A Diamond in the Rough
Sommario
- Micah
- Roleplaying Micah
- What Micah Knows
- The Butler Did It?
- Moving From Area To Area
- Screw the Rules
- General Features
- Bottom Floor
- 1. Conservatory
- Clues
- 2. Gardens
- Clues
- 3. Dining Hall
- Clues
- 4. Servants' Quarters
- 5. Kitchen
- Clues
- 6. Diana's Bedroom
- Middle Floor
- 7. Study
- 8. Amy's Bedroom
- Clues
- Roleplaying Lady Amy
- What Amy Knows
- 9. Guest Bedroom
- Roleplaying Lord Emerson
- What Emerson Knows
- 10. Emerson's Bedroom
- Clues
- 11. Parlor
- Roleplaying Lady Marina
- What Marina Knows
- Top Floor
- 12. Master Bedroom
- Clues
- 13. Library
- Clues
- Development
A Diamond in the Rough

a roleplay and intrigue adventure for 3rd-level characters
by Alison Huang
When a noble family hires adventurers to find a thief, the heroes uncover a personal revenge plot. This adventure is optimized for four or five 3rd-level characters.
Background
The Krystalum family enjoys a life of luxury. Spoilt and entitled, the family members treat others like tools, and pay no regard to those who can't benefit them.
The youngest Krystalum, Diana, despises the way her family behaves, and isn't afraid to tell them so. Because of this, the rest of the Krystalums act like she doesn't exist, and when they have to acknowledge her, they treat her like one of the servants. While her family's disregard was once a cause for grief, it's become an advantage, allowing Diana to do what she wants to without attracting the attention of her parents and siblings.
Using From Earth, a book from the family library, Diana summoned a xorn, a type of earth elemental that eats precious metals and jewels. She torments the rest of her family with a series of thefts, while keeping her new friend happy by giving them a source of food. She doesn't intend to physically hurt her family. Instead, she wants to make a ruckus, something that can't be ignored, to attract the attention of people who might be able to help her get away from her family.
Overview
The adventure begins when the characters arrive at Krystalum Manor. There, Lord Reuben explains the situation before allowing the characters to speak with the other family members and examine some of the manor's rooms.
The characters' investigation leads them to Diana Krystalum, who is so overlooked that the rest of the family didn't even think of mentioning her earlier. It's up to the party to decide whether they help her accomplish her plan, or tell her family the truth.
Authorial Intent
I wrote A Diamond In The Rough with the intent of creating a roleplay-focused adventure that uses an investigation to pace and drive the story. Because of this, I didn't design the mystery to be particularly complex. For me, it's more a question of how long it takes for characters to figure out what all the pieces are, and what they do once they have all the information.
But authorial intent is not the be-all and end-all. If you run this adventure, it is as much your story as it is mine. Feel free to build on what I have written and introduce twists and turns as best suits your narrative.
Adventure Hook
The Krystalum family hires the characters to investigate the thefts of money and jewelry. This might be through a letter of request, a messenger, a friend of the characters, or simply an advertisement on a noticeboard. The payment for the job is 200 gp per character.
Dramatis Personae
The following NPCs play important roles in the adventure:
Lord Reuben Krystalum: The head of the house, a middle-aged human man. He is blunt and straightforward, expecting others to follow his commands without question.
Lady Marina Krystalum: Reuben's wife, a middle-aged elf. Though she acts with grace, she unashamedly looks down on adventurers and all people who work for a living.
Lady Amy Krystalum: The eldest Krystalum child, a half-elf in her early twenties. She is assertive, demanding and quick to make threats.
Lord Emerson Krystalum: The middle Krystalum child, a half-elf in his early twenties. He acts with a lot of bravado but is really a coward.
Lady Diana Krystalum: The youngest Krystalum child, a half-elf in her late teens, and the culprit behind the apparent thefts. She wants to get out of her situation at all costs.
Karat: The xorn summoned by Diana who has been eating all the missing jewelry. Fiercely protective of Diana.
Micah: The head servant. He is polite and kind-hearted, especially with Diana.
Manor Map
Whenever the adventure references an encounter area, refer to the Manor Map.

Part 1: Crown Jewel
The Krystalum Manor stands proudly before you. Its three floors reach towards the sky, sunlight glistening on the polished stone walls. The building is framed by verdant hedges that bar entry into the gardens around it.
