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The Secrets of Tvashtri's Vault
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## Saurial Trilogy # Part 1
# The Secrets of Tvashtri's Vault
## Being an adventure in Sigil, City of Doors,
and the Outlands
Jot Jot Iota, 2020
***Dedicated to the memory of Bob,***
***who loved Planescape***
\pagebreak # Bits and pieces
In the interests of full disclosure, this is obviously a work in progress, subject to numerous revisions in the near and medium future whilst I work out the kinks and build a lot of this stuff.
As it's a work in progress, I hope you can brea with me through all of that.
What else do I need to say?
This is a work by Ben of [JotJotIota.com](http://jotjotiota.com), based on the *Planescape* setting for the *Dungeons and Dragons* roleplaying game, a product owned by *Wizards of the Coast*.
Whilst Wizards haven't updated that setting in some time, this product assumes at least a basic knowledge of it.
Links to those products, as well as related products and other inspiratinal materials, can be found throughout.
(Where the links are to products to buy, I'm currently leaving these with my affiliate link attached, if I have one. If that annoys you, go ahead and pull it out before hitting the buy button.
I use all the affiliate money generated to provide further resources for play, inspiration, and review at my website.) ## Legal disclaimer I don't own the rights to distribution for *Dungeons and Dragons* or other related products. That should be pretty obvious, this is clearly fan-made content.
I'll be working my ass off to try and not infringe on any copyrighted material in these pages, because I cannot afford any kind of legal hassle.
As stated above, this is fan-made content and a work of love.
Cover image is a speedpaint from Canadian [DeviantArt user ANTIFAN-REAL / Gary Tonge](https://www.deviantart.com/antifan-real/art/SPEEDPAINT-Ascenders-29746021). Go check out his website [here](https://visionafar.com/projects) too.
Please be kind and let me know any issues at [jotjotiota@gmail.com](mailto:jotjotiota@gmail.com). ## Inspirational material Sig, City of Doors
Beyond Countless Doorways
The Crossroads
Sourcebooks for plane of dreams / dreaming adventures
Sourcebooks for arborea/Sylvania, carneval
Sourcebooks for robots, dinosaurs
*Dinotopia*
*Thundercats*
\columnbreak ## Many Thanks ##### Cork D&D Meetup group ##### Concordant Domain of the Outlands [Discord Server](https://discord.gg/ngJuuBF) ## Playtesting \pagebreakNum # A short introduction to the setting P*lanescape* is a wonderful setting from 2nd edition D&D that doesn't get an awful lot of love in recent years.
First published in 1994, the setting built on the *Manual of the Planes* by adding rich new locations, including changes to the Plane of Concordant Opposition - a rebranding as the Outlands, and at it's centre, high atop an impossible mountain, the City of Doors, Sigil.
Sigil has made several appearances since the end of the 2e print run in 2000 with *Die Vecna Die*, though not as an official expanded setting from Wizards of the Coast.
This adventure takes place in several locations featured in the setting.
If you are unfamiliar with *Planescape* (which is vast since it encompasses **_*ALL*_** other D&D settings), I'd suggest you check out the excellent [Planewalker.com](https://planewalker.com), the equally amazing [Library of Timaresh wiki](http://www.rilmani.org/timaresh/Main_Page) or the old setting books available on [DMsGuild](www.dmsguild.com/product/17267/Planescape-Campaign-Setting-2e?affiliate_id=76888) or [DrivethruRPG](www.drivethrurpg.com/product/17267/Planescape-Campaign-Setting-2e?affiliate_id=76888) (*Planescape* boxed set linked for both).
***Note: The key NPC Warden is referred to throughout with they/them pronouns, in the same way as which kind of Saurial they are is left entirely up to the Dungeon Master.***
# A short introduction to the adventure ### Summary of the adventure The PCs meet a Saurial named Warden in Sigil, who is very, very lost. They jumped through a portal as it was destroyed at the far end by a Neogi slaver invasion of their home, orchestrated by some being or beings referred to as 'the ancient enemy' - ***Spellweavers***.
