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\pagebreakNum # Kingdoms of Amalur: D&D 5e Adaptation ## Intro This is a really niche offering- DM's notes best used by someone already familiar with Kingdoms of Amalur:Reckoning to DM a party that can't know the plot of Kingdoms of Amalur: Reckoning. That's why I drop the same disclaimer about 80 times on this page. ## Format These are DM facing notes that work for my head, not for player readability. That's also why I drop the same disclaimer about 80 times on this page. Also GM Binder doesn't format correctly on Firefox. Use Chrome or Edge. ## This is not an Unedited Recreation Kingdoms of Amalur: Videogameining is not a DnD module. It can not simply be inserted wholesale into a PDF without changes. Changes have been made to take the MMOesque quest giving structure and turn into a useable TTPRG skeleton. ## This is Not A Module Published and polished adventures are ostensibly complete and edited for mass usability. This is neither. These are rough notes that DMs will have to alter to their own style and their party's deviation from the planned path. Again, familiarity with the video game Kingdoms of Amalur: Reckoning, or its remaster Kingdoms of Amalur: Rereckoning, or its sequel 3 Fast 3 Reckoning is key. ## