Shattered Planes: Prologue

by hyperionsol

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Shattered Planes: Prologue

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

The author would also like to disclaim any blown minds as they realize the universe they thought they resided in is actually a vast multiverse ripe for exploring. He would further like to disclaim any injuries taken from any otherworldly creatures that the ones using this document had the bad fortune of crossing.

Cover Art: Omniscience - Jason Chan

Inside Cover: Call the Gatewatch - Yefim Kligerman

Page 3: Paliano, the High City - Adam Paquette

Page 4: Wily Goblin - Steve Prescott

Page 6: Satyr Hedonist - Chase Stone

Page 7: Giant Spider - Aaron Miller

Page 9: Those Who Serve - Volkan Baga

Page 10: Abundant Growth - Vincent Proce

Page 12: River Serpent - Christopher Moeller

Page 13: Fretwork Colony - Christopher Burdett

Page 14: Resplendent Griffin - Sam Rowan

Page 15: Riparian Tiger - Igor Kieryluk

Page 16: Dread Drone - Raymond Swanland

Page 18: Emrakul's Influence - Ryan Alexander Lee

Page 19: Daybreak Ranger -Steve Prescott

Page 20: Toolcraft Exemplar - Zezhou Chen

Page 21: Brazen Scourge - Kev Walker

Page 22: Mindblade Render - Mitchell Malloy

Page 23: Viashino Firstblade - Matt Stewart

Page 34: Cylian Elf - Steve Prescott

Introduction

Shattered Planes is an adventure which takes place over a number of different campaign settings. The DM should begin with the setting they are most comfortable with and being familiar with the Plane Shift series of articles which include Zendikar, Innistrad, Kaladesh, Amonkhet, and Ixalan at the time this document was written. These documents can be used for quick reference to details or original content for those settings. Also needed is the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Additionally, there may be creatures and/or items from other D&D modules and supplements. Each item from these documents will be accompanied by an abbreviation. The list of abbreviations are below. Not all abbreviations will be used.

Abbreviations

DMG = Dungeon Master’s Guide

MM = Monster Manual

VGM = Volos’ Guide to Monsters

SCAG = Sword Coast Adventurers Guide

HDG = Hoard of the Dragon Queen

ROT = Rise of Tiamat

POTA = Princes of the Apocalypse

OTA = Out of the Abyss

COS = Curse of Strahd

SKT = Storm King’s Thunder

TYP = Tales from the Yawning Portal

TOA = Tomb of Annihilation

XGE = Xanathar’s Guide to Everything

MTF = Mordenkainen’s Tome of Foes

Background

The Tablet of Planes is a relic which is shrouded in mystery. It is an item which seems to appear and disappear at random throughout the world and history. At times, powerful wizards and mighty warriors have battled over it only to have it vanish seconds after claiming it. At other times, simple folk have come across it and held it for years, ignorant of its value before it vanished after they passed on. Who made the item and why is unknown. What everyone who knows of the relic can agree on is that it is clearly powerful. With so much unknown about the tablet, many seek it out for the potential value and power it holds. When rumors about its reappearance surface, many seekers head out, hoping to be the first to find it.

Recently, rumors have risen about a strange happening at the ruins of a wizard’s tower. A travelling troupe saw strange lights coming from the top of the tower. Their bravest investigated, catching a glimpse of a tablet which practically exuded arcane energy before strange creatures began to appear, forcing the troupe to flee.

The troupe told their tale in the next town they reached, spurring action. Rumors spread of new creatures seen around the tower and the mysterious tablet which is the supposed source.

Adventurers of many colors set out to deal with the issue for valor or value. Some though, have been sent out to collect the tablet by those who suspect what it is and not all who seek it are of the Lawful Good nature.

A new adventure involving the Tablet of Planes is about to begin, and also bring a possible threat to the Multiverse as we know it.

Worlds of Adventure

If the DM wishes it, more than just the worlds outlined in the Plane Shift articles can be used. Eberron, Dragonlance, Greyhawk, and others can all be used in the course of the Shattered Planes campaign.

Styles of Play

There are a few ways of playing the adventure, depending on how the DM and the players wish to pursue it. Make sure to have a discussion with all participants before deciding on a style of play.

Many Planes, One Party

The party must travel across the planes to recover the pieces of the Tablet of Planes. Each plane can have different tiers of adventures which advance the characters to higher levels. This can make for a more linear adventure, although it may not allow all of the adventures in each Shattered Planes document to be played.

One Campaign, Many Heroes

The players create a party of characters native to each world they play in, working together, yet separate to find the pieces of the tablet and reassemble it before the energies cause ruin to the Multiverse. This can allow the players to try all of the adventures in the Shattered Planes documents with more varied role play, although lengthy, opportunites

One World, One Adventure

Each Shattered Plane document can be run as a series of small adventures in and of themselves within their settings. This can make a smaller and managable campaign, although the feel of a greater adventure will likely be lost.

Adventure Synopsis

The prologue for Shattered Planes is rather vague because it is meant to be set in just about any setting that the DM wishes for it to begin in.

The adventure will begin with the characters making their way to the fort’s tower. Making their way through the forest, the characters will be assaulted by creatures which are familiar but different from what they know. Familiarity with creatures from the Plane Shift settings is useful, but descriptions of the creatures will be added to the encounters. The characters will also see signs that they are not alone. Ruined campsites, signs of battle, etc.

Some encounters will also give characters advance warning of some of the things which have appeared ahead, things more dangerous than just exotic animals and other creatures. The next portion of the prologue takes place in the ruined fort connected to the main tower. Inside are more creatures which have not been seen before or should not be in the area where they have been seen.

Inside, another adventuring company is trying to fight through to the tablet. They have been caught off guard by the exotic creatures and it has made their trek that much more difficult. They aren’t eager to share the glory.

The final leg of the adventure happens inside the wizard’s tower where the source of the monsters can be found. Inside are the members of the rival company who has managed to lay claim to the tablet, which summons the strongest monster yet. At the end of the battle the company and the creature will be defeated, with luck, but that victory will just open the way for a greater threat to manifest.

The Company of the Dragon

The Company of the Dragon are a group of adventurers-for-hire that are willing to brave dangerous dungeons, forts, and monster dens for loot and glory. They will take any job provided the coin is right and how much loot they can get out of each job.

The Company of the Dragon was hired by a wizard who hoped to claim the supposed tablet which was conjuring so many strange monsters. They considered it a milk run, so the leaders sent one of their lower-ranked teams to recover the tablet, believing it to be a simple job.

Cinna Eaglearrow

Cinna is a CN Human archer (Appendix A) who was hired as the guide to the group through the wilds surrounding the ruined fort. She loves the wilds and prefers to camp outside of a city rather than stay in one, seeing many examples of civilization as wasteful and corrupted. She doesn’t like her companions much, be she still realizes the need for gold and the supplies they can buy. She was once a member of an enclave of druids and rangers but was kicked out after she attacked a hunting party with the intent of killing them for hunting an endangered animal rather than driving them away. Bitter from the perceived ‘betrayal’ for doing what she thought the enclave was established for, she now simply seeks to get the gold she needs to finance a group of fellow defenders of nature and the miracles it holds.

Fargrim Goldfinder

Fargrim is a NE dwarf veteran (Appendix A) that joined the Company of the Dragon solely to line his pockets with gold. On the surface, his reasons are good. His clan, known for finding gold, has fallen on hard times since the mine which supported them for generations has been depleted. They now travel to find more gold veins, so they can continue their wealth and prestigious position. In Fargrim’s case, his reasons aren’t as good as the general opinion is. He was born into the lap of luxury as far as dwarves go and he isn’t keen on letting it slip through his grasp. He fully intends on taking the tablet once his group finds it and sell it to the highest bidder, which he feels will be worth many times more than the Company of the Dragon are paying him to retrieve it.

Jezebel Asmodite

Jezebel is a CN tiefling bard (Appendix A) who is perhaps the flightiest of adventurers. She lives in the moment, often pursuing pleasurable pursuits. She goes on adventures to line her purse as well as get inspiration for her next round of songs at her next tavern, inn, or other pleasurable establishment. Jezebel is completely selfish, not truly bothering to do anything unless she can see an immediate benefit for herself. She breaks her word as easily as a footstep breaks a twig and will leave someone behind if she doesn’t like them or they cannot keep her interest. Jezebel constantly drifts from one group of adventurers to another, sometimes leaving them in the middle of a job if she sees her interests taking her elsewhere. Her curiosity about the tablet is what had her join the Company of the Dragon for the job. She wants to see the tablet in action and what kinds of creatures it can call so she can tell greater stories about them later on.

Rhogar Kerrhylon

Rhogar is a LN silver dragonborn knight (Appendix A) who is a zealot in his faith in Bahamut. He grew up with an expectation placed on him due to his color. Because of this, he was expected to become something strong and noble. An idea which was enforced thanks to the community being targeted by a chromatic dragon in the past and being rescued by a silver dragon. Rather than buckle under the pressure, Rhogar became more determined to prove himself. He took a zealous fervor to Bahamut’s faith, determined to be all but a platinum dragon himself. His efforts paid off, earning him knighthood from the local lord. Still, he developed a desire to smash evil wherever he saw it no matter how great or little it was. It earned him a reputation of being unbendable in his decisions and many avoided him in fear he’d interpret their innocent actions as ‘evil’ and seek to punish them. He travels with the Company of the Dragon not out of need for coin, but to enforce his ideals of good on his surroundings. He holds a very black and white view of the world, seeing anything not as good as him, as just another evil that needs to be dealt with, making him dangerous to be around for an extended period. He fully intends to destroy the tablet after killing every creature they come across, regardless of what his superiors ordered him to do.

