break a hundred axe heads
before you break a safe like that.” The
only way to open the safe (aside from
magic or other extreme means) is to find
Dodd’s key at his house (Area 8). Inside
the safe is a small, cut ruby worth 200gp
THE SUN GOES DOWN WITH A RUBY SMILE
5
and the original five contracts. As a DM,
have fun with explaining what the
contracts involve, as the players will have
lots of detail to piece together.
Without finding a suitable source of
warmth (the boat is too cold, and the
lanterns don’t give off heat), the party
won’t shake their exhaustion status
effect. There are several ways the party
might try and stay warm: using a winter
blanket or other cold weather gear,
chopping up the desk and lighting it in
the fireplace, or obtaining firewood from
a stack in Dodd’s house. They can burn
the papers, but the papers burn fast.
Someone will have to stay up all night
feeding handfuls of paper into the fire.
Let the party be creative, but remember
that wet wood is hard to light.
2. Customs Office: Dry Room
Entering the room, you see two beds with
moldy straw mattresses. This is an
overnight room for docking ships. It looks
like nobody has been in here in a while.
Any party member investigating the room
just a normal room used for overnight
housing. It’s still freezing cold in there,
and lying on the mattresses will cause
them to tear and crumble, causing the
player who tried doing so to land on the
floor in a nasty, dirty splat.
3. Customs Office: Wet Room
Upon opening the door, strong mist
blasts you in the face as you see a ragged
hole in the roof. Rain spills down through
the hole and runs between the
floorboards. There are two beds on either
side of the room. Lightning flashes once,
revealing a dead body, all bone and
tattered clothes, lying in the middle of
the floor.
This is the corpse of Agran Dodd, who
died after falling from the watchtower
next to the customs office and crashing
through the roof of this room. Disturbing
the body causes a Giant Rat (MM, pg.
327) to dash out from beneath the bed
and attack.
There isn’t anything on Dodd except
for a rusty battleaxe with “DODD”
scribbled on it in dwarf runes.
4. The Watchtower: Bottom
A three-story, creaky tower juts out of
the ground, shadowing the customs
office. An indoor staircase wraps from
the ground all the way up to the upper
balcony in a side winding fashion.
This is Hedgar’s watchtower. The PC’s
take notice of a creaking sound when
they walk up it. Examining the handrails
and posts show several crudely carved
pictures of dwarf heroes and legends, as
well as HEDGAR and GRANDFATHER
AGRAN carved all over it. These are from
Hedgar chiseling away in childish wanton
fancy.
5. The Watchtower: Top
There’s a section of the observation deck
where the railing is broken. A short, stout
skeleton with a large hole plunged
through its skull lies on the creaky,
wooden floor. A bulging blanket, a
strawless mattress, and a busted
telescope litter the dirty, damp floor.
The skeleton is Hedgar Dodd. A Wisdom
(heal) check DC 15 notices that the hole
in its head was caused by a heavy,
piercing weapon.
Checking under the bulging blanket
reveals a severed arm, identified as
belonging to a half-orc on a successful
Wisdom (heal) check DC 15.
This is where Maovor committed his
final murders, impaling Hedgar in the
head with his pickaxe. Agran Dodd
grabbed his greataxe and stormed up the
watchtower, where he dueled with
Maovar. In a stroke of luck and skill, the
dwarf veteran severed Maovor’s arm, but
the vicious half-orc gritted through the
searing pain and slammed Agran into the
railing, breaking it and toppling the dwarf
over the edge where he smashed through
customs office roof.
Anyone standing near the shattered
railing causes a section of the
watchtower balcony to collapse. Making
a successful Strength (athletics) DC 16 or
Dexterity (acrobatics) DC 12 check causes
the PC to dodge back to the safe side of
the watchtower or cling to the edge. A
failure causes the PC to fall and land on
part of the roof, taking 1d6 falling
damage. A very bad failure causes the PC
to fall through the hole in the roof and
take 2d6 falling damage.
From the balcony, party members
can see what looks like two clearings.
One clearing has houses, and the larger
clearing has a herd of animals in it. A
successful Wisdom (perception) check DC
20 notices the animals as oxen. There are
also two paths leading from the docks to
these clearings.