As far as all the legends of Warden's people go, the only permanent portal to or from their world was the one used to arrive in Sigil - but following on from a war in the deep, deep, *deep* past, a map of phasing portals was entrusted to an ally somewhere in the Outlands, where it would be safe from the Spellweavers.
That ally from the deep past grew to be Tvashtri, and the lower reaches of Tvashtri's Laboratory house a storehouse, of sorts, which keeps the map (and potentially other wondrous objects) safe from **all** intruders.
Warden will recruit the players as bodyguards whilst they attempt to retrieve this map, which means traveling from Sigil to the gatetown of Sylvania in the Outlands, and from there to Tvashtri's Laboratory - and a mysterious and long forgotten Vault beneath.
Along the way, the adventuring party will be distracted by the revellers and party lifestyle of Sylvania, encounter envoys of a sleeping god, and negotiate with the mad scientist petitioners of Tvashtri. ### A Note on Locations and Further Adventures If you don't want to use many of the locations, such as Sigil or the Outlands, you'll find that some of the bonus rules affecting the landscape for parts of the adventure will need adapting, but I'll leave that in your more than capable hands.
Some ideas for variant locations can be found at the end of this section, before the adventure begins.
The adventure is made to be tied in with sequel adventures where the party accompany Warden to the Abyss and a potential way home (***The Cult of Fallen Moander***), and then a further Spelljamming adventure to finally get him home and save his world (***Between the Rock and Wildspace***). ### Important NPCs #### Warden, Lost Saurial Warden is a young Saurial of a kind determined by the Dungeon Master.
When their world came under attack, they stepped through the only permanent portal on their home world - a portal they were sworn to protect from all passage - knowing that on the other side they might find aid.
Warden finds themself lost in Sigil with only ancient legends and the rumours from more recent arrivals to go on.
He's in over his head but trying his best. He wants to do right by his people, though he disagrees with their teachings sometimes.
Whilst seeking help remains a priority, the shame of leaving his world behind to be enslaved has left him heartbroken, so he remains on task as much as possible.
In order to return home, Warden needs to find a temporary portal, and the easiest way he knows to do that is to find an ancient map that was hidden in the Outlands, given to an ally for safekeeping.
For more information on Saurials, see the NPC Dragonbait in [Curse of the Azure Bonds](www.dmsguild.com/product/16809/FRC2-Curse-of-the-Azure-Bonds-1e-2e?affiliate_id=76888) (2e) and [the Tomb of Annihilation](https://www.dndbeyond.com/sources/toa/monsters-and-npcs#Dragonbait) (5e), the [Complete Book of Humanoids](www.dmsguild.com/product/16998/PHBR10-The-Complete-Book-of-Humanoids-2e?affiliate_id=76888) (2e), the [Forgotten Realms wiki](https://forgottenrealms.fandom.com/wiki/Saurial), and [various](www.dmsguild.com/product/203521/Saurian-an-Original-Race-for-DD-5e?affiliate_id=76888) [other](www.dmsguild.com/product/274683/Saurials-Evolved-V1-The-Hornheads?affiliate_id=76888) [sources](www.dmsguild.com/product/194578/The-Saurials-of-the-Lost-Vale?affiliate_id=76888) available on DMsGuild.
The Saurials communicate by means of scent, though all the sources above give only a limited number of options. At the Dungeon Master's discretion, other scents can be added for further emotional nuance - though it should be noted that most communication is handled by 'shouting' scents so that non-Saurials can understand them. #### The Sylvanian Revellers Carneval \pagebreakNum #### Untamo, the Dreaming God Tvashtri's nearest neighbour #### Petitioners of Tvashtri #### Tvashtri, God of Creation Tvashtri is a Hindu God of Creation, and his Realm exists in the Outlands itself, roughly a hundred miles spireward of the gate town of Sylvania (distance in the Outlands being relative).