Valanthe Dalanthan

Valanthe is a NE drow Illusionist (Appendix A) who is hiding in the group and using her Hat of Disguise to look like a High Elf. She was a member of the drow nobility in Menzoberranzan until she was betrayed by her sister for the title of heiress. She survived the coup, but she cannot return to her home. So now she searches for items of power and resources to take her title back from her sister. Seeing the multitude of creatures the presence of the tablet summoned, She fully intends to take it for herself to springboard her campaign to take back her title. She has no qualms about stabbing her fellow party members in the back so she can take the tablet for herself. In the meantime, she plays the role of a party member even as she plots how to destroy them so she can get away unimpeded.

Adventure Hooks

Balanced Patron

The party is hired by a patron who says he is part of a group dedicated to the balance, and the tablet may be a serious risk that. He is offering a fine reward for the tablet and no questions asked.

Instinctual Pull

One or all of the members of the party feel a pull from something deep in their hearts. Something which feels dormant inside of them flickering as they get closer to the tablet. It feels almost like a spark waiting to ignite.

Otherworldly Castaway

One or all members of the party are beings from an unknown world. A race which is not native to their current surroundings. Rumors of the creatures the tablet summons sound familiar and the tablet may be a key to finally returning home.

Faction Dispute

The various factions of the land have heard of the rumors of the tablet. They have sent out their agents, the party included, to collect the tablet for their own interests.

Foreign Interest

A strange person whose origins the party cannot place, and clothing fits no culture they have seen calling himself a Planeswalker has hired the group to get the tablet. He says his employer Nicol Bolas would pay well to have the item delivered to him.

The Adventure Begins...

The party has begun their trek towards the ruined fort and wizard’s tower. They pass through much wild terrain, at the mercy of the creatures both native the area and the ones the tablet has summoned through its power. When the group is ready to start, read the boxed text below.

The comfortable inn is now a fond memory as the reality of the wilderness goes as far as the eye can see, which isn’t far thanks to how dense it is.

Still, time is short. Rumors of the mysterious tablet has spread far and many fortune seekers, highborn and low, are on the move to attempt to claim it.

It has been half a day since the trek began and there is only a simple map to point the way and no intelligence on what may be ahead save for rumors from the locals. Rumors which do not lay any fears to rest.

The sounds of animals are everywhere as well as possible sounds that shouldn’t be there, making everything seem new and foreboding.

Use this time to introduce the characters and perhaps give a little bit of backstory as to how their group came together and why they’re trying to retrieve the tablet. After they have been introduced, read the next text box.

Around the bend, some 60 feet away lies what looks like a ruined campsite. A tent is partially collapsed and equipment lies ruined or strewn about haphazardly.

The characters can investigate the campsite, finding nothing of value. The camp belongs to another adventuring group looking for the tablet and they were out when the event happened. Goblins raided the campsite and took anything which looked to be of value, or simply aroused their curiosity.

The goblins which raided the camp weren’t native goblins, but were summoned by the tablet. They’re native to the plane of Ixalan. These goblins have blue skin and are covered in white fur with tails. They also have the following changes to their stat blocks.

• They have a move and climb speed of 25 feet.

• They are armed with light crossbows instead of shortbows.

The four Ixalan goblins are using their natural dexterity to take the high ground in the wilderness to keep an eye on the camp in case more people came through. When the characters investigate the camp, roll a Stealth Check for the goblins. Any characters who have a Passive Perception less than the goblins’ result are taken by surprise when the goblins attack.

The goblins will attempt to stay on the high ground, using their height advantage to try and win the fight.

When the goblins are slain, their bodies glow before vanishing like they were part of an unweaving tapestry. The goblins won’t leave behind any kind of loot or clues as to what they are or where they came from.

If the characters try to find some kind of loot the goblins may have had, a DC 12 Wisdom (Perception) check on the trees. On a pass, the characters will see a bag tied to a branch. A DC 10 Strength (Athletics) check to climb the tree and get the bag. It belonged to the camp and the goblins used to collect everything they thought was valuable. It mostly consists of anything shiny they found, cups, cutlery, and the like. Still, inside is some coin, totaling 11 gp they found out of sheer luck.

Alternate Goblins

If the terrain the DM chooses is barren of trees and is instead rocky, replace the Ixalan goblins with the Kamigawa Akki. These goblins are red with spiked shells and prefer ambushes while hiding. Their statblocks are the same as normal goblins, but have resistance to fire damage.

There is a path leading into the dense wilderness which the characters can follow. A DC 15 Survival Check can pick up a trail. If the check succeeds, they will pick up the trail of one of the adventuring parties which can lead them in a straightforward path towards the other end of the wilderness, primarily through areas 5, 7, and 10. If the check fails by 5 or more, the characters will unknowingly pick up the wrong trail, leading them through areas 3, 6, 8, 7, and 10. In either case, if the characters wish to keep trying to follow the trail, after each encounter, they must make the Survival Check again.

Wilderness Terrain

The wilderness has much of the terrain blocking the view ahead, be it thick trees or large croppings of rocks depending on where the adventure is placed by the DM. The sky is clear, allowing for plenty of natural light. Portions of the paths (marked on the map) require a Passive Perception of 15 or a DC 15 Wisdom (Perception) Check to see a way through the thick wilderness.

Random Encounters

The tablet has been randomly summoning creatures from other planes since it appeared inside the tower. Many of the creatures ended up wandering into the wilderness where they felt more comfortable. If the party is moving too slowly or they avoid the encounter areas, roll a d20. On a roll of 17 or higher, roll on the Random Encounter Table for an encounter.

Random Encounters

d8 Encounter
1 2 Ixalan Raptors
2 4 Mirrodin Elves
3 1 Charmbreaker Devil
4 4 Kaladesh Constructs
5 2 Kamigawa Kami
6 1 Amonkhet Drake
7 2 Ixalan Centipedes
8 4 Innistrad Zombies

Ixalan Raptors.

Two Velociraptors (VGM pg140) from Ixalan patrol the wilds for prey. Ixalan raptors have vibrant and feathery manes with more feathers running down their packs and tails.

Mirrodin Elves.

Four elf Tribal Warriors (MM pg350) explore the area, confused and off-put by the pure organic appearance of the their surroundings. These elves are from Mirrodin, marked by their green skin and the copper plates which grow on their bodies. They speak a Mirrodin variant of elvish. A DC 14 Intelligence check is needed for a character fluent in elvish to understand them. The elves have no idea where they are or why. If the characters prove not to be hostile, they will warn the characters about other dangers in the forest, creatures which are marked on the encounter list or in other areas.

Charmbreaker Devil.

A hunchbacked and horned devil from Innistrad (use Imp. MM pg76) lurks nearby. It will target a character with a magic item or arcane focus first and attempt to take it, even if it has to harm the character to get it. It doesn’t give up until it dies or gets what it wants.

Kaladesh Constructs.

Four constructs made on Kaladesh (Monodrone MM pg224) roam the area. They are artistically made with many swirls and cursive designs. The summoning has left them without orders, so they have gone into a self-preservation mode. Any aggressive action will result in a battle which won’t end until one side is beaten, or retreats.

Kamigawa Kami.

These spirits of Kamigawa (use Smoke Mephit and Mud Mephit. MM pg216-17) wander aimlessly through the forest until something reacts to them. They appear as floating spheres of mud, and smoke with smaller orbs of earth, and fire circling them. If the characters can properly appease them with gestures or an offering of food or gold, the kami will reward them with a blessing. If the mud kami is appeased, offer resistance to bludgeoning damage for 1 hour. If the smoke kami is appeased, offer resistance to slashing damage for 1 hour. If they do nothing, the kami will move on. If they are disrespectful or aggressive, the kami will attack.

Amonkhet Drake.

The drake (Giant Eagle MM pg324) is a wyvern-like creature with a crocodile-like head adorned in gold finery in an Egyptian style. This one is blue and has hieroglyphs covering its wings. It was kept as part of Amonkhet’s five trials. It will attack any humanoids it finds as part of its training.

Ixalan Centipedes.

Ixalan is home to a number of tropical animals. These Giant Centipedes (MM pg323) are no different and are highly aggressive as well as poisonous. Unless a native predator is nearby, they will not retreat.

Innistrad Zombies.

A group of four Zombies (MM pg316) wander aimlessly in the wilds. The DM should mention how out of place the zombies are and how strange their rotting clothing looks. The zombies are dressed like higher class people from a gothic horror setting rather than the common clothing of the world the adventure is set it.

1. Discarded Goods

The area has seen occupation recently. Old bottles, burnt belongings, and discarded waste are littered about. In the middle of it all lies a halfling who is not moving.

The halfling, Clem Proudfoot, is not dead, but is instead dead drunk. His snores are audible to anyone who gets within 10 feet of him. He is an adventurer who heard the rumors of the tablet and with some friends, went to find it.

The party met up with some satyrs and they seemed to get along. The halfling drank too much of their potent wine and passed out while the satyrs took his friends to party elsewhere. He’ll wake up in an hour and tell his story. He will recall which way the satyrs came from, gesturing to the northeast towards Area 2.