6. Dodd’s House: Living Room
The cabin is empty of life except for a few
roaches skittering between the
floorboards. A mildewed painting of an
older dwarf and a younger dwarf bedecks
a wall. The fireplace against the wall
sports a well-stocked woodpile next to it,
and above the mantle is an empty
weapon’s display hook. There are two
doors, one on each side of the mantle. A
table and set of short, wooden chairs sit
to one side.
The painting is of Dodd and Hedgar, and
it was painted by Sunny, whose signature
can be found in the bottom corner if the
players look hard enough. Ruby will
recognize his mother’s name instantly
and react to it.
Searching the room reveals a tin of
tobacco and an ivory pipe (20 gp). Any
food or drink that would be stored in the
cupboards has long since been eaten by
roaches.
7. Dodd’s House: Library
Bookshelves with worm- and rat-eaten
books bedeck each of the walls. A reading
chair sits against a desk. On one wall is a
large map in a glass display case.
Examining the bookshelf reveals nothing
but books that have been chewed away,
THE SUN GOES DOWN WITH A RUBY SMILE
6
the binding coming unglued and falling
apart.
Examining the map shows a detailed
scribbling of the logging camp as well as
the names of the people who worked
there, including their positions. Extracting
the map from its display case is easy if
the party wishes to take it with them.
Examining the map gives the players
the following details.
A flourish of calligraphy reads
“Pinewood Lumber Export,” and a
forested area is drawn out. Near the
coast is the customs office, a
watchtower, and a cabin, as well as the
marina. Two trails lead off, one to a small
clearing with two houses and a shack, the
other to an enormous clearing with a
fenced area and a great tent, suggesting a
logging clearing. These places are
connected by a trail as well. There are
four lists, each with a set of names
beneath them.
You can then tell them about four
lists in detail. The players can write these
names down themselves, or you can
write the names down beforehand and
give them to the players. The categories
and names are as follows, in this order,
LOGGING
• Kincade Rumrick
• Vinnie Lent
• Paddy Lent
• Monroe Lent
STEWARDS
• Mrs. Rumrick
• Sunny Rumrick
• Mona Rumrick
• Reagent Brightloam
• Ruby Rumrick
SECURITY
• Maovor
• Rogath
ADMIN
• Agran Dodd
• Hedgar Dodd.
An Intelligence (investigation) check
DC 20 reveals that Ruby Rumrick is
written with different handwriting,
suggesting it was added in later. Also,
Sunny Rumrick’s signature is on the map
since she painted it. Ruby will see this
and recognize it as well.
8. Dodd’s House: Bedroom
A clothes rack of tunics, breeches, and
bandanas give the idea that this room
belonged to a male dwarf. The bed is low
to the ground, and the room is mostly
intact. There is a wooden dresser
opposite the bed and a nightstand near
the bed.
Pilfering through the clothes rack and
dresser will yield 2 sets of work clothes, 2
sets of artisan’s clothes, and a big, wooly
cape. Inside the nightstand is 27gp and
4sp, as well as an intact, hardbound
book: Morbin’s Almanac of Precious
Stones, which includes prints and
descriptions of several gems, mostly
rubies. Tommik will price the book at
40gp and will offer to buy it.
Inside the almanac is the key to the
safe in area 1. Also, anyone using the
almanac to appraise a ruby or ruby ore
will know its full value.
9. Dodd’s Well
This stone well is hidden behind a bunch
of overgrown bushes. It’s been covered
by a metal-wrought grate.
Players actively searching the area near
Dodd’s house stumble across this well.
Dropping rocks or anything small through
the cracks shows that there’s still water
beneath it.
If the party is able to remove the
grate and climb down, they’ll come
across a small, 10 x 10 underground
water area with 8d6 cp scattered around
the bottom.
The Residencies (10-18)
The Lents, Rumricks, and Reagent lived
here before they died. There are two
cabins in a clearing, a small patch of
overgrown grass where Reagent’s shack
burned down, and an old well. Two paths
lead off to the Port and the Clearing.
10. Rumrick’s House: Living Room
The front door to this house is wide open,
and there’s a wooden dining table with
five chairs around it, one with a pillow in
the seat. A fireplace thick with ash and
with a hanging kettle sits against the wall.