The Realm or Laboratory or Workshop or Library, is a maze of a complex set into the side of a mountain, inhabited by all manner of tinkerers and artificers, living and petitioner.
Not a lot of information on Tvashtri and his Realm in the Outlands is in print, though it is mentioned in [A Player's Primer to the Outlands](https://www.dmsguild.com/product/17301/A-Players-Primer-to-the-Outlands-2e?affiliate_id=76888) very briefly.
For more information on Tvashtri, check out [this page on Godchecker](https://www.godchecker.com/hindu-mythology/TVASHTRI/). ### Unusual Occurrences in Sigil and the Outlands #### Someone following Warden #### Ruins from Warden's world Strange ruins appearing in the outlands are relics from homeworld destroyed by spellweavers as useless/don't contain the portal or only clues to it. ### Ways to change the Adventure #### Multiple Saurials #### Saurials as PCs #### PCs from Warden's world Captured by or ancestors captured by the order, better grasp of language, better grasp of location. Skip part of introduction scene, replace with "argument between several parties" #### Biting the Hook #### Alternate adventuring locations Second adventure is set in dalelands, so cormyr/cormanthyr is an option for starting location. Candlekeep or a candlekeep background drops history check for identifying a Saurial to 17. #### Changing or Extending the Adventure Options for library of Timaresh from infinite staircase instead of / as well as the vault. \pagebreakNum # Part 1: A Saurial in the Great Bazaar ### Introduction
*As the party makes their way through the Market Ward, the usual sights, sounds and smells greet them, though a handful of details stick out.*
*The cranium rats are stealing merchandise a – they've started favouring citrus and melons with blue flesh, for some reason.*
*The meat pie stall belonging to barbed devil Mr Smolt is being boycotted by some folks – they've found out he's been adding extra ingredients to his mystery meat to make it stretch to more pies.*
*Last of all, there's an argument ongoing at one stall selling artist's supplies – the stallholder is becoming infuriated with a customer over haggling, though the customer - a strange lizardman or dragonborn customer - seems to be effectively mute and unable to bargain. The argument appears to be over a wax tablet and stylus.*
Once the party investigate the lizardman, roll perception checks at DC 15.
Dragonborn, kobolds, lizardmen, tortles (and aarakocra and kenku) heritage gain advantage. Humans, dwarves, elves, halflings, gnomes etc cannot hear anything but are able to smell.
Characters from Faerun may be able to identify that Warden is a Saurial with a successful History check, though it will be difficult - at least DC 20.
The strange lizard is speaking in an archaic form of Draconic, with an equally strange accent, and beyond the hearing of some - including the stallholder.
They are trying to ask the stallholder a question, and are not haggling at all. They also appear exasperated - no Insight check needed.
The scent of sulphur (confusion), fresh bread (anger) and baked ham (nervousness) pervade the area.
(If the party help, lemons and eventually bitumen pervade).
The lizardman is named Warden. He has fallen through a portal and wants to get back to his people. An Insight check reveals he isn't telling the whole story.
Despite claims not to know much about the city he has found himself in, he is trying to find the Dabus and their master, “the Great Feathered One”. When pointed to a Dabus, he should once again emit brimstone scent and remark “That is... not a Dabus? Where is it's mask? It's feathers?”.
He will thank the party as best as he can with a pink pearl worth 25gp.
If the party continue to watch his communication with the Dabus, he appears to be fluent in their rebuses, and they are able to understand Warden perfectly. They seem surprised to see Warden, and other Dabus will come to congregate around him during the conversation. They seem to be ignoring their work!
If the party has permanent lodgings in Sigil or not, Warden will find them once again – he was told where (and when) they were to be found by the Dabus...
He requires protection during a journey in the Outlands to Tvashtri's Vault – History check reveals no character has heard of it, but may know the library/laboratory.
If the PCs know how to get to Sylvania, that is their first port of call. If not, Warden suggests it is the nearest gate town to their goal, however he doesn't know how to get there.
Part 1 | A Saurial in the Great Bazaar