If someone tries to look through the refuse, a DC 10 Investigation Check will be needed. On a success, 6 cp, 5 sp, and 2 gp can be found. Also in it is a list Clem made of creatures he and his party heard rumors about as the prepared for their task.

The paper lists mephitis, zombies, giant insects, large reptiles, a wyvern, all of them loosely resembling the creatures listed in the Random Encounters table. Since the creatures are mostly exotic, what rumors about them can only get people to see them as what they loosely resemble.

If asked, Clem will say that his group wasn’t the only ones going for the tablet at the end. How many are there, he doesn’t know, but he did see the banner of the Company of the Dragon, mercenary adventurers with a low reputation.

2. Satyr Campsite

The clearing has a firepit in the middle with a small shrine made from the surrounding materials which looked like a pair of goat-like horns. The sounds of revelry and laughter echo through the air.

A pair of Satyrs (MM pg267) were summoned by the tablet and they camped out, enjoying whatever new pleasures their surroundings provide. However, they come from Theros where satyrs are known to take their parties straight to a malevolent level, especially worshippers of Xenagos, like the two in the clearing.

Also in the clearing are Clem Proudfoot’s fellow adventurers. A human and a pair of dwarf brothers. All three are stripped to their shorts with fake horns made from sticks or stones on their heads. All three are intoxicated to the point of delusion and are pretending to be farm animals.

The satyrs are laughing at the three, taking delight in their humiliation. If the party arrives quietly, the satyrs are too engrossed in their laughter to notice, showing maliciousness as they kick and viciously mock the trio. If the characters did not sneak in or made no attempt to hide in their approach, the satyrs will attempt to play off the trio’s behavior as having too much wine and they are making sure the three don’t wander off.

The Satyrs speak common and Sylvan, but the one native to Theros rather than the characters’ world. A DC 17 Intelligence check must be done by a character fluent in either language to try and understand them. A Comprehend Languages spell can also be used. The satyrs will try to convince the characters to sit down with them and share some of the wine they still have. If the characters refuse, the satyrs will let them leave, but will insist on leaving the trio with them until they sober up in the morning. If the characters accept, they satyrs will strongly encourage the characters to drink and dance until they are afflicted with the poisoned condition. The satyrs will then become abusive and fight the characters in a revel of battle.

The satyrs will keep fighting until they die, caught up in the revelry of the battle and their wine. If left alone, they’ll let the trio go with all of their belongings the next morning, suffering bad headaches and some light bruising, but nothing else.

3. Gremlin Works

The sounds of strange machinery echoes through the air, smoother than any kind of artifice ever heard before. Through the trees, a humanoid made entire of machinery is being assaulted by small hairless creatures with multiple legs and elongated snouts.

The machine is a humanoid construct from Kaladesh (use Animated Armor, MM pg19). The creatures attacking it are Gremlins (Appendix A) from Kaladesh as well. The gremlins, insatiable for Aether, the source of the construct’s power, are trying to tear it apart so they can feast on it.

The gremlins will primarily focus on the construct, only attacking characters if they are within 5 feet and attacking them. If the construct is destroyed, it will fade away like the other summoned creatures, and the gremlins will turn on the players if any of them have an arcane focus, mistaking it for a source of aether. If no players have an arcane focus, the gremlins will flee unless otherwise cornered.

If the construct survives, it will follow the characters and aid them in their travels until destroyed or the tablet is broken, but only if directly ordered to by humans or dwarves. It was built to aid and protect and seeing humans or dwarves, it will follow that function. If it is attacked, it will defend itself from whatever attacked it until the attacker stops, is knocked unconscious, or the construct is destroyed.













4. Spider Pit

The clearing is wide and open, peaceful in a growing sea of chaos. The trees circle the area while leaves and branches littler the ground almost like a carpet.

The area has become a nest for a Giant Spider (MM pg328). The spider is a breed from Amonkhet, so it builds a trapdoor nest to ambush prey.

When the characters come within 5 ft of the nest, the DM rolls a stealth check against the Passive Perception of the characters. If the spider’s result is higher than any characters Passive Perception, they are taken by surprise. The spider then attacks with a Web attack to bind one of the surprised characters and drag them back into the nest.

The nest is easy to get into once the characters know it is there. They can merely lift the top, being made of web, loose leaves and sticks. Inside, the spider will fight the characters while trying to keep its prey nearby.

When defeated, inside the nest are a pair of cocoons. Inside are the dried husks of a pair of adventurers the spider captured previously. Their possessions amount to 2 sets of leather armor, 1 rapier, 2 shortswords, 2 sets of fine clothes, 2 potions of healing, 7 sp, and 10 gp.

5. Natural Spring

A small pool of water bubbles up from the earth, creating a natural stream which runs through the space and into the woods. Nearby trees have colorful blossoms on them, hinting at the safety of the water.

This area is relatively safe. The water is clean and safe to drink. A DC 8 Survival check can scrounge up berries and other consumables which the party can eat in place of rations if they decide to settle down for a rest.

If the characters decide to take a long rest, there is a 25% chance that they will be attacked by four Heartstabber Mosquitos (use Stirge MM pg284). They are native to Zendikar and are aggressive, colored black with glowing red abdomens and proboscis. If the characters have a campfire, the smoke will give the mosquitos disadvantage.

6. Company Campsite

This clearing shows habitation. Five different and very distinct tents occupy the space with signs of recent use. All of them are pristine and untouched by the various creatures which moved into the forest in recent days.

This site is where the Company of the Dragon set up their base camp before they went ahead to the ruins and where the tablet is to be found. The tents are all placed across from each other, circled around the campfire. They did this since none of the party trusts the others (or in Jezebel’s case just wishes to watch in case anything interesting happens).

Cinna’s tent is a homemade, made entirely of animal pelts and sticks she carved for the purpose. Inside is a sack containing some of her belongings. They amount to 4 rations, and a full waterskin. Also inside is a tattered emblem of some kind, torn from a portion of fabric. A DC 7 Intelligence check will recognize it as a Druid enclave (setting appropriate). Cinna has tattered it due to her anger but has kept it to remind herself of what she is striving for.

Fargrim’s tent is the highest quality available on the market, made of fine materials and appearing like a luxury than roughing it. However, aside from a sleeping mat, there is nothing inside. Fargrim is too covetous to leave any of his personal valuables behind and carries them with him all the time.

Rhogar’s tent is white and quite obviously emblazoned with a symbol of Bahamut. Inside the tent are Rhogar’s extra weapons and supplies which come to chain mail, a spear, and an extra shield. Also in the tent, resting on a bed roll, is Rhogar’s journal. It is written in draconic and is almost entirely filled with prayers to Bahamut. The last few pages are Rhogar’s observations of his party members, including what sins they are exhibiting and how best to remove them, usually with violence in Rhogar’s mind. He also details what he has been told and seen about the creatures and the tablet, getting ideas of how to harness it for the glory of Bahamut, even if it means abandoning his party members. Normally a follower of Bahamut would not do such a thing, but Rhogar justifies it through emphasizing the sin he sees in them.

Valanthe’s tent at first glance appears to be of fine make. On a closer inspection, there are many imperfections which show she tries to appear as more than she truly is, being used to the trappings of luxury. Her belongings reflect this, items which appear to be quality at first glance, appearing valuable, but are merely polished up normal items. She has a number of books, but all of them deal in Underdark subjects or arcane theories. The chest is locked and will require a DC 15 Sleight of Hand check with Thieves’ Tools to unlock it. Inside are a series of books. They are all written in Undercommon and are prayer books to Lloth as well as books detailing history and tactics of Drow. There are also scrolls which detail the actions of House Dalanthan in recent days. The writing vanishes in open sunlight, turning the pages blank.

Jezebel’s tent is a flashy one with a circus-like design to it. Inside is her bedroll, several musical instruments, and a travel pack. The pack is filled with scrolls of Jezebel’s previous songs as well as mocking tunes about her party she’s jotted down on the trip. A DC 8 Investigation check into the papers will simply discover a paper detailing some of her thoughts about the supposed tablet, and her interest in the odd and interesting creatures that are surrounding it.

7. Grazing Dinosaur

The clearing is open with some space, but it is clearly occupied. A pair of large reptile creatures on two legs and round skulls are grazing in the middle of it.

The creature is a pair of Hammerskulls (use Giant Goat MM pg326) from Ixalan. They can usually be docile creatures unless they are confronted aggressively.

Hidden in the underbrush are a pair of human NE thugs (MM pg350) who are trying to cut down on the competition for the prize of the tablet hidden in the ruins. They were trying to sneak around the hammerskulls when the party emerges into the clearing. Seeing a chance to get rid of more rivals for the prize, one of them will fire their crossbow at the dinosaurs.

Hit or miss, the dinosaurs will react to a threat, and with only the characters visible, will think that they are the threat and will attack. A contest between a character’s Animal Handling skill against the hammerskull’s Wisdom is needed if the players wish to try and calm the dinosaurs down rather than kill them.

8. Demonic Charm

The sounds of battle ring through the air, coming from a dwarf and an elf viciously attacking each other with everything they have at their disposal. The hate between the two is almost physical as they attempt to bring each other low.

The dwarf is a LG Veteran (MM pg350) while the elf is a CG Swashbuckler (VGM pg217). Both are part of the same adventuring group and are normally close allies. However, thanks to a pair of demons native to Innistrad (use Quasit MM pg63), they have fallen to the infernal whispers and turned on each other. The demons are tiny, red-skinned creatures with glowing eyes and mouths with black horns. They are arrogant and sit openly on each person’s shoulder, whispering their words which warped the pair’s minds.