When the characters approach the manor, Micah (neutral good half-elf commoner, he/him), a butler in a dark grey suit, greets the characters. After confirming that they're here for the job, he briskly leads them to Lord Reuben's study (x) on the middle floor, then excuses himself.
Reuben's Study
A human man with a bushy red beard sits behind a large redwood desk, which dominates the luxurious room. Once he sees you, he stands up, and gestures to the seats in front of his desk, inviting you to sit.
Lord Reuben Krystalum (lawful evil human noble, he/him) only sits down and begins talking once the characters have complied with his silent order.
Roleplaying Lord Reuben
Reuben is a gruff man who expects people to know what he wants, even if he doesn't explicitly spell out his desires. As someone who expects to always get his way, he doesn't like to make compromises. Moreover, he hates small talk and lengthy conversations with those he deems below his station. If the characters ask too many questions, he becomes irritated and accuses them of not being up to the task.
What Reuben Knows
Lord Reuben provides the following information about the thefts:
For the past week, there have been a series of thefts in Krystalum Manor.
Money and jewelry were stolen from him, his wife Marina, his daughter Amy, and his son Emerson.
Amy was stolen from a week ago, Emerson was stolen from four days ago, and he and Marina were stolen from two days ago. The details of each theft are described in part 2.
A ruby ring that Reuben is particularly fond of was taken.
If asked if he has any other children, he repeats impatiently that Amy and Emerson were stolen from. Reuben doesn't like to think about Diana, barely considering her his daughter, and believes that bringing her up would be a waste of his time. None of the servants have been stolen from, but he's surprised if the characters ask about that, since he assumes no servant would own anything worth stealing.
Terms of Service
Lord Reuben also explains where the characters are allowed to investigate:
The characters are allowed in Reuben's study as long as he's present, and, as long as each respective occupant permits it and is present, in the bedrooms.
The characters must ask Marina for entry into the master bedroom (x).
They are also allowed to enter the gardens (x), library (x), conservatory (x), and parlor (x).
Amy is in her bedroom (x). Emerson is in the guest bedroom (area 9). Marina is in the parlor (x).
The butler will escort them throughout the house and grounds. Breaking these rules results in an immediate dismissal.
In addition, he reminds the adventurers that they have been hired as investigators, and they don't need to worry about dealing with the culprit: he intends on punishing the thief himself. A successful DC 12 Wisdom (Insight) check reveals that he relishes the idea of inflicting violence on the unlucky thief.
Development
After the characters talk with Reuben and leave the study, proceed to chapter 2.
Part 2: All That Glitters
Once you are back in the hallway, the butler that escorted you inside reappears and bows. "Allow me to introduce myself. I am Micah, your chaperone for the day."
Micah
Micah is happy to escort the characters to any of the areas that Reuben gave them permission to explore.
Roleplaying Micah
Micah is polite and cordial. He tries to fulfill the characters' requests as long as Reuben's orders allow him (see "x," above). Micah is one of the few people in the estate who cares about Diana; if he weren't concerned about Diana's safety, he would have left the manor long ago. He doesn't like the rest of the Krystalum family and he's certainly not paid enough to deal with them.
Micah becomes easily flustered if the characters hint at breaking Reuben's rules, and tries to discourage them as much as possible. He threatens to call the guards if he is seriously worried about the possibility of them disobeying the rules, and has no trouble making good on that promise if the characters test him.
If Diana is suspected before evidence of her involvement is uncovered, Micah also becomes quite nervous, even to the point he might seem like he's actually the culprit. He keeps diverting the characters' investigation by suggesting they seek out other people to interview or crime scenes to investigate.
What Micah Knows
If questioned, Micah claims he doesn't have any additional information. A successful DC 15 Wisdom (Insight) check reveals that he knows more than he's letting on. Micah suspects Diana is involved, but isn't sure how.
Unless characters have already uncovered evidence of Diana's existence, Micah refuses to tell them about her no matter how hard they try to intimidate or persuade him. If he feels particularly threatened or he is affected by the zone of truth spell he calls for the guards.
The Butler Did It?
Given his role as butler and chaperone, Micah is a natural suspect. The characters may question him on matters not directly related to the thefts.