There are several torn paintings on the
wall. There are two doors leading to
other rooms, both bashed in.
The chair with the pillow was for Ruby.
The torn paintings are all of animals,
trees, and flowers. They were destroyed
in Kincade Rumrick’s rage after finding
out Sunny’s bastard lovechild was from
Rogath and not one of the port sailors.
Approaching the fireplace shows that
there is a message carved into the
wooden mantle, “Let not the diseased
hog sire,” and a dagger is shoved into the
wood at the last letter, as if punctuating
the point.
The kettle is empty, and searching
the room finds nothing but silverware,
plates, and other household basics worth
5gp at most. Digging through the ash
finds the burned remnants of Sunny’s
love letters to Rogath, which are written
in orcish. Kincade threw them into the
fire after finding them.
Ruby will definitely react to the
paintings after seeing his mother’s
signature on them.
11. Rumrick’s House: Bedroom A
The door to this room is kicked in, and
the place is entirely disheveled: broken
paintings, scattered dresses, splintered
bedposts, even a broken window. Last
THE SUN GOES DOWN WITH A RUBY SMILE
7
night’s rain has soaked the outer half of
the room.
Sunny and Mona shared the same room,
and the room is in shambles from a
combination of Kincade snooping for
evidence, as well as from Maovor’s
rampage.
Searching the room finds busted
paint bottles, dried paint, dirty work
clothes, and a broken wooden chest
that’s the perfect size for storing letters.
Looking around the window shows
that this room is within perfect eyesight
of the bedroom windows from the Lent
brothers’ house.
12. Rumrick’s House: Bedroom B
This is the master bedroom. A large bed
sits in the center with a dead woman
dressed in nightclothes on one side of it.
The window behind the bed is shattered.
A writing desk and wardrobe sits around
the room.
The parents’ bedroom is largely
untouched, except for the soaked
mattress. The corpse is Mrs. Rumrick,
who died when Maovor broke the
window behind her and strangled her in
her sleep.
On the desk is a forgotten inkwell
and quill, as well as two crossbow bolts. A
damp, moldy book, Divine Bosnir, lies
open, slivers of paper marking several
passages. The ink is too runny to read,
but an Intelligence (religion) check DC 10
reveals the following:
The book in your hand chronicles the
teachings of the Church of Bosnir, a
lawful neutral deity with a small following
among the rural people. Bosnir’s
followers are very utilitarian, valuing hard
work and perseverance above all else.
When followed justly, his laws can create
paragons of determined people. When
followed unjustly, his laws can create
superiority complexes that border the
line between zealot and psychopath.
Bosnir’s followers ritually carve or write
scriptures from Divine Bosnir on their
tools, carts, and boats—sometimes even
tattooing them onto their bodies.
Kincade had been scribing scripture
from Divine Bosnir onto his crossbow
bolts, preparing to kill Sunny and Rogath.
The two bolts on the desk don’t have any
scripture on them.
Searching the wardrobe produces
three sets of work clothes for a man and
woman each. Under the bed is a trunk
with 240sp in it, as well as 11gp.
13. Lent House: Living Room
This room is full of hunting trophies,
antlers, and skins. Several steins and
drinking paraphernalia are scattered
about. On the wall is a painting of a coat
of arms: two axes crossed behind a stout
oak trunk. Two lifeless bodies lie in the
left corner. There are three doors along
the back wall, the right one is smashed
down. The middle and left ones are
intact.
The coat of arms has Sunny’s signature
on it. A search of this room finds several
rotted away hunting trophies and
silverware that’s grown tarnished. The
two bodies are Monroe and Paddy Lent,
who were gouged by Maovor’s pickaxe
after they ran out of their rooms, hearing
Vinnie’s laments.
Searching the bodies finds a short
sword on each one, as well as dingy
nightclothes. It looks like they were killed
after just waking up.
14. Lent House: Bedroom A
The room is damp from rain, as seen by
the broken window on the side. A dead
body under blood-matted sheets lies on
the bed, and the furniture has
succumbed to rot years ago.
The body is Vinnie Lent’s. After Maovor
entered the Lent house, he busted down
Vinnie’s bedroom door and killed him in
his bed. Examining the body shows
multiple gouges. Also, pulling the sheets
off of him excites a swarm of wasps that
have built a next in his ribs (MM pg.338).
