For 5 players level 5. The last of vasrock army is hold up inside the castle.
Intro
It has been a week since the Sliberberg uprising. The war between the player’s rebel army and Vasrock goblins has reached a stalemate. Vasrock’s forces are hold up in Sliberberg castle. Archers pepper anything that moves within 50 yards of the castle walls and several attempts to storm the walls have already failed. Reports are coming in that suggest the remainder of Vasrock’s vast army will be returning to Sliberberg within the next few days. The players now find themselves in a meeting with Fredrick and their top commanders. Read or paraphrase the following
You find yourself in the makeshift headquarters of the newly renamed Mountainheart Royal Army. The room is dimly lit, and the atmosphere is heavy with tension. At the head of a battered table sits Fredrick, his body still bears the scars and signs of emaciation from his time in Vasrock’s jail, but his eyes burn with a fierce determination to bring the fight to the man who stole his castle and his kingdom. Around the table, other former resistance members have joined your cause. Their expressions range from fear and uncertainty to grim determination.
The meeting will start with a recap of what the players and their allies know. The castle’s walls and keep are reinforced with magic so there is no way to batter them down, said enchantments go all the way down to the foundation so they can’t go under them, and underneath the vast grounds of the castle is a massive vault filled with the city’s siege stores so a siege will not work. The meeting will then proceed to the followers of the players making suggestions about how to overcome the defenses of Castle Sliberberg. Eventually, they will form into two competing factions each endorsing their outlandish idea. The two factions will continue to bicker until either the players or Fredrick put their foot down. At that moment Fredrick will reveal that there is a secret passage in the city leading to the castle. Their is a painting in the castle annex that connects to another painting in the rectory of one of the churches in town. The passage is only open at two times per day andonly for 5 minutes He suggests sending the player characters in to assassinate Vasrock. He knew the risks that using the passage would entail but there is no other options.
The secret passage:
Fredrick will then lead the players through the city. Read the following as they travel
As the bustling sounds of the market ward surround you, Fredrick the beast-man, his greatsword now serving as a makeshift walking stick, leads your group towards a seemingly nondescript church nestled within the heart of the lively marketplace. The weariness etched on his face tells a tale of past struggles and the weight of a kingdom lost.
Guiding you to the basement of the church rectory, Fredrick stops before an unassuming painting about the same size as a door. With a solemn expression, he turns to your group, his eyes reflecting a mix of sorrow and determination. “Wait here for a moment,” he instructs, his voice laden with the gravity of the task ahead.
Suddenly, the air shimmers with magical energy, and a vibrant rainbow of colors bursts forth from the painting. Fredrick, his gaze meeting yours, speaks with a resolute tone, “Run and do not stop. The pathway will disappear in 5 minutes. Get the bastard, Vasrock.”
In those final moments before the magical portal fades, Fredrick adds a crucial piece of information. “This painting will lead you to another within the office of my chancellor in the castle annex. Find your way from there and stop Vasrock. The fate of our realm depends on it.”
With that, the enchanting radiance of the painting intensifies, and you plunge into the swirling hues, emerging on the other side within the dimly lit office of Fredrick’s chancellor, the air thick with the scent of old parchment and the weight of impending danger.
The Annex
Two worried advisors
As you step out of the magical painting, you find yourselves in a lavishly decorated circular office. The room is adorned with rich tapestries, elegant furniture, and an imposing mahogany desk at the center. Seated behind the desk is an old gnome in finely embroidered robes, his wiry white beard reaching down to his chest. Perched on the edge of the desk, a tiny fairy in an elaborate black dress looks up at you with wide, excited eyes. It appears you’ve interrupted an intense conversation between the two.
The gnome startles at your sudden appearance, his eyes widening in surprise. “By the gears of the arcane, how did you stumble upon the secret escape passage?” he exclaims, his voice a mix of shock and curiosity.
As the players introduce themselves and explain the urgency of their mission, the gnome, who identifies himself as Bartholomew Gearspark, raises an eyebrow and attempts, with little success, to maintain an air of snobbish elitism throughout the conversation. “King Fredrick associating with such… diverse individuals,” he mutters under his breath.
On the other hand, the fairy, introducing herself as Mirielle Dewspark, claps her hands together with enthusiasm. “Oh, how marvelous! Someone is finally going to give that usurper Vasrock his comeuppance! I knew we could count on someone with a bit of backbone.”
Bartholomew and Mirielle provide the following information about the situation within the castle. They’ve been effectively locked inside the annex since the uprising, with guards posted at the rotunda where the two wings meet. The annex, a small building across the garden from the castle’s keep, houses various government offices. They reveal the existence of a magic painting depicting a patio overlooking the sea, which connects to a similar painting in the castle’s entrance hall. Importantly, the guards seem oblivious to the painting’s existence. However, direct confrontation is not an option due to a patrol checking on the guards in the annex every 15 minutes. The fate of the kingdom rests on the shoulders of these unlikely allies.
The rotunda
As you leave the office, you find yourselves in a grand rotunda within the annex. The space is adorned with intricate murals depicting the kingdom’s history, and a magnificent chandelier hangs from the high ceiling. Your attention, however, is drawn to the seven hobgoblin soldiers stationed strategically around the rotunda, their armor glinting in the dim light. They seem vigilant, standing as a formidable obstacle between you and the painting leading back to the castle.
Your objective is clear: find a way to reach the painting in the rotunda without alerting the guards. The room offers various features that could be used to your advantage, including large marble pillars, hidden alcoves, and even a balcony on the second floor overlooking the area.
Encourage your players to brainstorm and try different approaches. Whether it’s utilizing stealth, distracting the guards, creating a diversion, or anything else they can come up with, allow them the freedom to explore different strategies.
If the players struggle or their plan fails, Mirielle Dewspark, the mischievous fairy from the office, steps in. With a mischievous grin, she declares herself the castle master of magical pranks and proceeds to create a chaotic distraction. The guards turn their attention to the giggling fairy, allowing the players to slip past unnoticed.