If the characters ask such questions, Micah deflects by saying that he isn't important or relevant, and that he is merely the butler. A successful DC 10 Wisdom (Insight) check reveals that he certainly believes he is insignificant, but it's difficult to discern whether that means he actually is.
If he is asked about his opinion about the Krystalums, Micah says that they are a pleasure to work for. A successful DC 12 Wisdom (Insight) check reveals this to be a lie. He can be convinced to admit how he really feels with a successful DC 15 Charisma (Persuasion) check. Micah knows he is treated with disdain and should be paid more to put up with their attitude, but his priority is to protect Diana, from outsiders and from her own family.
Though Micah did not steal any of the jewelry, the thefts have certainly made him realise that crime does pay. If asked whether he would steal to supplement the fact that he is underpaid, he hesitates before stating he would not.
If you want to cast suspicions onto Micah, you may also choose one of the following options, or come up with your own, at your discretion:
A character that fails a Wisdom (Perception) check to find clues instead notices that Micah quickly put something in his pocket. A successful DC 18 Wisdom (Perception) check reveals that it is a pocket watch.
The character with the highest passive Wisdom (Perception) notices Micah slip out of the current room. He is down the hallway talking with a servant (commoner) in hushed tones. A successful DC 18 Wisdom (Perception) check reveals that the servant is meant to ask Reuben what he wants for the next meal, but is too scared to.
While in the presence of any of the Krystalums besides Diana, the character with the highest passive Wisdom (Insight) score notices that Micah has tensed up. A successful DC 15 Wisdom (Insight) check reveals that this is because he doesn't like them.
Moving From Area To Area
While moving around the manor, the characters might glimpse clues or meet people that cause their suspicions to be cast elsewhere. At your discretion, you can choose one of the following options, or come up with your own, when the characters move to a new location:
Characters with a passive Wisdom (Perception) score of 15 or higher get the feeling that they're being watched.
The first character to turn a corner notices some movement down the hallway. At your discretion, this is either the xorn, who quickly uses Earth Glide to get away, or a servant (a commoner).
The character with the lowest passive Wisdom (Perception) score steps on some pieces of rock. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.
One of the guards (a knight) walks past the characters and insists on accompanying them to their next room.
A servant (commoner) carrying bedsheets rounds a corner. A random character must succeed on a DC 12 Dexterity saving throw or be knocked prone as the servant collides with them.
Screw the Rules
Whether they just want to disobey Lord Reuben's orders, they don't want to interact with the Krystalums, or they've figured out that the rooms they're allowed in don't contain the whole story, the characters can defy the "x" explained in part 1. Their major hurdle is that Micah, who is always accompanying them, refuses to break those rules.
There are many ways to deal with Micah, including the following options:
A character can create a diversion to distract Micah with a successful DC 12 Charisma (Deception or Performance) check. While he's preoccupied, other characters can knock Micah unconscious or sneak into the forbidden rooms.
Micah can be pressured or convinced into letting them enter other areas with a successful DC 15 Charisma (Intimidation or Persuasion) check. This check is made with advantage if the characters know about Diana already and explain that they want to help or protect her.
Unless persuaded or prevented from doing so, Micah tells the guards or Lord Reuben if the characters disobey the rules. If this occurs, the characters are immediately dismissed and escorted from the manor by guards (see the "General Features" sidebar).
General Features
Krystalum Manor is decorated with exquisite—and, more importantly, expensive—taste that prioritizes fashion over comfort. It has the following general features.
- Ceilings
All of the rooms and hallways in the manor have 10-foot-high ceilings.
- Light
The interior rooms are brightly lit by ornate wall lamps, as well as light coming through the windows during the day.
- Guards
Three knights, one on each floor, patrol the manor's hallways, and tell Lord Reuben if the characters defy his orders.
Bottom Floor
The bottom floor contains the conservatory, dining hall, and kitchen, as well as an entrance to the gardens through the conservatory.
1. Conservatory
Unlike the rest of the manor, the conservatory's walls and ceiling are glass. Leafy plants adorn its interior. At the center of the room, white wooden chairs surround a matching table. Large glass doors separate open into the gardens.
Diana obtained clay soil from the conservatory, a necessary component in the ritual that summoned the xorn.