The demons are malicious, but not very intelligent. If the characters make no obvious declarations to their presence before arriving at the scene of the battle, the demons will be content to try and outdo one another as their victims fight to the death. If the characters did something which caught their attention, the demons will hide themselves as bats, toads, or centipedes so they will not be attacked.

If the dwarf and elf are slain, the demons will try to pull the same trick on the characters, attempting to land on their bodies and begin whispering of how treacherous the other members of the party are, especially any members another demon has chosen as its next victim.

If the demons are destroyed, the elf and the dwarf will snap out of their rage, feeling like they had come out of a dream. Realizing their party members have vanished, they will thank the characters before beginning to search for their other comrades. As a reward, the dwarf will pass the group a gemstone worth 10 gp as thanks. If the characters also free the pair, award them their XP value.

9. Crime Scene

A groan echoes in the air as a body is seen laying on the ground in the shade of a tree. Only short breaths show that the body still lives.

The person in the clearing is a CG human Scout (MM pg349). He was searching ahead of his part when he came across the Company of the Dragon.

He tried to ask them about the things they saw in the forest and what they knew about what was ahead. The party was tight-lipped, not wishing to risk another rival.

Fargrim offered to speak in private in return for some gold. However, it was a trick and he stabbed the scout in the back, wishing to eliminate any kind of trace and potential rival to his riches. Then as a final insult, he stole all the gold the scout had on him before returning to his allies.

The scout managed to treat himself, but he remains at 5 HP. He seeks help and asks the characters to help him.

The characters can help carry the scout back to their camp at the beginning of the area, risking random encounters. If they have the means, they can also use spells or potions to heal the scout and let him retreat to find his party. If the characters freed the elf and dwarf from Area 8 and have them following, the pair will recognize their friend and help take him from the forest.

If the characters allow the scout and/or his friends to rest at their camp, they will leave a reward for their aid once they recover, a silver chalice inlaid with gold worth 100 gp. Also, if the characters helped the scout, award the characters 25 XP each.

10. Caustic Crawler

The area looks as if a battle had erupted. The trees are burned and the ground torn asunder. Grass has been melted and portions of trees have been gouged. Even one boulder appears to have been melted and an acidic smell hangs in the air.

This area itself has a Caustic Crawler (use Ankheg MM pg21) from Zendikar setting a nest. The tablet summoning it as a protector and it remains tightly focused on the single clearing which so far, all of the competing adventurers have been traveling through. Many battles erupted, thus the damage to the area.

The Caustic Crawler is nested underneath the half-melted boulder, it’s tunnel behind the rock itself. The characters can attempt to sneak by, stepping lightly or they can openly move, which will have the crawler emerge to try and bring down the characters.

The characters can flee and it will not pursue once they leave the clearing. It is fiercely territorial and plenty of prey comes into its area so it will have no inclination to follow, even if the characters are just outside of its chosen nesting space.

11. Unexpected Reprieve

Before you, partially hidden in forest canopies is a crumbling fort, a tower reaching into the sky. Perhaps a station in some ancient war, or the home of some magician in ages past. Now it is the home of creatures unseen, and a treasure unheard.

As the characters begin to approach, read the next description.

In the space before the main gates of the fort, there seems to be an encampment. Many tents are set and there are a number of voices. Walking among the tents are numerous humanoids covered entirely in pure white bandages.

The camp is made up of adventurers who have been trying to get to the ruins, but have become too wounded to continue or fall back. The mummies that walk among them are Anointed (use Zombie MM pg316) from Amonkhet who tend to their wounds and retrieve food and water for them. They have even set up the tents from the adventurers’ gear so they have places to rest. However, the Anointed are firm in their benevolent treatment. They will not allow any adventurer who has not yet recovered from their wounds to leave, much to some frustration as some of the adventurers feel it unwise to leave without their full party. If the characters attempt to pass through without healing, the Anointed will attempt to grapple them and bring them to the others for treatment and rest. The Anointed will not attack to harm, but merely grapple and disable if weapons are drawn on them.

Any adventurer who has died, the Anointed will begin to embalm into mummies, although they lack the magic stones necessary to revive them as fellow Anointed. Some of the adventurers are fearful of the Anointed because of this, while others see it as a funerary right and appreciate the respect the dead have for their own.

The adventurers are all able to speak, although some are bedridden, and they are happy to share what they know, if only to spite others that managed to be healthy enough to continue on towards the prize.

Here is what they will say:

  • Light flashes from the tower periodically. Likely a new creature appearing somewhere (True)

  • Some of the creatures have been getting more aggressive. Likely someone has gotten to the tablet (False)

  • The whole job was some mad mage’s idea of a test for some new spell or item they developed (False)

  • The Company of the Dragon passed through, making enemies out of everyone with their caustic comments and mocking attitudes. (True)

  • The Company consists of a human, a tiefling, a dragonborn, a dwarf, and an elf. (True)

  • The tiefling is a trickster who likes to stir up trouble for the fun of it. (True)

  • The dwarf is greedy and attacked some of the mummies for the precious stones under their bandages. (True)

  • The Dragonborn is a zealot who enforces Bahamut with a fervor that is intimidating. (True)

  • The human does not like druids and other rangers, having gotten into short, but fierce arguments with them about their cause. (True)

  • The elf is a cruel and haughty woman despite her high elf elegance and appearance. (True)

  • Bigger and more ferocious creatures are inside the fort, protecting the tablet. (True and False. The monsters do get more dangerous, but they do not actively protect the tablet.)

  • The ruins once belonged to a school of wizards. Magical traps or relics may be there despite the age. (True)





























The Ruins

The old fort has long since began crumbling, it’s purpose lost to history. Now it is merely a home to the Tablet of Planes and the various creatures it is summoning. Some of the adventurers, including the Company of the Dragon, have gotten inside and began exploring, trying to get to the tower, or searching for more valuables to line their pockets.

The characters should at least be level 2 when they begin to advance through the ruins.

Dissension in the Ranks

The five members of the Company of the Dragon have split up, through misadventure, subterfuge, or simple greed, all of them trying to get to the tablet first and keep the others behind them. The characters have the chance to meet each of them and either put them down to keep dangers away later or avoid them to save their strength for a later, more important battle.

Annoyance Now, Enemy Later

The five members of the Company of the Dragon are normal threats at this point. Depending on the DM’s wishes and/or the characters’ action, the five members could become major threats in later portions of the campaign. Remember: At least ONE of the company has to reach the tower so the final encounter of the tablet can jumpstart the rest of the campaign.

1. Entry Hall

The scent of musty fabric hangs in the air. Once splendid banners hang ragged and fragile, any artwork or signs of ownership gone. Rubble from the ceiling and walls litters the floor. Torches on the walls burn anew, the only signs of life.

The healthy adventurers all passed through the entry hall before moving on to explore the rest of the ruined fort. They’ve lit torches along the way, leaving plenty of light for anyone who followed after them.

The Company of the Dragon split up here, their ambitions, arrogance, or mix of both pushing them. All adventurers who got into the fort passed through this room, making tracking any specific people difficult. If the characters wish to try and follow members of the Company of the Dragon, they can make a DC 20 Survival check to try and find the trail. If they try to follow Rhogar, being perhaps the few dragonborn there, the DC of the check is 16.

If the check is passed, Rhogar has gone north, Cinna and Jezebel have gone east, while Fargrim and Valanthe have gone west.

2. Aviary

The room has the appearance of a place where birds once sat. Cages line the walls and open windows allow light to pour in. It does not remove the sight of bird skeletons inside some of the cages.

This room was where the owner of the fort would have messages sent to speak with others. Nothing of real value is in the room, bur this hasn’t stopped other adventurers from looking through everything to try and see if anything of value remains to be recovered. Many of the cages are opened and the bird skeletons are broken and taken apart.

Cowering inside the room are a pair of Goblins. They have bronze plating growing on their bodies, marking them as from Mirrodin. They speak a Mirrodin version of goblin, requiring a DC 14 Intelligence check by a character fluent in goblin to understand them.

The goblins were scrounging for metals to offer to the Steel Mother in another room so she might aid them when a ‘metal dragon man’ attacked them. The goblins ran for their lives and cowered in the aviary.

The dragon man was Rhogar, attacking the goblins on sight due to his zealous belief that goblins are inherently evil and must be destroyed.

The encounter took place in Area 6 where Rhogar has been attempting to force his way through the locked door to the tower which is in the middle of the fort.

The goblins are too cowardly to try and attack the characters and will just flee if weapons are drawn on them.

3. Training Hall

Inside is what looks like an old training room. A wall lies half destroyed, letting in the sunlight. A quartet of tattered training dummies stand in the middle of the room. At the far side lies a slumped over form of a humanoid.

The humanoid is that of an ill-fated adventurer. A dwarf who fell foul of the hazard hidden in the room.

Two of the training dummies are in fact Scarecrows (MM pg268) from Innistrad. As they begin to move, an eerie light glows from the geist tanks which gives them life, revealing their true nature.

The scarecrows will not move or attack until the characters are inside the room and begin examining things such as the body or something else in the room. A Detect Good and Evil, or Detect Magic spell will reveal the scarecrows for what they are. If the scarecrows are revealed, they will attack.

If the body is examined, the characters will find a ring worth 10gp, 7 sp, and a pack containing 5 rations, 1 full waterskin, and a shortsword. The leather armor the dwarf was wearing was shredded by the scarecrows.