Read the following when the players enter the painting
As you step through the enchanted portal, you find yourselves transported to a dimension beyond the canvas. The once two-dimensional scene unfolds into a full, living, three-dimensional space. The salty sea breeze caresses your skin, and the distant cry of seagulls fills the air. The vibrant hues of the sunset paint the sky in breathtaking gradients, casting a warm glow upon the surroundings.
Before you stands the same patio you saw in the painting, now existing in all its tangible glory. The waves crash against the rocky cliffs below, and you can feel the solid ground beneath your feet. The transition is seamless, as if the painting has become a doorway to another realm, inviting you to explore the wonders that lie beyond
Castle Sliberberg’s Keep
Constructed over two decades about 50 years after the drowning of mountain heart, Castle Sliberberg emerged as a testament to the enduring affection of the people for their perpetually emotional and melancholic king, Fredrick the Beastman. The grand structure was conceived as a means to uplift the spirits of a ruler whose grief ran as deep as the roots of the ancient trees that surrounded the castle. However, the castle’s cheerful facade only served to accentuate Fredrick’s internal struggles.
As one descends into the lower floors of Castle Sliberberg, the ambiance is bright and cheery. The walls are adorned with fey-inspired art, and the colors dance in harmony, attempting to counterbalance the shadows within Fredrick’s heart. Yet, subtle hints at his inner turmoil emerge in the choice of art, revealing a struggle that transcends the surface merriment. However, the castle’s true reflection of Fredrick’s mental state unfolds as one ascends. The vibrant colors of the lower floors gradually mute into softer, melancholic tones, mirroring the depth of Fredrick’s depression. The art becomes more openly reflective of loss and longing for his beloved Sofia, capturing the essence of a soul grappling with profound sorrow.
Architect and Wizard: Professor Quizzlewidget Tumbletop
Castle Sliberberg stands as a whimsical creation of the eccentric gnome architect and wizard, Professor Quizzlewidget Tumbletop. Known for his penchant for melding magical ingenuity with fantastical design, Professor Tumbletop embraced the challenge of crafting a structure that not only defied convention but also aimed to lift the spirits of a melancholic king.
The most enchanting aspect of Tumbletop’s design lies in the near absence of traditional stairs within the castle. Instead, he wove a network of magical paintings with extradimensional paths that seamlessly traverse the vertical expanse of the castle.
Vasrock Rule
The atmosphere in Castle Sliberberg has shifted dramatically in the last six months since General Vasrock claimed it as his palace. The once vibrant halls now bear the stamp of the hobgoblin warlord’s military rule. Banners displaying the sigils of Vasrock’s army flutter in the courtyards, and the magical corridors, once filled with fey enchantment, echo with the disciplined footsteps of hobgoblin soldiers.
Worse as the players’ uprising gained momentum, Vasrock’s paranoia intensified. Every day, he used a magic item called a pool of divination, seeking answers to the same haunting question: “Am I going to die today?” Today the answer was yes. In response to the imminent danger, Vasrock orders a lockdown of the palace.
Castle Sliberberg’s Keep: General Features
- Ceiling Height:
- First Floor: The entrance hall and grand spaces of the first floor boast soaring ceilings, reaching a height of 20 feet. This allows for large, ornate chandeliers and grandiose fey-inspired decorations.
- Subsequent Floors: The ceilings on the upper floors are more intimate, with an average height of 12 feet. This creates a cozier atmosphere but still maintains a touch of elegance.
- Corridor Width:
- The castle corridors are generally spacious, with a width of 10 feet on the first floor..
- As you ascend, the corridors on the upper floors narrow slightly to 8 feet,
- Lighting:
- Enchanted Lighting: Throughout the castle, ethereal orbs of fey light gently illuminate the halls. \
- Stained Glass Windows: The stained glass windows depict scenes from fey mythology and bathe the corridors in colorful hues during daylight hours.
- Windows:
- First Floor: Large, arched windows on the first floor allow natural light to flood the castle during the .
- Upper Floors: As you ascend, the windows become narrower, maintaining an aesthetic appeal while ensuring a level of defensibility. The scenes depicted on the stained glass become more subdued, reflecting the melancholy nature of King Fredrick.
- Flooring:
- First Floor: Polished marble flooring with intricate fey patterns greets visitors on the first floor. The reflective surface enhances the sense of grandeur.
- Upper Floors: As you ascend, the flooring transitions to polished wood inlaid with delicate fey motifs, creating a warmer and more personal atmosphere.
- Architectural Details:
- First Floor: Ornate pillars and archways punctuate the grand spaces, adding to the fairy tale aesthetic. Fey-inspired sculptures and reliefs are strategically placed to accentuate the fey influence.
- Upper Floors: The architectural details become more refined and less extravagant. Delicate fey carvings embellish door frames and windows, offering a subtle nod to the castle’s fey origins.
CASTLE SLIBERBERG LOCATIONS

1 Entrance Hall
Description: As you step through the magical painting, you find yourselves in a cheery entrance hall adorned with colorful banners and vibrant paintings. The images depicted on the various canvases showcase hobgoblin soldiers in dynamic poses, seemingly frozen in time. The atmosphere feels welcoming, almost deceptive in its pleasantness.
The hobgoblins in the paintings are some of Vasrock’s soldiers. If one of the players has a passive perception of 15 they notice the hobgoblins in the the paintings are moving ever so slightly. The soldiers wait 1 minute before they attack. They first unleash one arrow each from the painting and leap out of the frames to engage in a melee
- Enemies: Hobgoblins (4)
- Special Features:
- The 4 magic paintings can be used by both players and Hobgoblins. The painting reduce speed by 5 feet to enter or exit a painting.
2 Central Courtyard

Exiting the entrance hall, you step into the castle’s central courtyard, a breathtaking garden bathed in the soft glow of magical light. The air is fragrant with the scent of otherworldly flowers, and the ground is adorned with lush, vibrant vegetation. A majestic statue of King Fredrick the Beastman stands proudly in the center of the courtyard, capturing his regal presence. The statue is surrounded by a mesmerizing array of fey creatures carved into the stone, creating an enchanting scene.