Clues
A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Perception) check finds that chunks of soil around some of the plants are missing. (No check is needed if a character specifically inspects the plants.) A successful DC 14 Intelligence (Nature) check reveals that the soil removed from the plant beds is clay soil.
2. Gardens
The spacious gardens surrounding the manor are filled with a variety of flowering plants and bushes. Neatly trimmed hedges separate it from the outside world.
There aren't any direct clues in the garden—there are no strange footprints or signs that someone climbed over the hedge wall. However these facts themselves are clues, since it means the thief may not have entered from outside.
Clues
This area contains the following clues:
A character who succeeds on a DC 12 Wisdom (Survival) or Intelligence (Investigation or Nature) check finds a notable lack of footprints or any other traces in the gardens.
A character who is proficient with thieves' tools or who succeeds on a DC 12 Intelligence (Investigation) check finds that none of the manor's windows were tampered with from the outside. (The characters can also determine this by examining the windows from the inside.)
3. Dining Hall
A long dining table surrounded by a dozen ornate chairs dominates this large room. Though the table is not set, lit candelabras illuminate it. The walls are decorated with framed portraits.
The dining hall itself is not directly tied to the mystery, though it is able to offer some insight on the truth.
Clues
Alongside the rest of her family, there is a portrait of Diana with her name on a plaque. She is a half-elf with long white hair, younger than the other Krystalum siblings, probably in her mid-teens at the time the portrait was painted.
4. Servants' Quarters
Unlike the rest of the manor, this room is very simple and plain. It's filled with cots, each with a trunk at its foot.
The servants' quarters don't have any clues about the thefts.
5. Kitchen
The smell of food greets you as you enter this bustling kitchen. Servants hurry around the room, preparing a meal. Focused on their tasks, they ignore you.
If the servants are alerted to the presence of the characters, they're confused about who the characters are and why they're there. They answer questions politely, but they don't have any information about the thefts.
6. Diana's Bedroom
The next door down the hallway is nondescript. No visuals or sounds that denote its room's purpose, except for a few pieces of rock scattered in front of it.
The pieces of rock match the other pieces present in the manor. A successful DC 15 Intelligence (Arcana) check reveals that the pieces are from the Elemental Plane of Earth.
Middle Floor
Bedrooms, Reuben's study, and the parlor make up the middle floor.
7. Study
This location is described in part 1 and holds no further clues to the mystery.
8. Amy's Bedroom
Micah sharply knocks on the bedroom door, announcing your presence. Moments later, a young adult half-elf with purple hair opens the door. She grips a rapier in her hand. "Well? Come in," she demands.
Lady Amy Krystalum (lawful neutral half-elf noble, she/her) allows the characters to search her room, but watches their movements intently.
Seven days ago, Amy's bedroom was ransacked. This was the first theft, and afterwards the bedroom was tidied up so that Amy can go about her day normally. However, Amy directs the characters to a jewelry box on her desk that has not been moved since the theft.
Clues
This area contains the following clues:
A now-empty jewelry box sitting on top of a desk is ripped in half. A successful DC 12 Intelligence (Investigation) check reveals that it was opened by something with claws. A character who succeeds on the check by 5 or more also finds grains of rock around the box.
A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Amy's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows.
Roleplaying Lady Amy
Amy is haughty, bold, and blunt. Unlike her parents, she has no issue giving adventurers all the information they need, demanding that they solve this problem at once. She's quick to anger; if she feels disrespected, she threatens the characters with her rapier.
Amy's usual strident personality is amplified by her frustrations over the situation. She secretly feels guilty that she wasn't able to stop the thefts herself.
What Amy Knows
Amy provides the following information about the thefts:
Her bedroom was broken into a week ago, in the middle of the day.
Amy was in the gardens (x) when it happened.
Ever since the theft, she's stayed in her room in case it happens again.
A pair of amethyst earrings were stolen from her jewelry box.
9. Guest Bedroom
With a knock on the door, Micah announces that you wish to talk to Lord Emerson. After a pause, the door is flung open with a flourish by a young adult half-elf with green hair. "Adventurers! I'm charmed to make your acquaintances," he says dramatically. "Please, come in!"
Lord Emerson Krystalum (lawful neutral, half-elf noble, he/him) gladly lets the adventurers into the room.