Players that makes a successful Wisdom
(perception) check DC 15 can hear small
buzzing sounds from under the sheets.
15. Lent House: Bedroom B
The room is filthy, but by the looks of it,
this place was a wreck before the
murders. There’s a bed lying in the
center, and a tripod-mounted spyglass
sitting against the window. A spittoon sits
in the corner near a dresser.
This is Paddy Lent’s bedroom. He was a
slob and a pervert, and anyone who
examines the busted spyglass can see
that the spyglass is aimed at the window
to the girls’ bedroom at the Rumrick’s
house. The spyglass itself is tarnished and
old, the lenses foggy, but can be sold for
50gp for scrap.
Looking under the bed finds
women’s undergarments, stolen by
Paddy. The clothes in the dresser are all
gigantic since Paddy was a large man.
The whole room smells of mildew
and rot. Ruby doesn’t like this room, and
will write EVIL EYES repeatedly in orcish
on the walls with a charcoal piece.
16. Lent House: Bedroom C
This is a man’s bedroom containing a
bed, dresser, and several scattered maps
and charts. It’s tidier in appearance than
the other two bedrooms. There’s a rotten
violin lying on the bed.
This is Monroe Lent’s bedroom.
Examining the maps shows that they’re
from several shipping companies,
possibly special ordered. Comparing the
maps to some of the charts shows that
this individual had plans to travel.
Sorting around the furniture yields a
few books not worth any more than 5gp,
but digging under the pillow finds an
opened envelope containing a letter of
acceptance from Tristan Musician
Academy, as well as a list of costs and
supplies needed. Along with the envelope
is a hidden stash of 68gp.
Monroe Lent was planning on leaving
the lumber mill and sneaking away to
school, but Maovor ended his life before
he could do so.
THE SUN GOES DOWN WITH A RUBY SMILE
8
17. Reagent’s House
An array of blackened posts and ash give
away that there used to be a house here
until it burned down.
Reagent’s house burned down when he
attacked the rampaging Maovor with a
burning hands spell, torching half of
Maovor’s body before Maovor cut him
down with the pickaxe.
Digging around the overgrowth and
remaining ash disturbs a smoke mephit
(MM, pg. 217) that attacks the party.
Ruby knows that the smoke mephit is
there and will avoid the area, scribbling
random combinations of EVIL SMOKE
DEATH in the ground.
A successful Intelligence (arcana)
check DC 10 reveals that some smoke
mephits haunt places where people
burned to death, feeding on the
anguished memories of the burnt victims’
demise.
Slaying the smoke mephit makes a
“memory” appear in its remains,
emanating like a floating picture:
The smoke incarnation dissipates
into a billowing residue, the ashes of its
body reforming into three ghostly shades.
One of the shades is hunched over and
tall, elfish in appearance. The second
shade, shaped like a human female, runs
to it, arms flailing in a panic.
They run around, making as if to hide
in the ash, when the third shade rumbles
in. The third shade is tall and broad,
monstrous in form, and pantomimes
breaking through a door. The elfish shade
raises its arms as though casting a spell,
and ash spews forth from its hands,
covering the third shade.
As if shaking off a headache, the
monstrous shade plows through the
silent spell cast by the first shade and
raises its hand. A pickaxe-shaped tool
forms out of the ash in the monster
shade’s fist and crashes into the elf
shade, bursting it into smoldering flecks.
The second, female shade makes to
run, but the monster shade raises the
pickaxe and charges her. As it approaches
the shivering, female shade, the ashes
formed by the dead mephit coalesce
inward as though pulled by an unseen
force, then explode outward.
A smoky haze fills the area where
this house used to stand, slowly drifting
to the ground. The reenactment is
complete, and the wretched elemental
mephit won’t haunt these grounds
anymore.
There is no other loot in the area.
The players have just witnessed Mona
running to Reagent for help and Maovor
bursting through the door, slaying both of
them.
18. Residents’ Well
This stone well still has a chain attached
to it. The other end of the chain
disappears down into the well.
This is the well that Sunny Rumrick would
use to drop letters down to Rogath.
Anyone venturing down into the well
ends up in Area 25.
