The adventure ahead

Campaign Overview

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In the frontier town of Duskmere, a vicious turf war between goblin gangs has left the streets tense. The losing gang, the Nailbiters, gathers at the Crooked Nail tavern to drown their sorrows. But their defeat was orchestrated by a shadowy figure known only as the Whisper, who promised them power and then betrayed them. The party arrives as neutral adventurers and must navigate the goblins' distrust, uncover the Whisper's plot, and confront the villain before she can unleash a greater threat on the town.

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Player Handout

You are adventurers passing through the frontier town of Duskmere. The town is on edge: a goblin turf war has spilled into the streets, and the losing gang, the Nailbiters, has holed up in the Crooked Nail tavern. You've been hired by the town council to investigate the disturbances and ensure the violence doesn't spread. But the goblins are scared, and they whisper about a betrayer called the Whisper. What starts as a simple peacekeeping job may lead you into a web of deceit and a confrontation with a cunning foe.

Tone: gritty frontier fantasy with moments of dark humor. Starting hook: The town council offers 50 gp each to find out who is arming the goblins and stop the turf war.

Free Act I Preview
Levels 1 3 Sessions 3-4

The Crooked Nail

Behind the screen

This is Act I of a campaign for 1st-level characters. Over three to four sessions, the party investigates the goblin turf war in Duskmere, gains the trust of the defeated Nailbiters, and tracks down the Whisper, a goblin schemer who has made a pact with a mysterious patron. The act ends with the Whisper's defeat or escape, revealing clues that point to a larger conspiracy. The focus is on roleplaying with goblins, investigation, and a final confrontation in a ruined watchtower. The villain is a local threat, not the ultimate big bad, but her actions set the stage for future acts.

Adventure Hooks

Hook 01

The Council's Contract

The Duskmere town council hires the party for 50 gp each to investigate the goblin turf war, find who is arming the gangs, and stop the violence before it spreads beyond the frontier town.

Hook 02

A Goblin's Plea

A wounded Nailbiter goblin named Skab approaches the party in the market, begging them to help his gang against a betrayer called the Whisper. He offers a stolen silver locket as payment.

Act Structure

Act I: The Crooked Nail

Recommended level: 1-3

The party arrives in Duskmere and discovers a goblin turf war. They meet the defeated Nailbiters at the Crooked Nail tavern, learn of the Whisper's betrayal, and track her to a ruined watchtower. There they confront the Whisper and her remaining allies, uncovering a cryptic letter that hints at a larger conspiracy.

Objectives

  • Investigate the goblin turf war and its causes.
  • Gain the trust of the Nailbiters at the Crooked Nail.
  • Locate the Whisper's hideout in the old watchtower.
  • Defeat or capture the Whisper and recover evidence of her patron.

Arrival in Duskmere

Town gate and market square, Duskmere

Read aloud

As you approach Duskmere, the muddy road widens into a market square. A few nervous merchants pack their goods, eyeing the alleys. Goblin graffiti—crude symbols of a nail and a broken tooth—marks the walls. A town crier shouts, 'Curfew at sundown! The Nailbiters are on the run!' The air smells of smoke and wet straw.

Running this scene

The party can gather information here. The town council hired them to investigate. The Nailbiters are the losing goblin gang; the winning gang, the Toothbreakers, has mysteriously withdrawn. The Whisper is a goblin who promised the Nailbiters power but betrayed them. Use this scene to establish the setting and the tension. If the party asks around, they learn the Nailbiters are drinking at the Crooked Nail.

Checks
  • Perception DC 12: Success: Notice a goblin scout watching from a rooftop. Failure: Miss the scout, who reports to the Whisper.
  • Investigation DC 13: Success: Find a torn note mentioning 'the Whisper' and 'watchtower'. Failure: Only find vague rumors.
  • Persuasion DC 12: Success: A merchant reveals the Nailbiters lost a battle at the old mill and now hide at the Crooked Nail. Failure: The merchant is too scared to talk.
Clues
  • Goblin graffiti shows a nail being broken—the Nailbiters' symbol.
  • Rumors of a shadowy figure called the Whisper who armed the goblins.
  • The Toothbreakers, the winning gang, have suddenly gone quiet.
Where next
  • The party can head to the Crooked Nail tavern, or explore the town. If they linger, a goblin messenger delivers a taunting note from the Whisper.