The guest room is sparsely decorated. Its walls are white, and its furniture is well crafted but simple in design.
The guest room itself isn't relevant to the mystery. However, it used to be Diana's before she moved downstairs, since she likes interacting with the servants more than with her own family.
Roleplaying Lord Emerson
Emerson is a smug and vain man who considers himself smart. He is happy to talk to the characters, but a successful DC 12 Wisdom (Insight) check reveals that he'd rather talk about himself than the thefts to conceal the fact that he doesn't know much about the situation. If he's accused of being scared, his arrogant attitude quickly falls away to reveal a coward.
What Emerson Knows
Emerson provides the following information about the thefts:
Four days ago, his room (x) was broken into.
He was in the library (x) at the time.
When he returned to his room, it was a mess. He immediately moved to this guest room, where he has been staying ever since.
He didn't actually check to see if anything was missing.
10. Emerson's Bedroom
If Lord Emerson is brought here from the guest bedroom (x), he opens the door slowly.
Emerson's bedroom is a complete mess. The bed is askew. The desk is on its side. A chair is in splinters.
Four days ago, Emerson's bedroom was broken into during the afternoon, and the scene has not been disturbed since.
Clues
This area contains the following clues:
It's readily apparent that pushing over the heavy desk would have required a great deal of strength, and that the splintered chair was broken with considerable force.
A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals finds small pieces of gravel scattered about the room. With a successful DC 15 Intelligence (Arcana) check, a character knows that these bits of rock are from the Elemental Plane of Earth.
The desk has some light scratches. A successful DC 12 Intelligence (Investigation or Nature) check reveals that the marks were made by a creature with three claws. If the characters know this information and also know that the pieces of rock came from the Elemental Plane of Earth, a successful DC 15 Intelligence (Arcana) check reveals that a xorn made the claw marks.
A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check finds an empty jewelry box under the bed. The box broke open when the desk fell. Emerson can confirm it once housed his favorite emerald cufflinks. Their absence from the box indicates to him that they were stolen.
A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Emerson's window hasn't been tampered with from the inside.
11. Parlor
Compared to the rest of the manor, the parlor is modestly decorated. Sunlight filters in through wispy curtains onto a carved mahogany table and several matching chairs.
An elf with icy blue hair sits at the table. She's calmly eating grapes while reading a book. Looking up as you enter the room, she snaps the book shut. "Ah, you must be the adventurers," she comments cooly.
Roleplaying Lady Marina
Lady Marina Krystalum (lawful evil elf noble, she/her) is cold and judgmental, which she doesn't bother to hide. Though she holds great disdain for adventurers and other people who work for a living, she's more forthright with information than her husband, as long as the characters treat her with respect.
Though Marina would hate to admit it, she is also scared, and fears that the next time someone breaks in, she'll be attacked.
What Marina Knows
Marina provides the following information about the thefts:
After the thief stole from Amy and Emerson, Reuben and Marina stationed a guard outside their bedroom at all times.
Two nights ago, while trancing, Marina noticed a strange shadow through the bed's curtains.
By the time Marina she got out of bed, the thief already vanished with the stolen items.
The thief took Marina's favorite aquamarine necklace and Reuben's ruby ring.
Top Floor
The master bedroom and the library are on the top floor.
12. Master Bedroom
There is a guard present outside this room, as directed by Lord and Lady Krystalum. If Lady Marina is brought here from the parlor (x), she cautiously opens the door, only relaxing once it is clear no one is inside.
The master bedroom certainly lives up to its status. A four poster bed dominates the space, while a set of wardrobes and a vanity are flush against the walls. A plush red and blue rug covers the stone floor.
Two days ago, the thief stole from this area during the night. Lord Reuben and Lady Marina never left the room unsupervised. Because of this complication in Diana's plan, this theft was a stealthier one that didn't leave any mess.
Clues
This area contains the following clues:
Lady Marina explains that the jewellery boxes containing the aquamarine necklace and ruby ring were on the vanity when they were taken.
Marina recalls that the thief's footsteps folded the edge of the rug near the vanity. Small pieces of rock can be found under this rug. A character who succeeds on a DC 15 Intelligence (Arcana) check can tell that the pieces are from the Elemental Plane of Earth. (No check is needed if the characters have already determined this fact about other bits of rock they've found.)