The Clearing (19-20)
The large array of rotted stumps near the
tree line gives away that this was a
logging camp. There’s an old livestock
pen with oxen meandering around it, as
well as old carts, some with rotten tree
trunks in them. A dilapidated tent sits to
one side. There are two paths leading
away.
This is the logging area where the
Lents and Kincade Rumrick would cut
down trees and tote them to the port
using the oxen and the carts. The
dilapidated tent is where Maovor and
Rogath lived. The two paths lead to the
Port and the Residencies.
19. Livestock Pen
A rundown livestock pen encircles almost
half of the clearing. Most of the fencing
has fallen over, but the oxen seem to be
staying in the area. Even though the
fence isn’t holding the oxen at bay, they
still consider the pen a home.
There are roughly twenty oxen grazing in
the area. About half of them are young,
the others old. The oxen are familiar with
people since they were used to haul carts
of lumber, but disturbing them will cause
the bull oxen to attack (use the Giant
Goat stats from MM pg. 326).
20. Half-Orc Tents
This old, worn out tent is orcish in
appearance. It looks as if it collapsed
many years ago.
Rogath and Maovor lived here. Looking
through the tent fabric reveals a ladder
leading down into a hole. Going down
this ladder leads to area 21.
The half-orcs built their tent over the
entrance to the mine so that they could
dig for rubies without anyone catching
onto what they were doing.
The Mine (21-28) There are two ways of entering the mine.
The primary entrance is through the half-
orc tents (area 20), and the second
entrance through the residents’ well
(area 18).
The mine is long and twisted, having
been carved out for several years by
Rogath and Maovor. There are no
sconces for torches or light since the half-
orcs could see in the dark
At the very end of the mine is
Maovor, who can’t escape the area he’s
trapped in. He might roar occasionally,
especially if the party makes a lot of noise
or gets closer to him. Feel free to have
perception checks made to hear an
echoing bellow from deep down the
cave. The closer the party gets to him,
the worse the place smells. Ruby will help
lead them if they feel lost.
21. Primary Entrance
A ladder leads twenty feet down from the
half-orc tents. This entrance to the cave
has two pickaxes nestled near the front,
and jagged walls and floors from years of
THE SUN GOES DOWN WITH A RUBY SMILE
9
carving. A tunnel leads forward.
If the half-orc tents have been moved
from the entrance above, dim sunlight
can spill in through this room.
22. First Dig Site
The tunnel opens into a circular room
with a pit dug out in the center. At the
bottom of the pit is a patch of water from
where the diggers dug too deep.
There are footprints from where the half-
orcs walked back and forth. Examining
the water reveals that the rocks at the
bottom are full of cracks that the water is
seeping up from.
23. First Bend
Around the first bend is a dead body
pinned to the wall by a pickaxe. The
tunnel continues on into another dig site.
After killing Rogath and Sunny, Kincade
Rumrick was slain by Maovor–he was the
first victim in Maovor’s revenge. Maovor
slammed a pick into him, pinning him to
the cave wall.
Examining the body shows that
there’s a note pinned to his shirt with a
crossbow bolt. The note is bloody with
fingerprints, and there’s dried blood on
Kincade’s hands. The charcoal-written
note reads “MY LITTLE SUNSHINE CRIED
OVER THE MONSTER AND I SHOT HER
TOO. I’M SORRY. MAOVOR DESERVES HIS
VENGEANCE FOR-” and ends in ragged
writing. Kincade wrote the note and
pinned it to himself before dying.
His crossbow is lying next to him, and
the bolt pinned to his shirt has a piece of
Bosnir scripture written on it, “Good men
rot; dead men rot.” The crossbow itself
has writing on it, “Food for the hunter,
life for the family.” Ruby reacts to the
THE SUN GOES DOWN WITH A RUBY SMILE
10
bolts with unease because he associates
them with his parents’ death.
24. Second Dig Site
This site is very similar to the previous dig
site, obviously a spot where the miners
found some ore deposits and decided to
clear out the area. There’s a patch of
running water in the center of the dig
area.
Not much in this room is different than
the previous dig site, though the water is
part of an underground estuary that
travels under the dig site and exits into
area 25.
Ruby will show the party that it’s
possible to swim through the water,
demonstrating it by hopping in and out
and ushering them to follow him.