4. Smithy

Dust covers the abandoned smithy. An anvil sits in the middle of the room. The forge lies cold and abandoned in the side, partially collapsed by age or abuse vaguely resembling a dragon’s head. Tools lie forgotten, rusted by the elements.

If the characters have not met him, or have not removed the other four members of the Company of the Dragon, read the next description.

A rack of old weapons are lined against the south wall. Riffling through them with a gleam in his eye is a dwarf in expensive outfittings and a meticulously styled beard.

Fargrim Goldfinder (Appendix A) is greedy, but he hides it under his upbringing. He plays the polite host, but ultimately everything he does or speaks about will turn towards material wealth.

While he does want to take the rumored tablet for wealth, he fully intends on plundering anything of value he can find along the way. This is why he is exploring the ruins as he seeks a way to get to the tablet.

Fargrim will do just about anything for a substantial price. He would even abandon the quest for the tablet for a substantial bribe, although the characters likely cannot pay it. He will offer what he knows about his fellow party members for 10 gp apiece. Refer to the character descriptions in the introduction for what he knows.

Fargrim also has his pride and if he is accused of attempting to murder the adventurer in the forest, he will demand satisfaction for the insult and draw his weapon, insisting on a duel one on one. The characters can either fight him and remove him from the adventure, or they can bribe him with a piece of treasure they collected and he will forget the insult.

If the characters fight and win, Fargrim will have on his body, 50 gp, 1 50gp ring, 5 10 gp gemstones, and 20 sp he stole from the adventurer in the forest. He also holds the two gold dragon teeth.

Treasure

The dragon head forge holds a secret compartment in the roof of the mouth. It can be opened by placing two gold dragon teeth in the hollow spots in the fangs, which cause the chamber to open. Inside is a +1 war pick made by the dwarven master of the forge for the fort.

Fargrim holds the teeth and will not give them up, believing them valuable. They are only wrapped in gold while the insides, the actual key portions, are made of common metals. If convinced that are not solid gold, with evidence found from the blacksmith journal in the library (Area 10) Fargrim will toss the teeth aside like trash and grumble about worthless trinkets. If the players reveal the teeth are keys to a treasure, he will insist on a share of it, or payment in giving up on any object which might be inside.

Developments

If the characters kill or pay off Fargrim, he will leave the fort and continue on his gold plundering ways (or not) and will not be present during the final confrontation for the tablet. If he is the last member of the Company of the Dragon, he will not be in this room when the characters enter it for the first time, having gone to the tower to find the tablet.

5. Barracks

The room is almost orderly, as moth-eaten and six broken beds line the walls. Tables are overturned at the far end of the room, but not from age. Instead, the destruction comes from two stone figures battle against a lone humanoid.

The constructs are Stone Guardians (use Animated Armor MM pg19) of Ixalan, made of stone and precious jade, making them tempting for adventurers looking for wealth, and a deadly trap for those that try.

Fighting the two guardians is a female green Dragonborn Archer (VGM pg210). Unseen on the ground is her unconscious twin, a male green Dragonborn Knight (MM pg347). The guardians managed to knock him out before turning to deal with his sister.

The pair are both CG and are named Pyxirn (female) and Patrin (Male). Both heard the call to adventure and came to the fort to find the tablet. Both had met Cinna and Jezebel near the room and saw the guardians inside.

Jezebel, in a fit of mischief, let the twins enter first to see what would happen even as she promised to use her magic to keep the two safe. She promptly abandoned them in amusement for the drama of the fight. Cinna did the same, disdainful of Pyxirn’s ranger status since Pyxirn is a member of a druidic enclave, the same one which cast Cinna out for her radical beliefs.

If revived Patrin will immediately take up his sword and attack the constructs. The constructs are the immediate threat and the other aspects could wait until later. The constructs hold a territory in the room itself, so if the characters (both player and NPC) leave the room, the guardians will become inert.

When the constructs are defeated or if the characters escape, the dragonborn twins will explain what happened to them and point the direction the two women went in, going north towards areas 8, 11, and 13.

If rescued, Pyxirn will force her brother to leave the fort with her to have the Anointed deal with his wounds before trying again. The male dragonborn will resist, but he’ll crumble to his sister’s forceful personality.

Treasure

Being summoned the constructs vanish when they are destroyed, leaving no treasure behind. However, the broken chests in front of the ruined beds do have some lingering belongings from the soldiers that once lived there. The treasure amounts to 19 cp, 17 sp, and 7 gp.

If Pyxrin and/or Patrin are rescued, reward their XP value to the characters.

6. South Gate

The room is slightly more ornate than others, more important than other rooms seen so far. The main attraction is a wooden and iron door which has a number of deep dents in the sides.

If the characters have not met him or have dispatched the remaining members of the Company of the Dragon, read the next description.

The sounds of heavy weight crashing against wood echoes as a silver dragonborn slams his shoulder into the doors, grunts of frustration echoing as he attempts to break down the locks.

Rhogar Kerrhylon (Appendix A) is a brute, and a zealous one at that. If he cannot cow an obstacle out of the way with his scripture, he will use force to make it go away. He is using the latter to try and break the door down so he can reach the tower where his goal is located. However, the lock on the door is too strong even for his own zealous might.

If spoken to, he will be disdainful to others who do not follow Bahamut, and outright hostile towards ‘evil’ races such as goblins, tieflings, drow, or other similar races. One false move will have him attack those characters under the pretense of their ‘evil’ attempting to stop his ‘righteous’ quest.

If other paladins are in the group, he will be respectful, seeing them as just as ‘righteous’ as he is, even if they do not follow his god. If any members of the party do follow Bahamut, Rhogar will be friendly and helpful, answering any questions they may have, although he will express concern over their choice in company, if they don’t follow Bahamut.

Rhogar is dedicated to his cause and it will take something big to convince him to abandon the tablet for another goal. A DC 20 Persuasion Check can convince him to move on. The DC can be lowered if the characters try weaving a story which includes movements of Tiamat worshippers (like in the Tyranny of Dragons campaign) or the movements of giants (like the Storm King’s Thunder campaign.) If the DC lowers or by how much is determined by the DM. The DC can also be lowered in a metallic dragonborn and/or follower of Bahamut tries to tell the tale.

If the characters have removed the other members of the Company of the Dragon before entering this room, the door is broken and forced open slightly, Rhogar having managed to force himself through.

Cinna and Fargrim will use the same door if more than one member of the Company of the Dragon is allowed to continue through the ruins.

7. West Gate

The ornate room holds an impressive doorway which is wide open, the lock rusted and broken. On the other side is the tower, covered with ivy and another door. Between them is a deep crevasse filled with water and a broken bridge.

The bridge to the tower here has collapsed and unless the characters have a spell or ability to allow them to fly, they should not be able to reach the doorway on the other side to enter the tower.

If the characters attempt to enter the tower by flying over the moat, a River Serpent (use Giant Constrictor Snake MM pg324) from Amonkhet will attempt to snap at the characters in the air.

It is possible to jump or climb down since it is ten feet to the moat. If the characters fight or attempt to escape, the characters can climb the ivy and rocky walls around the moat with a DC 12 Athletics check.

If either Jezebel or Valanthe are the final members of the Company of the Dragon, they will have used this way to get into the tower.

8. East Gate

The room may have been splendid once, but now it is little more than a ruin like the rest. Rubble blocks the way with only bits of sunlight sneaking through the tiny gaps.

The doorway and bridge leading to the tower from this gate is blocked. Moss covers it, indicating that it has been there for some time. The rubble is too large and heavy to dig out quickly enough to try and get to the tablet first.

If any of the characters try to move the rocks, they will disturb two Fretwork Colonies (use Swarm of Beetles MM pg338) native to Kaladesh. If the characters try to check the rubble before moving it, a DC 15 Perception check will, on a success, see strange swirl designs in the moss which the beetles ate in their movements.

If the characters fail the check, the DM rolls a Stealth check against the characters’ passive Perception. Any characters the check succeeds against are taken by surprise.















9. North Gate

The room seems to be in good condition with some ivy sneaking in through slits in the ceiling. The doors remain strong and sturdy, but otherwise covered in dust as ivy creeps towards it.

This room is empty, one of the few empty rooms there are. This is because there is nothing to look at in the room and the main doors are locked.

The key to the door is in the chapel (Area 13) inside the shrine. The lock is old as well, requiring a DC 15 Slight of Hand check with thieves’ tools to open.

If Cinna or Fargrim are the only member of the Company of the Dragon left, they will have found the key and already have passed through this door into the tower when the characters enter for the first time.

10. Library

A mix of dust and mildew soaks the air. Old shelves line the walls with tables in the middle, holding scraps of paper and old books.

If Valanthe Dalanthan has not yet met Valatnhe Dalanthan and have not dispatched the rest of the Company of the Dragon, read the next description block.

Planted in front of the old shelves and roughly pulling out books and scrolls as a golden-haired high-elf. Her robes appear expensive and elegant, a staple of the people. Her focus is deep on the old documents. Her features are partially hidden by the expensive hat she wears on her shimmering hair.

Valanthe Dalanthan (Appendix A) has entered this room and is looking through the books for signs of the tablet, seeking insight into what the tablet might be. She believes the tablet were always there and only now activated due to some reason, so she seeks a book the previous residents of the fort may have had on it. So far, she has not had much success.