A character who is proficient with thieves' tools or who makes a successful DC 12 Intelligence (Investigation) check notices that Reuben and Marina's window hasn't been tampered with from the inside. No check is needed if the characters already noticed this fact about other windows.
13. Library
Bookshelves upon bookshelves filled with tomes line the walls of this room. Comfortable chairs surround a small table in the center of the floor.
Though the library isn't relevant to thefts themselves, Diana would never have been able to learn how to summon the xorn without a book from the library.
Clues
This area contains the following clues:
Diana learned how to summon the xorn using a book titled From Earth. A character who examines the bookshelves and succeeds on a DC 15 Intelligence (Investigation) check can tell that the book isn't in the right section of the library. This check is made with advantage if the characters already suspect an elemental is involved.
From Earth details a xorn summoning ritual that requires clay soil and 1000 gp worth of precious gemstones. The ritual is identical to the conjure elemental spell, except the casting time is 2 hours, it doesn't require concentration, the duration is permanent, and the elemental takes its own actions instead of obeying commands. the xorn becomes hostile toward the caster if mistreated or disrespected. This ritual can only be cast once a year.
The book explains that xorns eat metals and jewels, and that they are capable of reasoning and not malicious.
Development
Once the characters head towards Diana's room, proceed to chapter 3.
Part 3: Crystal Clear
Once the characters have gathered clues and pieced together the mystery, they must confront Diana and the xorn.
Diana's Bedroom

A young adult half-elf with white hair looks at you from the back of a room that is more of a refurbished storage room than a place to sleep. "Uh, hello? What are you doing in my bedroom?" she demands.
Roleplaying Lady Diana
Lady Diana Krystalum (neutral good half-elf noble, she/ her) has been shaped by how her family treats her. She is angry, determined, and cautious, but ultimately these traits are self-defense mechanisms, for she is also scared and vulnerable.
Diana wants help getting out of her situation, but she knows that trusting the wrong people will get her hurt and cause more trouble with her family. Her experiences have taught her to expect the worst of people unless she has a reason to think otherwise.
Questioning Lady Diana
If the characters ask Diana questions, her annoyance is clear. She repeatedly insists that they should get out of her room, and only answers the two following questions, trying to get them to leave:
If asked who she is, Diana simply replies she is no one important. Though perhaps not the answer the adventurers are looking for, this is how she honestly feels.
If asked if she's had any jewelry stolen, Diana scoffs and says no, asking whether it looks like she has any possessions worth taking.
Otherwise, Diana bluntly claims that she doesn't know what they're talking about. A successful DC 15 Wisdom (Insight) check reveals that she's lying. If she is called out on the lie, she refuses to tell the characters how she is involved.
If the characters found Diana's room without enough evidence to prove that she's behind the thefts, they can always leave and return later with proof.
Confronting Lady Diana
If the adventurers have figured out Diana is responsible and confront her with proof, the xorn emerges from the floor.
Before you can say anything else, a creature made out of rock with three legs, three arms, a single eye, and a gaping maw rises from the ground in front of Diana.

Diana plans to test the characters. She hopes they can help her out of her situation, but first wants to know if they are people who try talking even in the face of danger, or if they attack perceived threats without question.
Roleplaying the Xorn
The xorn (who can speak and understand Common and Terran and has given Diana permission to call it Karat) likes Diana, partially because it sympathizes with her plight, and also because of how many jewels she feeds the elemental.
Xorns can be reasoned with. Coins, metal weapons, and gemstones, can be offered to show no harm is meant. A character who does so gains advantage on any Charisma checks made to interact positively with Diana and Karat.
Talking with Diana and the Xorn
Diana reacts coldly and defensively if the characters accuse her of theft and aren't willing to hear her side of the story. She orders the xorn to attack unless the characters back down.
Characters who talk to Diana with kindness and understanding and succeed on a DC 15 Charisma (Persuasion) check convince Diana to tell her side of the story, as described in "Background" at the beginning of this adventure. On a failure, the DC for this check is lowered to 12. If the second check fails, Diana becomes frustrated and commands the xorn to attack.
Characters have advantage on this check if they appeal to Diana's hatred of her family by commiserating with her about her mistreatment.
If the characters aren't sympathetic to Diana's situation and want to tell Lord Reuben what she's done, she commands the xorn to attack.