If the party starts to leave the second
site and continue into area 26, Ruby
shows concern. He knows that Maovor
lives back there and doesn’t want to
disturb him, but Ruby also is keen on the
idea that the adventurers might be able
to kill the bestial half-orc.
25. Rogath’s Grotto
A giant, underground grotto encircles the
room. A large pool of water sits in the
center, and a chain with a bucket dangles
from a hole in the ceiling. Up against the
wall, out of the water, are two corpses
embracing each other, a crossbow bolt
sticking out of each one. A stack of folded
parchment papers sits next to them. A
makeshift bed made of grass and scrap
fabric is there as well. Bits of ruby ores
are wedged in the wall behind the
corpses, as well as some ore set over
their bodies for decoration.
Sunny and Rogath would meet in this
grotto when they were eloping in secret.
They would also communicate with each
other with letters by lowering them and
raising them to the well above using the
chain and bucket.
Rogath died in Sunny’s arms after
Kincade chased him through the
underground estuary and into the grotto.
He then shot his daughter with his
crossbow. The Bosnir scripture written on
Rogath’s bolt is “And thus Bosnir smote
his Bile and Bilge, casting them from their
thrones with his stout bolts,” and the
scripture on Sunny’s bolt is “She goes
down with a ruby smile, the blood of
innocence quaffed upon her lips.”
The stack of parchment papers are
Sunny’s writings, most of them love notes
to Rogath. All of these include pictures as
well, the words describing the pictures
written in orcish with Sunny’s delicate
handwriting.
The makeshift sleeping area is
Ruby’s: this is where he lives. He
scavenged what little bits of shiny ore he
could find and placed it on his parents
like gravestone flowers (worth 50gp).
Ruby will act or write out whatever
he can to let the party know that these
are his parents and that this is his safe
haven. Any party member trying to
remove the ruby ores from the wall or
bodies will be met with snarling and
aggressive behavior from Ruby, who
equates the act with defamation.
The water is very crisp and
quenching, and the area will make a good
resting place if the party chooses to camp
for a little bit.
26. Second Bend
The tunnel from the second dig site
continues around a curve.
There’s not much to see here other than
the carved out areas of places where the
miners sought out more ore.
27. Third Dig Site
The tunnel leads to a huge drop off, at
least twenty feet down. The room is
enormous with a large pool of rushing
water in the center. Piles of fish bones
litter the floor near the water, and the
stench of rot fills the air.
Maovor has been trapped down in the
area past the third dig site for years.
Having only one arm, he can’t climb the
drop off point, and investigating the
steep drop off area shows several pickaxe
holes from where he tried to pull himself
up. If the party hasn’t been sneaking
silently, Maovor knows of their intrusion
and is hiding, waiting for them to climb
past the drop off point before attacking.
The bone-scattered area around the
water is sloped and slick with rotten fish
and dung. Anyone other than Rogath who
steps near it must make an Acrobatic
(Dex) save DC 10 or slip into the rushing
water and be swept down to area 24..
28. Maovor’s Lair
The stench of rot and feces rakes the air
in this final, hollowed out area. It looks as
if a rabid monster lived here.
Maovor will attack the first PC to enter
this room, charging at them to shove
them towards the water in area 27.
This area is where Maovor sleeps.
There are bits of ruby ore scattered
around it (50gp) and one large chunk that
is lodged where his missing eye would be.
Maovor’s Fight Maovor is a one-armed, half-burned,
one-eyed half-orc whose past five years
have been spent trapped beneath the
ground, surviving off of fish. His stomach
and jowls bulge and sag, and a chunk of
ruby ore in his burned out eye socket
glistens. His mind has deteriorated into
madness, and he’s now more monster
than sentient.
After charging the first player to
enter his lair, Maovor will try and bash a
hero with his rock, stunning the hero so
that he can steal one of their one-handed
melee weapons. If any of the party
members is carrying a mining pick or war
pick, he will choose one of them.
Maovor will prefer to fight around
the water, bellowing and puking until he
can obtain a melee weapon from the
party.
Even though Maovor isn’t afraid of
the water, if he falls in, he’s too fat to fit
through the narrow waterways beneath
THE SUN GOES DOWN WITH A RUBY SMILE
11
the cave and will get stuck in the tight
space, drowning. Any party member who
has been down into the water can make a
DC 18 Wisdom (perception) check to
realize that Maovor’s girth is substantially
large compared to the waterway.