The player with the highest passive Wisdom perception check (or active check, if they specifically investigate the statue) notices that the statue’s expression appears forced
3 Great Hall
Description: As you step into the Great Hall, the atmosphere shifts from the grandeur of the throne room to a more utilitarian setting. Long feasting tables stretch across the hall, cluttered with empty plates and the remnants of recent meals. The vibrant banners that once adorned the walls have been replaced with makeshift sleeping quarters for the goblin army, creating a chaotic and cramped living space. During the day, the hall doubles as a mess hall for the hobgoblin soldiers, who now eye you with a mix of curiosity and hostility as they interrupt their meals to confront the intruders. Strangely enough there is a painting of what looks to be a baskets filled with bottles of yellow and green liquid hanging from the wall
Combat Encounter: The clamor of metal against metal and the guttural language of goblins fill the air as the hobgoblin soldiers, caught off guard during their mealtime, rise to confront the party.
- Enemies: Hobgoblin Soldiers (6)
- Initiative: Roll initiative for the players and the hobgoblin soldiers.
- Objective: Overcome the hobgoblin soldiers to progress through the castle.
- Special Features:
- Magic painting of alchemists fire and acid The painting use to be hanging on the the ramparts. Anyone who reach into this painting can grab one of the flasks of alchemists fire and acid. The painting produces an infinite supply of each. The hobgoblins know this half will use their first turn to grab a bottle from the painting
4 Enchanted Kitchen
As you enter the enchanted kitchen, the aroma of exotic spices and sizzling delicacies fills the air. The kitchen staff, donned in stained aprons and hurried expressions, bustle about preparing meals with practiced precision. At the center of the commotion stands, an arrogant hobgoblin chef with a comically exaggerated French accent, berating his kitchen staff.
“Mon dieu! What is this incompetence? Get out of ze basement, you imbeciles! Vasrock will have my head, and zat is unacceptable!” Marcel’s voice echoes through the kitchen, demanding order.
Upon spotting your party, Marcel’s eyes narrow in frustration. “Qu’est-ce que c’est? Goblins! Get out! We have no time for ze interruptions!”
Skill/Social Encounter: Enchanted Kitchen
Objective: Calm down Marcel LeChâteau and convince him to cooperate.
Possible Approaches:
- Persuasion: Convince Marcel that the party means no harm and is not aligned with Vasrock’s oppressive rule.
- Deception: Pretend to be inspectors sent by Vasrock to assess the kitchen’s efficiency, emphasizing the importance of Marcel’s role.
- Intimidation: Assert dominance to make Marcel realize the gravity of the situation, emphasizing the need for his cooperation.
DCs for Success:
- Persuasion: DC 15
- Deception: DC 14
- Intimidation: DC 16
Outcome:
- Success: Marcel begrudgingly agrees to cooperate, and the kitchen staff relax. He may provide information or assistance.
- Failure: Marcel remains defiant and demands the party leaves, potentially leading to a more confrontational situation.
Information Shared by Kitchen Staff:
- Vasrock has relocated the magic painting of the herb garden that was once in the kitchen. This painting served as a source of fresh herbs for the castle’s meals.
- The herb garden painting has another entrance in the private dining room on the third floor. The kitchen staff frequently used this painting as a shortcut when serving Fredrick his meals.
- Vasrock has skipped both breakfast and lunch today, which is unusual.
- Early in the morning, Vasrock ordered three days’ worth of food to be brought to him and the soldiers stationed on the third and fourth floors.
- Approximately 12 soldiers are stationed on the third floor, and there is one on the fourth floor, who is identified as a mage.
- The kitchen staff is aware of the supposed locations of all the magic paintings that connect the floors in the castle, providing potential shortcuts for the party.
5 Throne Room
Stepping into the throne room, a stark contrast unfolds before you. The space is adorned with the same cheery colors as the entrance hall, creating an unsettling juxtaposition with the room’s grave significance. The atmosphere is tense, and the air is charged with a mixture of enchantment and unease. The throne itself is an opulent seat of power, yet it too is engulfed in the whimsical hues that seem out of place in this solemn chamber. The windows lining the walls draw your attention with their stunning stained glass depictions. One grand window narrates the refounding of Sliberberg by King Fredrick the Beastman, surrounded by a diverse gathering of fey followers. The vibrant colors of the stained glass clash with the weighty atmosphere of the throne room and what you know of Fredrick personality, creating an eerie sense of discord that hangs in the air.
Lonely Pine Tree Painting Stash: Among the vibrant and discordant paintings in the throne room, your attention is drawn to a landscape depicting a solitary pine tree standing proudly on a cliff overlooking the vast expanse of the sea. The colors are muted, evoking a sense of solitude and contemplation. As you inspect the painting more closely, you notice multiple clawed tracks leading to and from the tree, suggesting that King Fredrick frequented this place.
If the players enter read the following
With this insight, you reach out to the lonely pine tree in the painting, and as your hand passes through the canvas, a subtle ripple of magic signals the transition from the throne room to a hidden extradimensional space. You find yourself on the cliff, surrounded by the soothing sounds of the sea. The lonely pine stands resolute, and as you explore the area, you discover a hidden knot in the tree’s trunk.
Within this knot, carefully concealed, is a stash that seems to have been placed here regularly. Inside, you find several potions of healing, their magical glow hinting at their potency. A spell scroll of Cause Fear is neatly tucked among the potions. As you continue searching, you uncover a portrait of a young half-elf woman, approximately 19 years old. The details are striking. Also in the satchel are meticulously annotated maps, the annotations are in Fredrick handwriting, The scribbled notes detail his increasing frustration, marked by crossed-out locations and desperate exclamations.e of the maps, particularly focused on the Feyrealm, is marred by Fredrick’s anguished handwriting with repeated declarations of “NO NO NO NO.” It becomes evident that this secluded spot held significance for King Fredrick, a place of solace and reflection, guarded by the watchful gaze of the lonely pine.
6 Council Chamber
As you enter the small council chamber adjacent to the throne room, a hushed silence envelops the space. The room is devoid of occupants, yet a meticulously arranged table at the center draws your attention. Upon the table lie various documents, their content scribed in the elegant script of Sylvan.