The Crooked Nail

The Crooked Nail tavern, Duskmere

Read aloud

The Crooked Nail is a squat, timber building with a cracked sign. Inside, the air is thick with smoke and the sour smell of goblin ale. A dozen goblins sit in clusters, nursing mugs. Their weapons are piled by the door. One goblin, missing an ear, pounds the table and shouts, 'We was promised! The Whisper said we'd rule the streets!' The others mutter in agreement.

Running this scene

The Nailbiters are defeated and scared. They are suspicious of outsiders but can be persuaded to talk. Their leader, a goblin named Skab, is angry and wants revenge. The Whisper promised them magic weapons and support, but instead led them into an ambush. The goblins don't know where the Whisper is, but they know she operates from the old watchtower on the hill. If the party is aggressive, the goblins fight (use 6 Goblin). If the party is diplomatic, they can learn the information.

Checks
  • Persuasion DC 13: Success: Skab calms down and shares what he knows about the Whisper and the watchtower. Failure: The goblins become hostile and demand the party leave.
  • Insight DC 12: Success: You realize the goblins are more afraid of the Whisper than of the party. Failure: You misread their fear as aggression.
  • Intimidation DC 14: Success: The goblins cower and reveal the watchtower location, but they will not help further. Failure: A fight breaks out (6 Goblin).
Clues
  • The Whisper promised the Nailbiters power but betrayed them at the old mill.
  • The Whisper's hideout is the ruined watchtower on the hill north of town.
  • Skab mentions the Whisper has a 'big boss' she answers to, but he doesn't know who.
Where next
  • Once the party has the location, they can leave for the watchtower. If they stay, a group of Toothbreaker goblins (2 Goblin) arrives to cause trouble, but they flee if outnumbered.

The Ruined Watchtower

Old watchtower on the hill north of Duskmere

Read aloud

The watchtower is a crumbling stone cylinder, its top broken off. A faint light flickers in a lower window. As you approach, you hear harsh voices—goblin laughter and the clink of chains. A bugbear stands guard at the entrance, its yellow eyes scanning the dark. Above, a silhouette moves against the moonlight: a small figure with a staff, watching.

Running this scene

The Whisper is a goblin spellcaster (use the villain character sheet, not a monster stat block). She is guarded by 2 Goblin and 1 Bugbear. The Whisper will try to parley, offering the party a share of her 'patron's' wealth if they leave. If they refuse, she fights, using spells and minions. She has a letter from her patron, a mysterious figure who promises power in exchange for a relic stolen from Duskmere. The letter is signed with a symbol of a black sun. If defeated, the Whisper surrenders and reveals she was just a pawn. If she escapes, she flees into the night, leaving the letter behind.

Checks
  • Stealth DC 14: Success: The party surprises the guards, gaining a round of surprise. Failure: The bugbear spots them and roars a warning.
  • Athletics DC 12: Success: Climb the rubble to enter through a broken window, avoiding the main guard. Failure: Fall and take 1d6 bludgeoning damage, alerting the guards.
  • Arcana DC 13: Success: Identify the black sun symbol as the mark of a cult dedicated to an entity of decay. Failure: You only know it's a dark omen.
Clues
  • A letter from the Whisper's patron, promising power for a stolen relic.
  • The black sun symbol on the letter—a clue to a larger cult.
  • The Whisper's journal mentions 'the relic of Duskmere' and a meeting at 'the Sunken Temple'.
Where next
  • With the Whisper defeated or fled, the party can return to Duskmere as heroes. The letter and journal point to Act II: the Sunken Temple and the cult of the black sun.

Milestone: The party reaches 3rd level after confronting the Whisper and recovering the letter. They have stopped the immediate threat and uncovered the first hint of a larger conspiracy.