Feel free to be as nasty with Maovor
as possible. After all, he’s been stuck in
this area for over five years covered in
nothing but rotten food and filth. He
hasn’t taken any baths because he is
afraid of the rushing water. Maovor
doesn’t “make an attack,” he “swings a
greasy fist, shouting in malignant fury as
slaver drips down his meaty jowls.”
Unless heavily influenced by the
party, Ruby won’t fight Maovor. He’s
brave enough sitting at the top of the
drop off point.
Maovor will never beg for mercy,
choosing to fight until his death. His
existence is miserable, and only by
bringing misery onto others will his
cankered soul find some kind of rest.
Aftermath
Chances are that the party has obtained a
solid haul of loot and gear, as well as
determined the mystery behind the
Pinewood Lumber Export’s massacre and
the Stoutman Caravan’s fall to ruin. Let
the party divvy up their loot as they see
fit amongst themselves.
With the mystery solved and the
area cleared out, the party can choose to
do what they want in regards to Captain
Tommik. Chances are that Tommik won’t
know what happened, and they can be
honest with him by telling him what
happened, or lie and say that there’s
nothing of interest on the island.
By letting Tommik know what
happened, he will know that there’s a
ruby mine on the island. For adventures
after this one, they could broker this
information with Tommik’s company and
make some money off of it, or by keeping
the information privy to themselves, sell
it to the highest bidder and ignore
Captain Tommik’s input. Either way, the
captain and Bosin will be ready to sail out
since the storm’s cleared.
If Ruby has made it all the way to the
end with the PC’s, they might try to get
Ruby to travel with them. Ruby will be
hesitant since he’s wild and used to his
home on the port. Though there are
other ways that Ruby might decide to go
with the party: he can become an NPC
companion, clinging to the female who
he deems his new mother, or another
person can roll up a character sheet for
him and use him as a PC (build him like a
half-orc barbarian, chaotic neutral, with
an outlander background.)
Though unlikely, it’s possible that the
party can subdue Maovor instead of
killing him. After all, Maovor knows
common, and even though his mind is
mostly gone, can still communicate to a
degree. The party can use the evidence
they’ve found to take Maovor to a nearby
city and have him arrested and tried for
his crimes, possibly obtaining a reward if
they can find the former members of the
Stoutman Caravan or people who were
acquainted with the slain victims.
MAOVOR AC – 9
Medium humanoid (half-orc) – CE HP – 35 (4d6 +16)
Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 7 (-2) 12 (+1) 8 (-1)
Skills Athletics +6 (-2 on checks
involving swimming), survival +5
Senses passive Perception 11,
darkvision 60ft.
Languages Common, orc Challenge 1 (200 XP)
Born to Filth. Maovir automatically passes Dexterity (acrobatics) checks
when moving across terrain covered in his bile or rotten fish heads.
Murderer’s Choice. When attacking with a mining pick or war pick,
Maovor deals an additional 1d6 piercing damage.
Relentless Endurance. When reduced to 0 hit points but not killed
outright, Maovor drops to 1 hit point instead.
Savage Attacks. When Maovor scores a critical hit with a melee
weapon attack, he can roll one of the weapon’s damage dice one
additional time and add it to the extra damage of the critical hit.
ACTIONS
Rock. Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit 5
(1d4+3) piercing damage. The target must succeed on a DC 13
Constitution save or else be stunned for one round.
LEGENDARY ACTIONS
Maovor can take 2 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the
end of another creature’s turn. Maovor regains spent legenary actions
at the start of his turn.
Bellow. Maovir screams at a creature. The creature must succeed on a
DC 13 Charisma save or be frightened for one round.
Bile Puddle. Maovor regurgitates all over an adjacent 5-foot square.
Creatures who are in it or who enter it must make a DC 13 Dexterity
(acrobatics) check or fall prone.
GEAR
1 large chunk of ruby ore in his eye socket (worth 250gp).
THE SUN GOES DOWN WITH A RUBY SMILE
12
There’s also the chance that the
party decides to tell nobody about the
port, using it as their own personal base.