The documents on the table contain detailed reports on the composition, strengths, weaknesses, and recent activities of Vasrock’s army.
8 Royal Antechamber
Entering the royal antechamber, you find a small room that appears to serve as a waiting area for those seeking an audience with the king. The ambiance is hushed, and the room bears the marks of many past visitors. However, one peculiar feature catches your eye—a conspicuous void on the wall where a large painting once hung.
9 Library

As you enter the Library, the scent of ancient books and the hushed whispers of knowledge surround you. Towering shelves filled with tomes, scrolls, and magical artifacts stretch two stories high, creating an awe-inspiring labyrinth of knowledge. The air is tinged with the subtle essence of arcane energies, and the soft glow of enchanted globes illuminates the vast space. Magical corridors intertwine throughout the room, leading to multiple balconies that overlook the expansive collection below. However, the serenity of the library is shattered as you witness a group of hobgoblin druids and their goblin assistants fervently at work, their intentions unclear.
- Enemies:
- Hobgoblin Druids (2): AC 13, HP 33 (6d8 + 6), Speed 30 ft.
- Goblin Assistants (Commoners, acting as minions): AC 10, HP 4 (1d8 – 1), Speed 30 ft.
- Special Features:
- Magical paintings portals: The magical corridors provide elevated positions and shortcuts for both the players and the hobgoblins.
- Balconies: The balconies offer vantage points for ranged attacks and opportunities for strategic positioning.
Magic painting
Painting Description: Amidst the towering shelves in the library, your gaze falls upon a peculiar painting that seems to beckon with an otherworldly allure. The artwork depicts a lush and mystical forest bathed in the ethereal glow of twilight. The trees are ancient and towering, their branches intertwined in a dance with the magical energies that infuse the air. A small path meanders through the foliage, disappearing into the heart of the enchanted forest. . The painting occasionally fluctuates and shimmers requiring no perception check to detect the magic of the painting. Anyone who touches the painting realizes that their hand goes straight on through. Unlike most of the paintings in the castle this one connects to another painting in the parlor on the third floor.
10 Knights barracks
As you explore the east side of the first floor, you find yourself in the knights’ barracks. The atmosphere is currently still, with no signs of activity. The barracks consist of six private rooms, each tailored to the preferences of Castle Sliberberg’s valiant knights. Additionally, a communal room lies at the end of the corridor, containing three sturdy bunk beds.
There is nobody in these rooms
11 Servants’ Quarters
Description: As you enter the Servants’ Quarters, the air is heavy with a sense of emptiness. Rows of unoccupied beds, neatly made, stretch along the walls, revealing the absence of the castle’s once-thriving staff. It seems that most of the inhabitants have either fled or are keeping to the shadows. The corridors echo with a haunting stillness. A thorough search reveals a solitary maidservant hunched over a mending task in one of the rooms, her eyes widening with a mix of surprise and trepidation as she notices your presence.
Interaction with the Maidservant: The maidservant, seemingly one of the few remaining in the deserted quarters, glances up from her mending work. She appears to be cautiously sizing up the intruders, balancing fear with curiosity. With a gentle approach, you may learn more about the secrets that lie within the castle’s walls.
Upon questioning, the maidservant reveals that the castle chamberlain is holed up in her room on the other side of the castle.
12 Seraphina Dewwing’s room
Approaching Seraphina Dewwing’s room, you hear nervous muttering from behind the door. As you enter, a scream of alarm pierces the air, followed by a thump. A fairy, appearing to be in her mid-twenties, floats down from the ceiling. Meanwhile, a pair of cat’s eyes cautiously observe you from beneath the bed.
As Seraphina regains composure, a visible sigh of relief escapes her, and her demeanor lightens upon learning that the players are not goblins and were sent by Fredrick. She quickly shares her knowledge.
Seraphina Dewwing explains that all paintings allowing passage between floors have been strategically moved or placed in the basement, creating a maze for potential intruders. However, she notes that the Library’s paintings remain in place, as the library is still actively in use.
Furthermore, she reveals the existence of a secret gallery in the art gallery and informs the party about the painting on the library balcony, which leads to the third floor.
13 Marcel LeChâteau room
Upon entering Marcel LeChâteau’s chamber, the emptiness is palpable. The room appears untouched, as though its occupant has been absent for some time.
the room is unoccupied
14 Thalron Mistwalker room
Upon entering the room, a sense of spartan simplicity pervades the space. The room is small, with minimal furnishings, and lacks the usual signs of occupation. The most conspicuous item in the room is a portrait hung prominently on the wall. The painting depicts an elf girl standing alongside her likely mother.
The room is unoccupied
15 Eamon Swiftglen
Entering the bedroom , you find a space that is well-furnished yet noticeably conservative. The decor is tasteful, and the furnishings are of high quality, reflecting a certain level of refinement. However, there is an understated simplicity that characterizes the room, emphasizing functionality over ostentation.
The room is unoccupied

16 Guest Wing
As you explore the guest wing on the second floor, you find yourself amidst a symphony of vibrant hues. Each door along the corridor leads to a spacious guest room, and the colors that spill from within hint at the unique design awaiting discovery.
- Locked Doors: The doors to the guest rooms are magically sealed and require a Dexterity-based check (Lockpicking or Thieves’ Tools proficiency), use of Fredrick Master key, or a successful Strength check to force open.
Furthermore the following paintings are in each room
- Red Room:
- The door opens to a spacious room with scarlet-hued decor. The magic painting in this room depicts a grand corridor with a red carpet stretching into the distance.
- Blue Room:
- Upon entering, you find a room adorned in calming shades of blue. The magical painting here reveals an expansive ocean vista, complete with rolling waves and a clear, azure sky.
- Green Room:
- The verdant hues of the green room create a tranquil atmosphere. The magical painting showcases a lush forest glade, with sunlight filtering through the canopy.
- Yellow Room:
- A room bathed in warm golden tones, the yellow room’s magical painting transports you to a sun-kissed meadow, where wildflowers sway in a gentle breeze.