Valanthe will notice the characters entering rather quickly, unless they try to sneak in. She will regard them with caution, but will have a haughty air above her, seeing herself as above them.

She will demand to know their intentions, even if she can likely guess. If the characters state generally good intentions, Valanthe will say she has the same intentions and will offer to work together with the characters. If the characters are aggressive towards her, she will first try to bribe them to leave her alone, or hire them to protect her. She’ll offer 25 gp each to protect her until she delivers the tablet to her employers.

Valanthe will ask the characters to look through the books to see if there is any mention of the tablet in case it can offer insight into how it works or what else it might be capable of.

If for any reason, the characters have Detect Magic or a similar spell in effect, they will sense she is covered in illusion magic. If confronted, she will say illusion magic is her specialty, so the spell energies likely linger on her. A contest between her Deception against her accuser’s Insight will determine if she is believed or not. If Dispel Magic or similar magic is cast on her, her Disguise Self from her Hat of Disguise will end and will reveal she is a Drow elf.

If exposed, Valanthe will use her magic to try and escape, hiding in the ruins from enemies so she can restore her disguise as well as find the tablet before someone tries to stop her.

The characters can use subterfuge here and try to trick Valanthe into staying to find more research while they continue for the tablet. The characters can try to make false documents or make up some other lie which will keep Valanthe’s attention away from the tower, or better yet, get her to leave. A Deception check contested against her Insight is needed to try to fool her. If the check succeeds, she will pursue the lie, believing it a key to mastering the tablet. If it fails, she sees through the lie and sees the group as enemies and leaves to try and get to the tablet first.

Should the characters decide to investigate the remaining books and documents, a DC 15 Investigation check will find the blacksmith’s blueprints of his shop. The pages will contain the hidden mechanism inside the dragon head forge and the two golden teeth keys needed to open it. If the roll succeeds by 2 or more, what seems to be a loose page is in face a Scroll of Comprehend Languages.

If the characters wish to keep investigating the shelves (there are six in total), they can repeat the check. Four of the shelves only contain patrol reports, some history of the area, which only reveals that the fort was built for a wizard who owned the land until he lost it after selling it to a noble so he could continue his experiments. He was evicted, and the men he had on retainer left, leaving the fort to fall apart. The noble forgot the fort was there due to some disaster and nothing was retrieved, left to be looted.

The fifth shelf has another journal, this one by the resident priest detailing how he hid his key to the tower in his shrine (Area 13). If the check succeeds by 2 or more, there is also a scroll left behind in the rush to find something of value. It is a Scroll of Burning Hands at the first level.

If her disguise is intact and the characters decide to let her travel with them, Valanthe will have no interest in any of the documents since nothing was found about the tablet.

11. Grand Hall

The sizable hall has two long tables set through it, coated with dust and a few rusted utensils. The high walls with open windows sport ages of past bird nests among the rafters and gargoyles. Another table sits on a raised platform at the far end. Sitting at the head is a blue-skinned tiefling, strumming on a lute.

The tiefling is Jezebel Asmodite (Appendix A), the bard member of the Company of the Dragon. She decided to take a break in the Grand Hall since she liked the acoustics and wished to play some of her songs.

She will welcome the party with a smile as she continues to strum on her lute. She’ll invite them to sit and listen if they feel like it. She’ll offer regardless if the party has Valanthe or another member of the Company of the Dragon with them. All are welcome to listen to her music in her eyes.

Jezebel adores all the exotic creatures which constantly appear in the fort and enjoys watching their habits. Any chance she has to see them in action, she’ll watch with rapt attention.

If accused to leaving the dragonborn twins to their fates, Jezebel will wave it off as harmless mischief. She could tell the twins were competent and the moving statues couldn’t be too much of a challenge. She’d offer apologies if she hears the battle turned against them but treats it more like a harmless joke that went a little too far than the potential tragedy it could have been.

Convincing Jezebel to leave the tablet be and leave will be difficult. She lives for the moment and whatever can capture her attention and she wishes to see what else the tablet can bring for her to tell tales about.

If the characters wish to try and convince Jezebel that there exists something else which can capture her attention, they can try to weave a story which is happening elsewhere.

Convincing Jezebel to leave is a DC 19 Performance check. Depending on how the players roleplay, the DC can lower if the DM believes they have played up the story well enough. Jezebel enjoys flashy, bright, and expressive stories. The more outlandish and fantastic the story, the more Jezebel will buy into it.

If the check succeeds, Jezebel will leave, happily heading out to see if the story is true or not. Even if she discovers to it be false, she’ll have had a grand time on the journey and hold no grudges. If the check fails, or if she is the last of the Company, Jezebel will pretend to leave, but will instead continue to try and reach the tower where the tablet is.

In either case, Jezebel will leave a nasty surprise for the party. Above in the rafters is a Griffin (MM pg174) native to Ixalan. It nested there after being summoned and Jezebel used a Sleep spell to keep it docile as she played her music. With her gone and her music not keeping it asleep, the griffin soon wakes up in one minute after Jezebel stops playing, and attacks the party.

The griffin has some habits similar to parrots. One of the most annoying is its habit of repeating sounds it heard before. It will roar like dinnosaurs, or shout in different languages, most of which are gibberish save for one which sounds like a mash of common.

Like any other creature summoned by the tablet, it will disappear once it is brought down. However, because of its nature as a parrot, the griffon has been collecting things to amuse itself while it was nesting.

In a nest behind the main table, nestled between two pillars near the rafters, is a collection of items the griffin found as it patrolled its new home. The contents amount to a pouch of 6 gems each worth 50gp, 1 Potion of Hill Giant Strength, 1 Dust of Dryness, 1 Spell Scroll of Elemental Weapon, and 1 Potion of Resistance.

12. Trophy Room

The room was once a monument to the achievements of the people who lived in the fort. Portrait frames hang on the wall, their contents faded, ruined, or missing. Ornate suits of armor lie rusted, and animal trophies lie destroyed with only their frames and/or bones remaining.

Anything of true value, either money or magic, has been taken long ago, leaving on the things enthusiasts might enjoy. With the arrival of the tablet, other things have appeared. Inside the room itself are 2 Guardian Portraits (COS pg226) from Innistrad.

The portraits will attempt to hypnotize or drive mad the characters with their abilities. Each time the portraits use a spell, they must make a Stealth check against the passive Perception of the characters to remain unnoticed as they make the motions needed to cast the spell. If the portraits use up their Hypnotic Pattern and Crown of Madness spells, they will use Telekinesis to lift up the rusted swords, maces, or spears to use on the characters.

A DC 17 Investigation check is needed to identify the portraits themselves as unusual if they are not attacking or using magic. This is because the style of the subjects in Innistrad style varies from the common paintings from the characters’ home plane.

13. Shrine Room

The room was once a shrine room to one deity, but now appears as if a nature deity took its place. A large and thriving tree grows in the middle of the room, its branches rising through a hole in the ceiling. An old shrine rests in the tree trunk, faded holy symbols slightly visible in the sunlight.

Sitting in the branches of the tree is Cinna Eaglearrow (Appendix A), calmly observing the party as they enter the room. How she regards the party depends on how they act in the room.

Also in the room are a pair of Riparian Tigers (use Tiger MM pg 339) from Kaladesh who have chosen the tree as a den and do not suffer intruders lightly.

The tigers will not immediately attack, but nor will they allow the characters to approach the tree and the shrine without some means of calming them down.

If the characters try to coax the tigers into relaxing, it requires an Animal Handling check contesting the Tigers’ Charisma. If the check succeeds, the tigers relax and allow the characters to approach the shrine. This will earn Cinna’s approval and she will be polite to the group and share knowledge.

If the characters use magic to put the tigers to sleep or otherwise bind them, Cinna will be neutral to the characters, but not reveal herself. She sees the characters do not respect nature, but they do not violate it either.

If the characters attack, Cinna will come to the aid of the tigers to drive them away. If the tigers are killed, Cinna will curse at the characters and their destructive disregard for nature before fleeing. Worse, if the characters mentioned the key in the shrine, Cinna will take it before leaving during the fight.

Cinna finds many of the natural creatures the tablet summons to be beautiful and seeks to protect them. The tablet will become a secondary thought compared to preserving the unique animals which have appeared since the tablet activated.

Convincing Cinna to let the players take the tablet while she forms a preserve for the unique animals requires a DC 18 Persuasion Check. This is another role-play opportunity for the characters. The more convincing their arguments, the easier the DC can become if the DM feels the characters are convincing enough.

If Cinna is the last of the Company of the Dragon who is not killed or convinced to leave, she has already moved on to the tower.

14. The Tower

The tower presents the last leg of the task. Ivy covers it almost entirely with only a dull brown roof seen at the top. An open door lies ahead, leaving ominous hints.

The entry to the tower is clear. At least one of the Company of the Dragon has already entered the tower ahead of the party. They used their various abilities to either go through the main path or have otherwise created their own ways into the tower.

14a. Entry Level

The entry floor of the tower is noticeably bare of anything which points at the owner of the ruins. Only a pair of braziers for torches and the stairs stand out from the stone walls.

This is the final empty room before the final stretch of the adventure towards the Tablet. The characters can take the time here to have a short rest, take potions they might need, or cast any spells which might help them recover before they go to the next levels of the tower.

14b. Records

The room smells of old paper as shelves are lined with old scrolls and books. Light coming from the windows show the disturbed dust drifting through the air.