After all, there are plenty of houses that
only need minor repairs, as well as a
watchtower and some oxen that can be
tamed for food and labor. Captain
Tommik could even offer to be their
personal courier, ferrying food and
supplies to them from other locales for a
small share of their loot.
If the party chooses to work the
mines, one individual mining at least 8
hours a day can find 3d6+6 gp worth of
ruby ore in areas 27 and 28, though
there’s a chance they’ll mine the areas
clean and have to dig tunnels for more.
The opportunities are endless, and Ruby
can help them out as well. He might even
like the added company, especially if it
means having another mother figure in
his life or some friends to play with.
THE SUN GOES DOWN WITH A RUBY SMILE
13
APPENDIX A 1 SQUARE= 5 ft.
Custom’s Office (1-3)
The Watchtower: Top (4)
THE SUN GOES DOWN WITH A RUBY SMILE
14
APPENDIX A (cont) 1 SQUARE = 5 ft.
Dodd’s House (6-8)
Rumrick’s House (10-12)
THE SUN GOES DOWN WITH A RUBY SMILE
15
APPENDIX A (cont) 1 SQUARE = 5 ft.
Lent House (13-16)
APPENDIX B World Map (Width ~ 3 miles)
THE SUN GOES DOWN WITH A RUBY SMILE
16
APPENDIX C 1 SQUARE = 5 ft.
The Mine (21-28)
THE SUN GOES DOWN WITH A RUBY SMILE
17
Dungeon Master Cheat Sheet
NPC’s and Story Characters, in order of importance
Ruby Feral half-orc child, illegitimate son of Rogath and Sunny, orcish parentage kept a secret †
Maovor Half-orc murderer, monstrous, missing an arm and eye, burned, final boss †
Captain Tommik Dwarf captain, merchant who hired the party, wants the island explored †
Bosin Halfling navigator, employed by Tommik †
Agran Dodd Old dwarf administrator of the PLE, hired all the workers, the “man behind the curtain” ҂
Hedgar Dodd Agran’s grandson, worked the watchtower, childish and inquisitive ҂
Sunny Lent Human woman, daughter of Kincade Ruby’s mother and Rogath’s lover, a talented painter ‡
Rogath Half-orc male, handsome, eloped with Sunny in secret, Ruby’s father ‡
Kincade Rumrick Utilitarian father, head of the lumber workers ҂
Reagent Brightloam Older elf priest, mediator and medicine worker, knows about Ruby’s parentage ҂
Mona Rumrick Kincade’s daughter, tried warning Reagent of Maovor’s killing spree ҂
Mrs. Rumrick Wife to Kincade, mother to Sunny and Mona ҂
Vinnie Lent Lumber mill worker ҂
Paddy Lent Lumber Mill worker, a slob and a voyeur ҂
Monroe Lent Lumber mill worker, a scholar and musician ҂
҂ = Slain by Maovor, ‡ = Slain by Kincade, † = Alive
LOCATIONS
• Port........................................................................ 4
o Custom’s Office....................................... 4
� Lobby ........................................ 4
� Dry Room .................................. 5
� Wet Room................................. 5
o Watchtower ............................................ 5
� Bottom...................................... 5
� Top ............................................ 5
o Dodd’s House.......................................... 5
� Living Room .............................. 5
� Library....................................... 5
� Bedroom ................................... 6
o Dodd’s Well............................................. 6
• Residencies............................................................ 6
o Rumrick’s House ..................................... 6
� Living Room .............................. 6
� Bedroom A................................ 6
� Bedroom B ................................ 7
o Lent’s House ........................................... 7
� Living Room .............................. 7
� Bedroom A................................ 7
� Bedroom B ................................ 7
� Bedroom C ................................ 7
o Reagent’s House ..................................... 7
o Residents’ Well ....................................... 8
• Clearing .............................................................. 8
o Livestock Pen .............................. 8
o Half-Orc Tents............................. 8
• Mine ................................................................... 8
o Primary Entrance ................................. 8
o First Dig Site ......................................... 9
o First Bend ............................................. 9
o Second Dig Site .................................. 10
o Rogath’s Grotto ................................. 10
o Second Bend ...................................... 10
o Third Dig Site...................................... 10
o Maovor’s Lair ..................................... 10