- Purple Room:
- A depiction of a well-stocked armory
treasure
A search of the guest rooms reveals the following valuables left by the previous occupants of these rooms
- Silver Filigree Hairpin:
- A delicate hairpin adorned with intricate silver filigree. (Value: 25 gold)
- Embroidered Silk Handkerchief:
- A finely embroidered handkerchief made from luxurious silk. (Value: 15 gold)
- Gem-Encrusted Perfume Bottle:
- A small perfume bottle crafted from crystal and adorned with tiny gemstones. (Value: 40 gold)
- Ivory-Carved Music Box:
- A small music box with an intricately carved ivory exterior. (Value: 30 gold)
- Gilded Quill and Ink Set:
- A quill and ink set with gold-plated accents, perfect for elegant correspondence. (Value: 20 gold)
- Scented Beeswax Candles:
- A set of scented candles made from pure beeswax. (Value: 25 gold)
- Jeweled Wine Goblet:
- A wine goblet with a stem encrusted with small, sparkling gemstones. (Value: 35 gold)
Armory Magic Painting Cache:
As you enter the guest room known as the Purple Room, your eyes are immediately drawn to a vivid painting hanging prominently on one wall. The artwork depicts an expansive armory, weapons gleaming and armor standing proudly. The colors within the painting seem to pulsate with magical energy, inviting you to explore its depths.
Magic Painting Cache Contents:
- Quiver of +1 Arrows:
- A quiver containing a dozen finely crafted arrows, each enchanted with a +1 bonus to attack and damage rolls.
- Oil of Weapon Enhancement +1:
- A small vial of magical oil that, when applied to a weapon, grants it a +1 bonus to attack and damage rolls for one hour.
- Shield:
- A sturdy shield adorned with intricate patterns. When wielded, it provides a +2 bonus to Armor Class.
- Longsword:
- A well-balanced longsword with a keen edge, offering a +1 bonus to attack and damage rolls.
- Mastercraft Longbow:
- A finely crafted longbow, expertly designed for accuracy and power. It provides a +1 bonus to attack and damage rolls.
17. Royal Baths
Stepping into the royal bathroom, your senses are immediately enveloped in luxury and opulence. The room is centered around a grandiose sight – a giant marble tub, skillfully crafted and set upon a raised dias, beckoning with the promise of relaxation. Cabinets line the walls, neatly filled with an array of towels, shampoos, lotions, oils, and soaps, each an indulgence fit for royalty. Soft ambient lighting bathes the room, accentuating the richness of the decor. The air carries a subtle fragrance, a harmonious blend of aromatic oils and soothing scents.
The characters will find hidden behind the rest of the bottles in the cabinet the following
Cache Contents:
- Pearl of Power:
- A lustrous pearl enchanted with magical energy. When held, it allows the attuned user to regain one expended spell slot of up to 3rd level per day.
- Wand of Magic Missiles:
- A slender wand that, when activated, can unleash a barrage of magical missiles. The wand contains 7 charges and regains 1d6 + 1 expended charges daily at dawn.
- Spell Scrolls (Evocation, Level 1 and 2):
- Several spell scrolls containing evocation spells of both 1st and 2nd levels. These scrolls can be used by characters with the appropriate spellcasting abilities to cast the spells.
18 Castle Chapel
As you enter the once serene Private Chapel, a stark transformation is evident. The air is heavy with the scent of incense, and the familiar fey-inspired stained glass windows have been replaced with symbols of war and conquest. On one of the pews is a backpack, a shield, and a mace. At the altar, a chaplain, is praying before the icon of the worldshaper
Fredrick never used the room that much preferring to worship at the church in the upper city. The chaplain is too engrossed in his pray to notice the players. A character with the acolyte background or cleric class will recognize the prayer as a request for guidance. The hobgoblin chaplain is named Helnard and he knows that he is completely outmatched by the player characters without his shield and weapon. He surrenders himself. If interrogated he knows the following bits of information
- The hobgoblins in the army are actually Ailfyr, fey hobgoblins and he will insist that there is a difference between hobgoblins and Ailfyr. Ailfyr are not driven to conquer and he will insist that none of the members of the army are truly evil just, misguided.
- Vasrock made a deal with a fey Soveriegn to gain rulership of Mountainheart and all the lands of the centeral valley, he was seeking to create a new homeland for the hobgoblins.
- He is worried about changes in Vasrock personality, Vasrock has become paranoid and withdrawn in the last few months. He used to be a much warmer and open person. Helnard is also baffled to why Vasrock has turned to slavery and kidnapping to build up their new nation. Suspects the deal with the fey Soveriegn is behind the change.
- Vasrock has a magic item that allows him to cast divination once per day. He knew of the players attempt to kill him and prepared accordingly
- Vasrock is on the top floor of the northeast tower in the royal bedchamber waiting for them and has prepared an ambush for the players.
- The mage on the fourth floor has prepared a trap for the players using magic paintings.
- Helnard offers the scolls in his backpack for the players to use
- Spell Scrolls in the Secret Compartment:
- Cure Wounds: A scroll containing the divine magic to heal wounds. The spell can be cast to restore vitality and mend injuries.
- Bless: A scroll inscribed with the divine words of blessing. Casting this spell bestows advantages on attack rolls and saving throws to allies.
- Guiding Bolt: A powerful scroll that invokes radiant energy. It can be cast to hurl a bolt of light at a target, providing advantage on the next attack against that target.
- Shield of Faith: A scroll containing the sacred formula for protection. The spell can be cast to create an invisible barrier, increasing the target’s AC.
- Detect Evil and Good: A scroll with the divine magic to sense the presence of celestial, fiendish, undead, or aberration creatures in the vicinity.
19 Royal Art Gallery
Entering the Royal Art Gallery, a symphony of colors and emotions unfolds around you. The walls are adorned with paintings that breathe life into fey subjects and cheerful landscapes. Yet, amidst the jubilation, your gaze is drawn to an especially large portrait landscape that depicts another art gallery, one with more somber looking paintings.
Mechanics of the Encounter:
- Magical Painting:
- The painting of the art gallery within the Royal Art Gallery is a magical portal leading to the actual royal art gallery and Fredrick’s personal art studio.