Fighting Diana and the Xorn
The xorn attacks only if provoked or commanded by Diana.
Though she summoned the xorn, Diana doesn't have enough experience to use magic in combat. She only acts in self defense.
The xorn focuses on defending Diana, and prioritizes attacking anyone who gets close to her. However, the elemental doesn't have a death wish. The xorn focuses on foes who deal a lot of damage, using its Earth Glide ability to appear right next to the target.
Diana surrenders if the xorn is killed, breaking down in tears. If asked what happened to the stolen jewelry, she confesses that the xorn ate them and that they are long gone.
Development
If the characters want to help Diana, proceed to conclusion A. If the adventurers plan on telling her father the truth, proceed to conclusion B.
Conclusion A
Diana can leave Krystalum Manor without interference at any time—after all, her family pretends that she doesn't exist. However, she has no idea how to navigate everyday life or go about making her own way in the world, so she needs someone to accompany her and her xorn friend.
Diana is happy to leave with the characters or with Micah— either way, Micah quits his job when she leaves— but she worries that if she asks Micah to come with her, her family will find and punish him.
To help Diana as much as possible, the characters may wish to deal with Lord Reuben before leaving. Below are two possible options.
Playing Dirty
Characters who want to avoid direct confrontation, or still want Lord Reuben's reward, can choose to forge or tamper evidence to create a new narrative. The xorn is happy to help with this.
Convincing Lord Reuben to believe the story requires a successful DC 20 Charisma (Deception) check. This check is made with a +1 bonus for each piece of forged or tampered evidence the characters produce.
On a success, Lord Reuben also gives the characters their promised 200 gp each and promptly dismisses them.
On a failure, he is suspicious of the characters but is still willing to listen to them. The Charisma (Deception) check can be repeated, but if the check fails a second time, Lord Reuben recognises that he is being deceived and calls the guards (see "Stand Your Ground").
Stand Your Ground
Characters can choose to return to Lord Reuben's study to confront him about the daughter he failed to mention. Outraged, Lord Reuben calls on the knight patrolling the middle floor to escort the characters out.
If the characters fight, the xorn appears out of the ground to help them. The knights patrolling the top floor and bottom floor arrive on the second and third rounds of combat respectively.
Lord Reuben surrenders if the knights are all knocked unconscious. He gives the promised payment to the characters with a successful DC 10 Charisma (Intimidation) check.
Diamond in the Rough
If the characters help her, Diana gives them a diamond worth 100 gp as thanks.
Conclusion B
Lord Reuben listens intently, concealing any emotions behind cold professionalism, to what the characters tell him. At first, Lord Reuben doesn't believe Diana has the courage to pull off so many robberies and laughs if the adventurers present this theory without evidence. If the characters present proof that Diana was behind the thefts, he briskly gives them their promised 200 gp each and dismisses them without thanks or indication of how he intends to punish Diana.
A visibly distressed Micah leads the adventurers out of the manor. He clearly wants to protest the situation but won't stand up for the characters unless they also object. Lord Reuben calls the guards if the adventurers outstay their welcome or change their mind on siding with him (see "Stand Your Ground").
Experience Point Awards
Regardless of how the adventure ends, the characters each gain 1000 XP in addition to any XP gained from combat encounters. If they managed to avoid combat for the entirety of the adventure, the characters each gain an additional 500 XP.
Appendix: Xorn Allies
Either because they befriended Karat or because they summoned a xorn of their own, characters have the potential to gain a xorn ally from this adventure.
Loyalty
Xorns summoned using From Earth take their own actions instead of obeying commands. However, if they are treated as equals, not used as mere tools, and well-fed, they listen to suggestions from their allies.
Karat, the xorn summoned by Diana, is loyal to her and follows her orders out of trust and respect. Characters can also suggest certain actions to Karat, but Diana's wishes supersede suggestions from anyone else.
Xorns become hostile if mistreated or disrespected.
Upkeep
Xorns are incredibly powerful for the level range this adventure is designed for. However, their upkeep is not cheap. Each week, a xorn must consume gemstones and precious metals worth a total of at least 200 gp, or it gains a level of exhaustion. Consuming an additional 200 gp worth of gemstones or precious metals reduces the xorn's exhaustion level by 1.