The room is disturbed as the papers have been searched through. The Company of the Dragon, whichever members have gotten to this point, have looked through for information about the tablet or anything about the creatures they have seen.

Since the tablet came from another plane, there is no information about it in the books. No matter what the characters roll in an Investigation check, they will not find anything of use concerning the tablet.

To investigate the shelves for anything of use, a DC 15 Investigation is performed. On a success, they will discover a Scroll of Mass Cure Wounds hidden inside one of the books. It was part of a spellbook, but it is mostly destroyed by this point.

If Jezebel or Valanthe are among the Company of the Dragon who continued into the tower and are not somehow allied with the party, they will see the characters as they rise and race to warn the others ahead of them, or simply try to reach the tablet first, ruining any element of surprise the party may be trying to gain.

14c. Ruined Floor

Once the room may have been a private dining room or a bedroom now lies in ruins. A pair of bodies are draped on the floor and in the middle of it all, covered in strange geoglyphic gems overseen by a twisted horror.

The creature us an Eldrazi Drone (use Rust Monster MM pg262) from Zendikar. Rather than have items rust, they become converted into bismuth crystal. Cut off from it’s progenitor, it simply sits in the room until something comes across it and it attacks, draining their energies and turning them into the crystal.

If Valanthe is part of the group, she will use the distraction to get to the next set of stairs in the room to get to the tablet on the final floor. If the characters wish to avoid fighting the Eldrazi, they can run up the stairs and it will lose interest in them, turning inert once again

If a closer look is done on the bodies, they have not been coated in crystal, but transmutated into it, their vital energies syphoned out. The crystal bodies can be broken apart to harvest 1d12 10 gp hunks of crystal each.

14d. Lookout Point

The top of the tower has a panoramic view of the surrounding area. In the middle is a table where a sizable stone circle sits, an aura of red, blue, green, black, and white energies circling around it.

This is where the tablet appeared when it planeswalked to the area and began summoning creatures.

Depending on the actions of the characters and the DM, the entire Company of the Dragon will be there, some of the members will be present, or only one of them.

Each member of the Company of the Dragon desires the tablet and if they are all present, they will all be arguing as to why they should be the one to take it. None of them intend to hand it over to their employers, having much higher ambitions for it than a simple retrieval. Eventually, one of them will try to get ahead of the others and take hold of the tablet to try and take it for themselves.

The tablet has a passive defense which, if held by someone who is not powerful enough to attune to it, it will summon a creature equal to the threat level of the one that is currently holding it. Depending on which of the Company of the Dragon take hold of the tablet, a different creature will appear. The following table can determine who takes the tablet and what is summoned.

d6 Member Summons
1 Rhogar Werewolf
2 Fargrim Aeigisaur
3 Jezebel Thresher Lizard
4 Valanthe Sky Whale
5 Cinna Wraith
6 Player One of the Above

Werewolf

This Werewolf (MM pg211) is from Innistrad and is typical of the kinds found there. Day or night, the summoning has made it transform into its hybrid form and it has no sense of sentience.

Aeigisaur

The Aeigisaur use (Ankyoslaurus MM pg79) is a native creature to Ixalan. Normally a docile herbivore, the summoning from the tablet has angered it and made it aggressive.

Thresher Lizard

This lizard is from Amonkhet (use Guard Drake VGM pg138) and is unusually large for its breed. With the increased size also comes increased aggression.

Sky Whale

This Sky Whale (use Killer Whale MM pg331) is a native to the skies of Kaladesh. it has a flying speed of 50ft. and can hover. It will circle the tower and attempt to attack anyone it can reach.

Wraith

This wraith is the soul of an unfortunate adventurer from the plane of Zendikar, (use Sword Wraith Warrior MTF pg241). The tablet will summon the angry spirit an it will immediately go on the attack, consumed with despair and anger.

The Battle

The creatures may have been summoned by the one member of the Company of the Dragon, but they do not control it. The creature is wild and will attack both the Company of the Dragon as well as the characters. It will likely attack the Company first, them being closer than the characters.

The Company of the Dragon will also be quick to turn on each other, trying to get the tablet or escape with it. Their focus will be on the tablet, trying to steal it before attempting to run with it.

The creature and the other members of the Company may be too much for the characters to take. They can lean back and let the company fight each other or attempt to take the tablet for themselves before making a break for the exit.

Whichever method the players choose, when the character with the tablet is attacked with a critical blow, would take a blow that would reduce their hit points to 0, or at the DM’s choosing, that character attempts to use the tablet as a shield and means of warding off the attack.

The attack will strike the tablet, causing it to crack before exploding in a flash of many colors. The pieces will fly in all directions. All of the player characters within 10 feet of the tablet should make a DC 12 Constitution saving throw. On a failed save, the characters take 2d8 force damage and are pushed back 10 feet from the point. On a success, they take half as much damage and are not knocked back.

Depending on how the DM wishes to run the campaign, they can have the Company make similar saving throws, purposefully fail one or all of them, but for the full campaign, one of the Company must fail the saving throw and be struck by a piece of the tablet.

All of the pieces of the tablet will automatically activate their Plane Shift ability and scatter around the multiverse. One or more members of the Company will be struck by one of the pieces each and will vanish along with the pieces, scattered among the multiverse. All that remains is one piece of the tablet which stuck to one of the characters weapon or belonging. The first character to touch it will quickly become attuned to it.

The tablet is gone, only a fragment remaining. The characters seem to have ended their adventure in failure.

Resolution

With the tablet seemingly destroyed, all of the summoned creatures moving through the fort and the forest suddenly vanish. The characters can return to the campsite where all of the adventurers are recovering with only a piece of the tablet in hand, if they thought to pick it up.

Returning to the camp, the characters are greeted by Mordenkainen himself, frowning at them, obviously not pleased.

He admonishes the characters for breaking the tablet, making his task that much more difficult for the sake of balance in the multiverse.

Mordenkainen will explain that the tablet was made from a very powerful source of magic energy which came from a being called a Planeswalker, a person who through natural ability, could traverse the entire multiverse without difficulty. The ‘spark’ was placed in the tablet for whatever reason and it was lost, travelling through the multiverse. It caused chaos with its random summonings wherever it landed before vanishing again whenever Mordenkainen or one of his allies got close to it.

He was nearly able to find it, but the actions of the party and the Company of the Dragon have made the tablet more of a threat than thought possible. The fragments run the risk of causing even more chaos and if they landed in the wrong worlds, the effects on the balance could eb catastrophic.

Mordenkainen managed to capture one of the fragments himself as he transported to the ruin. As he reveals it to the characters, bringing it out from the protective pouch the two pieces begin to resonate with each other, showing they are drawn to each other.

Seeing as the fragment the party has is attuned to one of their own, and it holds some of its original power, Mordenkainen decides that the party might be the ones capable of bringing the pieces back together. He may be able to break the attunement, but he is wary of what backlash such a thing might do to the one with the fragment.

Mordenkainen will press the urgency of the quest since Planeswalkers are known for being unpredictable and their powers even more so. The characters can agree and can prepare themselves back at their camp, the nearest town, or leave right away. Once the characters are prepared, they can use the tablet fragment to Plane Shift to their next adventure.

League of Heroes

If the players wished for the more intensive role-playing version, Mordenkainen can charge the party to find more fragments in their world while he travels to others to recruit more adventurers to find fragments in their respective planes.

What Next?

The hunt for the tablet fragments is going to be a dangerous journey and the characters will need all their courage, cunning, and skill to find them all.

Worse, the members of the Company of the Dragon who vanished each have a fragment of the tablet with them, and also the possible powers that each of the fragments can grant.

The adventure continues in other worlds, all of them written up in the Shattered Planes series. Are your heroes up for the adventure of a lifetime?

Appendix A: NPC and Creatures


Cinna Eaglearrow

Medium humanoid (human), chaotic neutral


  • Armor Class 16 (studded leather)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

  • Skills Acrobatics +6, Perception +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 3 (700 XP)

Archer's Eye (3/Day). As a bonus action, Cinna can add 1d10 to her next attack or damage roll with a longbow or shortbow.

Actions

Multiattack. Cinna makes two attacks with her longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target: Hit: 8 (1d8 + 4) piercing damage.

Cinna is an embittered and angry ranger, formerly a member of a druidic order. She was raised in a circle of rangers and druids, learning the ways of nature and how to safeguard it. She grew to internalize the lessons and seek out ways to protect nature. She believes strongly in protecting nature from being destroyed by so-called civilization. Unlike many who share her view, she is willing to turn her protest to violence, justifying it as returning what civilization uses against nature. This radical stance ended with her expelled from her order, leaving her alone and feeling betrayed to her core being. Bitter and angry, she now searches for her own means of properly safeguarding nature and believes the Tablet of Planes can be the key to that goal.


Fargrim Goldfinder

Medium humanoid (dwarf), neutral evil


  • Armor Class 17 (splint)
  • Hit Points 67 (9d8 + 27)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +6, Perception +2
  • Senses passive Perception 12, darkvision 60 ft.
  • Languages Common, Dwarvish
  • Challenge 3 (700 XP)

Dwarven Resilience: Fargrim has advantage on saving throws against poison, and he has resistance against poison damage.