- The True Royal Art Gallery:
- The actual gallery predominantly features portraits of humans, including the half-elf girl Sophia.
- Gloomy landscapes add an intriguing contrast to the otherwise cheerful fey-focused artwork of the outer gallery.
- The focal point of the gallery is the large portrait of a pre-Beastman Prince Fredrick with Sophia, capturing a moment frozen in time. The work is named Me and My Sophia and is Signed by Fredrick
- The Gallery also includes a studio where Fredrick paints his portraits.
- On the table in the studio is Fredrick spare master key to all rooms in the castle
- Stacked against the wall are a number of painting featuring Fredrick and Sophia the scenes include.
- The ethereal beauty of a radiant wedding day. Fredrick and Sophia stand at the altar at the city cathedral
- The second is a coronation is marked by a tapestry of colors, fey symbols, and the support of loyal fey subjects. The realm is at peace, and the love shared between them extends beyond their union to the entire kingdom.
- While sitting in the garden. Fredrick gently cradles Sophia’s pregnant belly, feeling the life growing within.
- Fredrick and Sophia stand side by side, witnessing the arrival of their firstborn. The child’s face is not visible
- A group portrait with Fredrick, Sophia, and their three children. The features of the children have not been added yet.


17 Royal Dining Room
As you emerge through the magical painting, you find yourself in an elegantly decorated dining room. Hobgoblin soldiers sit around a large table, engaged in a game of cards. The walls are adorned with magical paintings illustrating the raw power of nature—depicting a forest fire, a tornado, pounding surf, and a glacier.
Mechanics of the Encounter:
- Hobgoblin Shield Bash:
- The hobgoblins have a special Shield Bash ability. On a successful melee attack, they can choose to forgo damage to attempt to push the target. The target must make a Strength saving throw (DC 12) or be pushed 10 feet.
- Magic Paintings:
- The paintings along the Grand Hallway contain the raging power of nature they depict. If a character is pushed into a painting, they must make a Dexterity saving throw (DC 15) to avoid being affected by the depicted natural force.
- Failure results in taking 2d6 damage corresponding to the nature’s power (fire for forest fire, slashing for tornado, cold for the glacier and bludgeoning for the surf.).
- Hobgoblin Tactics:
- The hobgoblins, aware of the paintings’ power, will actively attempt to push players into them during combat. They prioritize this over dealing damage.
18-20 The royal Nurseries
Venturing into the northwest tower, you come across three nurseries, each in a state of partial disassembly. The walls of two nurseries are adorned in soft pink hues, while the third boasts baby blue walls. The dismantled cribs and scattered toys convey a poignant sense of abandonment.
There are signs of a lot of recent activity in the rooms and dust voids from various pieces of furniture that have been removed
21 Fredrick’s Study
As you enter King Fredrick’s private study, the room exudes an air of quiet contemplation. Shelves of books, maps, and scrolls line the walls, and a large desk commands the center of the room.
Magic Painting of Sophia:
- Animated Depiction:
- In the study there is a painting of a young woman seated in the castle garden on a bench swing built for three. She is dressed regally, as if embodying the role of a queen or princess, she exudes an aura of elegance amid the blooming flora. Should the players venture into the painting, they encounter a version of Sophia with limited sentience. This Sophia is but an echo, an extrapolation of Fredrick’s memories projected into the present. Her responses are basic, centered around their relationship and shared moments.
Fredrick diary:
Within the confines of Fredrick’s study, the players discover a weathered diary, its pages filled with the inked echoes of a king’s quest for his lost love. The entries bear witness to the journey Fredrick embarked upon in search of Sophia, a tale that weaves through attempts to reunite and the eventual acceptance of a heart-wrenching truth.
Key Diary Entries:
- Before the Refounding of Sliberberg:
- Dated just before the refounding of Sliberberg, the entry reveals Fredrick’s elation at finally tracking down a seer capable of casting Divination. This spell becomes his beacon of hope, a means to pierce the shadows and locate Sophia.
- The Day After the Divination:
- Dated the day after the Divination, the tone of the entry abruptly shifts. The haunting repetition of the phrase “she is not dead, she cannot be dead” echoes a dozen times, revealing the moment that Fredrick truly started grieving.
- Six Months Ago:
- Dated six months ago, the final entry holds a more somber tone. Fredrick’s words speak of a slow emergence from the depths of despair. He acknowledges the weight of responsibility and the process of forgiving himself for Sophia’s death. The entry hints at the notion of moving on, acknowledging the passage of time as a balm to wounds that may never fully heal.
22 Trophy Room
Entering the trophy room, you find a small group of goblin soldiers standing guard amidst an array of display cases and trophy busts. The room exudes an air of militaristic order as the goblins maintain a vigilant watch. In one corner, a very large painting of a city street catches your eye.
Monsters:
- Goblin Soldiers (x5) – MM 166
Special Rules:
- Magic Painting Reinforcements: Every three rounds, a new goblin emerges from the magical painting in the corner of the room. This repeats 10 times
A complete search of everything in the room will also work with no check A dagger of venom is in one of the display cases as well as trophies worth 300gp to the right collector.
23 Royal Parlor
As you enter the Royal Parlor, a wave of opulence surrounds you. The room is adorned with plush furnishings, elegant tapestries, and a grand picture window that offers a breathtaking view of the castle grounds. A subtle aroma of fey-inspired flowers permeates the air. However, your attention is drawn to a particularly enchanting painting hanging on one of the parlor walls.
Mechanics of the Encounter:
- Magic Painting – Library Connection:
- The painting in the parlor reveals a mesmerizing tableau—a teenage half-elf dancing amidst the twilight fey woodland. Dressed in a flowing white gown and adorned with a delicate floral crown, she moves with an otherworldly grace. Should the players step through the frame into the fey woodland, the half-elf dancer, responds to their presence with a flirtatious giggle. The magic painting in the Royal Parlor serves as a portal to the library. When activated, it allows the party to traverse between the parlor and the library, providing a strategic shortcut.