Villain Character Sheets

The Whisper The Whisper

The Whisper is a gaunt goblin woman in her late twenties, ash-grey of skin and sharp of silhouette, with yellow-green eyes that catch torch…

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Monsters & Enemies

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Villain Plans

The Whisper Character Sheet

Goblin schemer and local agent of the black sun cult

Motivation

The Whisper wants to escape the squalor of goblin gang life and gain real power. She made a pact with a mysterious patron who promised her magic and status in exchange for a relic stolen from Duskmere. She betrayed the Nailbiters to prove her loyalty and secure the relic's location.

Personality

Soft-spoken, patient, and manipulative. She rarely raises her voice, preferring to let others underestimate her. When cornered, she becomes desperate and tries to bargain, offering secrets or treasure. She is a coward at heart and will flee if the fight turns against her.

Resources

  • 2 Goblin guards
  • 1 Bugbear bodyguard
  • The ruined watchtower hideout
  • A letter and journal from her patron
  • A black sun signet
  • Spells and a staff

Battle Plan

The Whisper opens with parley, offering the party a share of her patron's wealth if they leave. If refused, she retreats to the broken stair and casts spells from range, using the bugbear and goblins as a shield. She targets the party's healer or spellcaster first. If reduced to 10 HP or fewer, she uses her action to flee through the collapsed wall, leaving her letter and journal behind. She never fights to the death.

Defeat or Redemption

If defeated, the Whisper surrenders and reveals she was a pawn, begging for mercy. She can be captured and returned to Duskmere for trial, or killed. If she escapes, she flees into the night, leaving the letter that points to the Sunken Temple. A redeemed Whisper could become a reluctant informant in later acts, but she is too selfish to truly change.

Running Notes

Recommended party: 4-5 characters, level 1. A mix of combat, social, and exploration skills is useful. A character with Persuasion or Deception can help with the goblins, and a rogue or ranger can scout the watchtower.

Session Zero

Before play, discuss the gritty frontier tone, dark humor, and themes of betrayal and desperation. Confirm that goblins are people with fears and goals, not just monsters. Establish boundaries around violence against humanoid creatures, slavery, and cult horror. Ask players if they are comfortable with a villain who manipulates and lies. Set expectations for a 3-4 session Act I with investigation, roleplaying, and combat.

Scaling Guidance

For a party of 4-5 level 1 characters, use the encounters as written. If the party is smaller or lower level, reduce goblin counts by 1-2 and remove the bugbear from the watchtower. If the party is larger or higher level, add 2 Goblin to the tavern and watchtower, and give the Whisper an extra spell slot or a potion of healing. The Whisper should always have an escape route.

DM Advice

Keep the goblins sympathetic and scared, not evil. The Whisper should feel like a local threat, not the ultimate villain. Use the letter and journal to plant seeds for Act II. If the party kills the Whisper too quickly, have her drop the letter as she falls. If they capture her, she bargains with information about the Sunken Temple. Reward creative diplomacy as much as combat.

Secrets & Clues

  • The Whisper's letter bears a black sun symbol, marking a cult dedicated to an entity of decay.
  • The relic of Duskmere is an old stone tablet hidden beneath the Sunken Temple, and the Whisper's patron wants it.
  • Skab knows the Whisper was once a Nailbiter who left after a vision from a dark patron.
  • The Toothbreakers withdrew from the turf war because their leader was bribed by the Whisper to look the other way.

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Villain Character Sheets

The Whisper The Whisper

The Whisper is a gaunt goblin woman in her late twenties, ash-grey of skin and sharp of silhouette, with yellow-green eyes that catch torch…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

The Whisper Character Sheet

Goblin schemer and local agent of the black sun cult

Motivation

The Whisper wants to escape the squalor of goblin gang life and gain real power. She made a pact with a mysterious patron who promised her magic and status in exchange for a relic stolen from Duskmere. She betrayed the Nailbiters to prove her loyalty and secure the relic's location.