Stonecunning: Whenever Fargrim makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus (+2)

Actions

Multiattack. Fargrim makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with both hands.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1)

Fargrim is a dwarf who was born into the lap of luxury, although in recent times his family has fallen on hard times with their famous gold mines drying up. He says he travels to find new fortunes for his clan, but in truth, he desperately searches for a quick source of wealth so he doesn’t have to give up the luxuries he was raised with. So desperate in fact, he’s willing to do things his clansmen would consider dishonorable in order to achieve it. Gods and honor do not matter to Fargrim, only the all mighty gold coin. He sees the tablet as perhaps his best chance, seeing how powerful and rare it is, easily worth a fortune to the right buyer. All he has to do is ensure he can get away with the tablet, either when no one is looking or by going through his travelling companions.


Gremlin

Small beast, unaligned


  • Armor Class 11
  • Hit Points 27 (5d8 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 3 (-4) 13 (+1) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages ---
  • Challenge 1/2 (100 XP)

Aether Scent. The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Siphon. The gremlin drains aether from an aether-powered it can see within 5 feet of it. If the item isn’t being worn or carried, the touch automatically drains aether. If the object is worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin’s reach.

If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, etc), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.

Gremlins are a scourge on Kaladesh. Tenacious scavengers with an insatiable appetite for aether, raw magical energy, they are drawn to places with an abundance of it. This includes workshops and laboratories. A small infestation can ruin an inventor’s career and a large enough infestation can threaten a city’s infrastructure.

Small, hairless, and armed with sharp claws to tear through wood or metal, gremlins are able to get in just about anywhere and are a menace to anyone who uses magic to fuel their machines and studies.


Jezebel Asmodite

Medium humanoid (tiefling), chaotic neutral


  • Armor Class 15 (chain shirt)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 16 (+3)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +6
  • Senses passive Perception 15, darkvision 60 ft.
  • Languages Common, Infernal
  • Challenge 2 (450 XP)

Infernal Legacy. Jezebel knows the thaumaturgy cantrip

Hellish Resistance. Jezebel has resistance to fire damage.

Spellcasting. Jezebel is a 4th level spellcaster. Her ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery

1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave

2nd level (3 slots): suggestion, shatter

Song of Rest. Jezebel can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if they spend any Hit Dice to regain hit points at the end of that rest. Jezebel can confer this benefit on herself as well.

Taunt (2/Day). Jezebel can use a bonus action on her turn to target one creature within 30 feet of her. If the target can hear her, the target must succeed a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Jezebel’s next turn.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.



































Jezebel is a flighty tiefling who lives for her next point of interest. She journeys to find something exciting and milks it for all the excitement she can before moving on. Sometimes she gets bored in the middle of a trip, leaving her party in sometimes dire circumstances. She’s deeply mischievous and plays pranks or leaves tricks and traps for others so she can watch them get into trouble. She considers it all in good fun, although some of what she considers tricks can have serious consequences. The tablet so far is the most interesting thing she’s come across, and she’s interested in keeping it so all sorts of exciting things will appear around her.

Rhogar Kerrhylon

Medium humanoid (dragonborn), chaotic neutral


  • Armor Class 18 (plate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Con +2, Wis +2
  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 3 (700 XP)

Brave. Rhogar has advantage on saving throws against being frightened.

Draconic Ancestry. Rhogar has resistance to cold damage.

Actions

Multiattack. Rhogar makes two melee attacks

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Breath Weapon (Recharges after a Short or Long Rest). Rhogar unleashed a 15 foot cone of icy dragon’s breath. The DC is 12. On a failed save, all creatures within range takes 2d6 cold damage, and half as much on a successful one.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Rhogar can utter a special command or warning whenever a nonhostile creature that Rhogar can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Rhogar. A creature can benefit from only one Leadership die at a time. This effect ends if Rhogar is incapacitated.

Reactions

Parry. Rhogar adds 2 to his AC against one melee attack that would hit him. To do so, Rhogar must see the attacker and be wielding a melee weapon.



































Rhogar is a silver dragonborn who is a zealous follower of Bahamut. He believes in justice and smiting evil and has a very black and white view of the world. Things are either good, and therefore allowed, or they are evil and must be destroyed in his mindset. He dreams of joining the ranks of paladins dedicated to Bahamut’s ideals, but he has yet to reach that level of skill and power, nor has he seen a sign from Bahamut that it was time to do such. He sees the tablet as source of power which should be used as an instrument to enforce Bahamut's divine will, regardless to what his superiors ordered him to do.



Valanthe Dalanthan

Medium humanoid (elf), neutral evil


  • Armor Class 13 (16 with mage armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 16 (+3) 11 (+0) 15 (+2)

  • Saving Throws Int +5, Wis +2
  • Skills Arcana +5, History +5
  • Senses passive Perception 10, darkvision 120 ft.
  • Languages Common, Elvish, Undercommon
  • Challenge 3 (700 XP)

Fey Ancestry. Valanthe has advantage on saving throws being charmed, and magic can’t put her to sleep.

Innate Spellcasting. Valanthe’s innate spellcasting ability is Charisma. She can innately cast the following spells requiring no material components: At will: dancing lights.

1/day: faerie fire

Spellcasting. Valanthe is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Valanthe has the following wizard spells prepared.

Cantrips (at will): acid splash, mage hand, minor illusion, poison spray

1st level (4 slots): color spray, disguise self*, mage armor, magic missile*

2nd level (3 slots): levitate, mirror image, phantasmal force**

3rd level (3 slots): major image, phantom steed**

4th level (1 slot): phantasmal killer*

*Illusion spell of 1st level or higher

Displacement (Recharges after Valanthe Casts and Illusion Spell of 1st Level or Higher). As a bonus action, Valanthe projects an illusion that makes her appear to be standing in a place a few inches from her actual location, causing any creature to have disadvantage on attack rolls against her. The effect ends if Valanthe takes damage, is incapacitated, or her speed becomes 0.

Sunlight Sensitivity. While in sunlight, Valanthe has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.

Valanthe Dalanthan may look like a typical elf of high standing, but she holds a secret she will kill to keep. She is in fact a drow, betrayed by her sister in the race to the title of ladyship for her house and forced to flee the Underdark, she now plots to regain what she feels is rightly hers. She uses her illusion magic to hide her true features, appearing like a high elf so to blend in. She seeks powers, relics, and other resources to begin her campaign and sees the Tablet as Planes as the greatest weapon thus far for her goals. All she needs to do is claim it and do away with any unwanted witnesses…

Appendix B: Magic Items

Tablet of Planes (Complete)

Wondrous Item, Artifact, (requires attunement by spellcaster with 9th level slots)

This item takes the form of a stone disk. The outer portions hold symbols of a tree, a fireball, a raindrop, a skull, and a sun, all glowing dimly with green, red, blue, black, and white energy while the tablet is active. The center circle glows with all of the colors while the tablet is active.

The tablet was created from a sentient being called a Planeswalker, a being which holds the natural ability to travel the entire multiverse rather than the more limited multiverse the people of Toril are more familiar with. The tablet contains the Planeswalker’s spark, the source of the being’s ability to travel. Who made it and why has been lost to the ages.

Passive Defense: The tablet is not sentient but reacts to its surroundings or whoever is touching it. When it is by itself, the tablet will randomly conjure creatures the spark recalls every 1d12 hours from planes the spark has been to. When a sentient being holds the tablet and attempts to invoke it without attunement, the tablet will react and summon a creature equal to the challenge level (or level if a player character holds it) to the room up to 10 feet away from the tablet.

Random Properties: The tablet has the following randomly determined properties: 2 minor beneficial properties, 1 major beneficial property, 2 minor detrimental properties

Planeswalker Image: If the tablet is attuned to a proper spellcaster, they can cast the Plane Shift spell without using a spell slot. The tablet also has 5 charges. The user can expend a charge to cast a spell with ‘conjure’ in its name. The charges replenish every morning at dawn. If the charges are used up, roll a d20. If the result is a 1, the tablet triggers Plane Shift on itself and vanishes. The tablet also randomly triggers Plane Shift if it is unattuned at dawn, or someone without access to 9th level spell slots attempts to attune the tablet. Every day at dawn, roll a d20. On a 15 or higher, the tablet activates this ability and vanishes.

Destroying the Tablet: Shattering the tablet itself will not destroy it, and may in fact make the tablet more of a threat as the pieces spread out by using Plane Shift to first escape the threat, before eventually coming back together. The tablet can be destroyed if another Planeswalker disassembles the tablet and removes the spark itself.

Tablet of Planes (Shard)

Wondrous Item, very rare, requires attunement

This is a piece of the Tablet of Planes after it was broken. The pieces are attuned to each other and are constantly giving off the magical energy of the Planeswalker’s spark. When a creature attuned to the fragment holds it, they can cast the Plane Shift spell to take them to another plane and in the general area of another fragment.

The fragments each share a tenuous link and when they are within 15 feet of each other, they begin to vibrate and give off a low hum, indicating that another fragment is nearby, or spent a significant amount of time in a nearby space.

Welcome

to the

Multiverse

The Tablet of Planes has appeared, a relic of unknown origins, but is a key to entering the wider Multiverse. Adventurers of all colors and skills seek out the tablet for their fortunes and many aren't shy in using cut throat tactics

Your humble group begins their career by seeking out the tablet to jump start your reputations. The competition is fierce and many strange and bizzare creatures block your way. One particular group, the Company of the Dragon, are just as determined as you to find the tablet for their own reasons.

Unknown to all, finding the tablet is just the first step to discovering a larger Multiverse.

Shattered Planes: Prologue is the beginning of a greater adventure using the Shattered Planes documents for 1st Tier adventurers.

 

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