- The Drowning of Mountainheart
- Dominating the parlor, a colossal magic landscape painting named “The Destruction of Mountain Heart” unfolds a heart-wrenching tableau. The depicted scene is hauntingly reminiscent of Sliberberg, seemingly consumed by a cataclysmic flood. The floodwaters rise so high that they breach the once-protective walls of the city. In the foreground, a young half-elf woman, unmistakably Sophia, is caught in the grasp of the torrent. Fredrick’s hand, distinguished by its large, beastman form, reaches out from the edge of the canvas in a futile attempt to save her. Any player who dares to step into the enchanted painting experiences an unnerving encounter. As they enter the flood-ravaged realm, they are assaulted by a surge of psychic energy, taking 1d6 damage. Amidst the disorienting sounds of rushing waters, a haunting chorus emerges—the plaintive cries of a young woman calling out for Fredrick and the anguished voice of Fredrick desperately calling for Sophia.

24 Royal Suite Antechamber
As you ascend the grand staircase to the fourth floor, you arrive at the landing that serves as the threshold to the royal quarters. The air here is charged with anticipation, and a sense of heightened security is palpable. However, your arrival does not go unnoticed, as a formidable hobgoblin mage stands guard, flanked by an array of carefully arranged magic paintings on the floor.
Hobgoblin Mage Tactics:
- Spellcasting (Pushing Spells):
- The hobgoblin mage specializes in spells that manipulate force, pushing and displacing targets. Spells like Thunderwave, Gust, and Mage Hand are in their arsenal.
- The mage strategically aims to use these spells to push characters towards the magic paintings, capitalizing on both arcane and environmental hazards.
- the mage has following spells prepared
- Magic Painting Traps:
- Dangerous Magic Paintings: Stepping onto a magic painting causes 5 damage and may trip the character. The players and the hobgoblin mage can use their actions to move and throw the paintings..
26 The Kings Wardrobe
As you enter the king’s wardrobe, the room is filled with clothing tailored to fit the king’s imposing frame. Amidst the regal garments, you spot you spot an old elf man in a butlers uniform cowering behind a regal suit, his hands clutching a crutch fashioned into a makeshift club.
The man is Thalron Mistwalker the castle’s majordomo. Despite his stoicism, he seems visibly relieved at the player’s appearance. He has been watching Vasrock all day and reveals following information. Vasrock has orchestrated a trap for the players within the royal suite, involving numerous scavenged magic paintings from various corners of the castle. The gravity of his words sinks in as he confirms Helnard’s observation that Vasrock’s descent into madness has been accelerating over the last six months. Today, in particular, Vasrock displayed alarming erratic behavior.
Furthermore, Thalron discloses Vasrock’s mysterious correspondence with a woman simply referred to as “my lady.” The letters suggest that she is Vasrock’s master, and the tone implies a dark and subservient relationship.
With a regretful tone, Thalron expresses his wish to aid the players, given his past as Fredrick’s squire, but his injury renders him incapable of direct assistance
27 The Queen’s Wardobe
Stepping into the queen’s wardrobe, you find an array of dazzling dresses, a large vanity, and opulent furnishings. However, a sense of melancholy permeates the air as you notice signs of neglect – the dresses, vanity, and the entire room show clear indications of never having been used.
Fredrick’s master key opens the locks on most of the drawers in the the vanity revealing a small fortune in jewelry. Also, the various powders can be used to blind if blown into the eyes
24 The Royal Bedchamber:

The door to the bedchamber is locked with an arcane lock. A slight of hand check with a dc of 25 is required to open the door. The lock also has the alarm spell cast upon it set to activate when the door is tampered with. When the alarm is triggered Vasrock immediatly uses an eldrich blast to blow the door off its hinges and dealing half damage to whoever was trying to open the lock and read the following
As you enter the regal bedchamber, the air thickens with an air of anticipation. The room is lavishly furnished, adorned with tapestries, silken drapes, and finely crafted furniture. Moonlight spills through the grand windows, casting a gentle glow upon the scene. Propped against various pieces of furniture are several large magic paintings, their enchanted surfaces pulsating with mysterious energy In the center of the room stands General Vasrock, resplendent in fine clothing, a rapier clutched in his hand. The imposing figure wears a Fredrick crown. Yet, the crown sits awkwardly upon Vasrock’s head, too large for him, a mocking tribute to his stolen authority.
Magic Paintings:
- Street Festival: Causes confusion and disorientation. Players must make a DC 15 Wisdom saving throw or have disadvantage on attacks and saving throws until the start of their next turn.
- Coast with Pounding Surf (1): Engulfs the area in water-based hazards. Players in this space must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage from powerful waves.
- Coast with Pounding Surf (2): Similar to the first but with varied hazards. In addition to the bludgeoning damage, players must make a DC 13 Strength saving throw or be knocked prone.
- Forge: Intense heat and fire damage. Players in this space take 2d8 fire damage, and flammable objects may catch fire.
- Raging Thunderstorm: Lightning strikes and gusty winds pose a threat. Players in this space must make a DC 14 Dexterity saving throw or take 2d10 lightning damage.
When Vasrock is reduced to 1/4 health he will start ranting about the player’s victory being hollow. If they kill him they will inherit his debts. A search of the room reveals a locked iron chest requiring a DC18 skill check to open. Inside the chest, there are various medals worth 200gp in total, a Mirror of Communion, a cloak of resistance and a stack of letters.
Dated 7 months ago
My Dearest Vasrock,
Congratulations on the swift and effortless takeover of Mountainheart. Your efficiency has not gone unnoticed, and I take immense pride in your accomplishments. The foundation has been laid, and I trust you will continue to execute your duties with the same fervor.
Looking forward to the continued success of our partnership.
Yours faithfully,
F
Dated one month ago
Vasrock,
My patience wears thin with the delays caused by your ill-fated expedition. Time is of the essence, and your inability to expedite matters is both disappointing and frustrating. The clock ticks, and you must rectify these setbacks swiftly.
Do not test my patience further.
F
Dated yesterday.
Vasrock,
Your incompetence and mishandling of the situation have become intolerable. I entrusted you with a simple task, and yet you continue to disappoint. Your failures reflect poorly on our arrangement, and I find myself questioning the wisdom of our association.