Personality

Soft-spoken, patient, and manipulative. She rarely raises her voice, preferring to let others underestimate her. When cornered, she becomes desperate and tries to bargain, offering secrets or treasure. She is a coward at heart and will flee if the fight turns against her.

Resources

  • 2 Goblin guards
  • 1 Bugbear bodyguard
  • The ruined watchtower hideout
  • A letter and journal from her patron
  • A black sun signet
  • Spells and a staff

Battle Plan

The Whisper opens with parley, offering the party a share of her patron's wealth if they leave. If refused, she retreats to the broken stair and casts spells from range, using the bugbear and goblins as a shield. She targets the party's healer or spellcaster first. If reduced to 10 HP or fewer, she uses her action to flee through the collapsed wall, leaving her letter and journal behind. She never fights to the death.

Defeat or Redemption

If defeated, the Whisper surrenders and reveals she was a pawn, begging for mercy. She can be captured and returned to Duskmere for trial, or killed. If she escapes, she flees into the night, leaving the letter that points to the Sunken Temple. A redeemed Whisper could become a reluctant informant in later acts, but she is too selfish to truly change.

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Encounters

The Whisper's Watchtower

Suggested Level: 2-3

The ruined watchtower hides the Whisper and her remaining guards. She parleys, fights, or flees, leaving behind a letter marked with a black sun.

Creatures

Terrain Features

Crumbling stone tower with broken stairs (difficult terrain), a lower chamber with chains and a ritual circle, and a collapsed wall (climbable, DC 12 Athletics).

Treasure

The Whisper's letter, her journal, a black sun signet, and 40 gp in mixed coins.

DM Notes

The Whisper uses the villain character sheet. She fights from range, uses minions as cover, and flees if reduced to 10 HP or fewer. The letter is the main clue.

Tavern Standoff

Suggested Level: 1-2

The Nailbiters are suspicious and scared. If the party pushes too hard, six goblins rise from their tables, grabbing rusty blades and overturned chairs.

Creatures

Terrain Features

Crowded tavern with overturned tables (half cover), a smoldering hearth (1d6 fire damage if entered), and a pile of weapons by the door.

Treasure

A pouch of 15 gp, a crude map to the watchtower, and three mugs of sour goblin ale.

DM Notes

Use this if diplomacy fails. The goblins fight defensively and flee if reduced to half. Skab surrenders and offers information to stop the fight.

Toothbreaker Shakedown

Suggested Level: 1

Two Toothbreaker goblins arrive at the Crooked Nail to intimidate the Nailbiters, demanding tribute and information about the Whisper.

Creatures

Terrain Features

Tavern doorway and muddy street outside. The goblins use the doorframe for cover.

Treasure

A stolen silver locket (5 gp) and a note from the Toothbreaker leader mentioning the Whisper's watchtower.

DM Notes

A quick fight or social encounter. The Toothbreakers flee if outnumbered or if the party shows force. They can be interrogated for the same clues.

Magic Items

Nailbiter's Lucky Nail Nailbiter's Lucky Nail Completed

Nailbiter's Lucky Nail

Common
A bent iron nail on a leather cord, carried by Skab for luck. Once per day, the wearer can reroll one failed ability check, but must keep the new result.

Location

Act I: The Crooked Nail, given by Skab if the party earns the Nailbiters' trust.

Attunement

False

Whisper's Cipher Ring Whisper's Cipher Ring Completed

Whisper's Cipher Ring

Uncommon
A tarnished silver ring etched with tiny goblin script. While worn, the wearer can cast Message once per short rest and gains advantage on Deception checks made to pass as a goblin.

Location

Act I: The Ruined Watchtower, on the Whisper or in her strongbox.

Attunement

True (requires attunement)

Black Sun Signet Black Sun Signet Completed

Black Sun Signet

Uncommon
A heavy iron signet ring bearing a black sun. It radiates faint necromancy. Once per day, the wearer can sense the direction of the nearest undead within 60 feet.

Location

Act I: The Ruined Watchtower, in the Whisper's journal or on her person.

Attunement

True (requires attunement)

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