Rectify this immediately or face the consequences.
F
On the writing desk the players find maps, reports, ledgers and account books. They also find the following letter
My Lady,
The situation in Mountainheart has become precarious. The expedition faces unexpected resistance, and I implore you to send reinforcements at once. The delays are beyond my control, and I fear the success of our venture is in jeopardy. Your swift action is imperative.
Awaiting your guidance.
Vasrock
Conclusion
Latter that day once it is clear to the defenders that Vasrock is dead Fredrick and the rest of the sliberberg army storm the outer walls.The goblins are quickly routed. Fredrick leads the charge with an almost supernatural grace with the broadsword. After the battle the first thing the Fredrick does is track down the player characters. He thanks the players and leads them into a place they can talk quietly, for example the throne room or the castle parlor
His voice, usually firm and commanding, now carries a hint of veiled fear or perhaps desperation. He implores the heroes to stay in Sliberberg and serve in his court. He emphasizes that he will not force them, nor imprison them against their will. His demeanor makes it clear he cannot accept a refusal.
For those who show hesitation or outright decline, the Beast offers titles of nobility and plots of land within the kingdom. To the ladies among the player characters who have established a unique bond with him, he extends an offer to become his consort.
An astute player, with a keen sense of insight, may discern that the Beast is harboring concerns he is hesitant to voice. An Insight check (DC 15) will pick up on his emotional turmoil. For 500 years he has not had any close personal relationships. Most of the followers and subjects revere him almost divinely but from a distance. The player characters are the first people who got close to him in years. He also has started to have romantic feelings with at least one female player character
A persuasive character may seek to ease the Beast’s apprehension. A successful Persuasion check (DC 20) prompts the Beast to open up, albeit cautiously. He revels his reasons for asking the players to stay.
When the heroes agree to stay and assist, the Beast expresses gratitude and immediately turns to them for help in recruiting vital allies. He seeks the aid of the centaurs, the elves, and the half-orcs, hoping to forge an alliance that will fortify the kingdom against the looming peril.
APPENDIX
Vasrock
Vasrock, Hobgoblin Warlock of the Blade
Medium humanoid (goblinoid), neutral evil
Armor Class 15 (chain shirt) Hit Points 78 (12d8 + 24) Speed 30 ft.
STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 18 (+4)
Saving Throws Str +4, Dex +5 Skills Athletics +4, Deception +7, Intimidation +7 Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Goblin
Spellcasting:
- Spellcasting Ability: Charisma
- Spell Save DC: 15
- Spell Attack Bonus: +7
Warlock Features:
- Pact Magic (5th Level): Vasrock has four 2nd-level spell slots and two 3rd-level spell slots.
- Eldritch Invocations: Thirsting Blade, Agonizing Blast
- Pact of the Blade: Vasrock can use his action to create a pact weapon in his empty hand. The weapon is a finesse melee weapon, and he is proficient with it.
Fey Presence:
- As a bonus action, Vasrock can cause creatures of his choice within 10 feet to make a Wisdom saving throw (DC 15) or be charmed or frightened until the end of his next turn.
Blade Pact Features:
- Vasrock’s pact weapon is a finesse melee weapon, and he adds his Charisma modifier to its attack and damage rolls.
- When Vasrock hits a creature with his pact weapon, he can expend a spell slot to deal additional damage (1d8 per level of the spell slot).
Actions:
- Pact Blade Attack: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
- Eldritch Blast: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 1d10 + 4 force damage.
Reactions:
- Counterstrike: When Vasrock is hit by a melee attack, he can use his reaction to make a melee attack against the creature that hit him.
Legendary Actions (3):
- Teleportation: Vasrock can magically teleport up to 30 feet to an unoccupied space he can see.
- Blade Flourish (Costs 2 Actions): Vasrock makes an additional Pact Blade Attack.
- Fey Step (Costs 2 Actions): Vasrock can cast Misty Step without expending a spell slot.
Equipment:
- Chain Shirt
- Pact Blade (Finesse Melee Weapon)
- Component Pouch
- Arcane Focus
- Cloak of Elvenkind
Traits:
- Master Fencer: Vasrock gains a +2 bonus to attack rolls made with finesse weapons.
- Tactical Commander: Vasrock can use a bonus action to grant advantage on the next attack roll made by an ally within 30 feet who can see or hear him.
Magic items
Mirrors of Communion
Wondrous Item, Rare
The Mirrors of Communion are enchanted mirrors that enable two-way face-to-face communication between individuals who possess any mirror of the set. Crafted by skilled artificers and infused with magical energies, these mirrors serve as a means of instant and secure communication.
Properties:
- Universal Communication: Each mirror of the Mirrors of Communion is magically attuned to all other mirrors of its kind. This universal connection allows seamless communication with any individual holding another mirror of the set.
- Two-Way Vision: When communication is initiated, the mirrors come to life with a soft, ethereal glow. The individuals holding the mirrors can see and hear each other as if they were in the same room, fostering a sense of direct and personal interaction.
- Distanceless Connection: The Mirrors of Communion transcend physical distance, allowing communication regardless of how far apart the individuals are located. This makes them invaluable for maintaining contact over long distances or even between different planes of existence.
- Secure Communication: The communication facilitated by the Mirrors of Communion is magically secure. Attempts to eavesdrop or intercept the communication are thwarted by the enchantments on the mirrors, ensuring a private and confidential exchange.
- Mirror Attunement: To establish a connection, each mirror must be attuned to the individual intending to communicate. Attunement involves a simple ritual during which the user speaks their name into the mirror. Once attuned, the mirror remains connected to all other mirrors of the set.
- Limitations: While the Mirrors of Communion offer convenient communication, they are not omniscient. The wielders must have prior knowledge of each other’s existence, and the mirrors cannot connect to individuals without their consent.
Orb of Divination:
Wondrous Item, Rare
The orb is crafted from a rare and flawless glass that holds a mesmerizing clarity that fits comfortably in the palm of one’s hand. Three times per day the orb allows its user to cast the “Divination” spell. The answer to the user’s question magically appears as text within the glass orb

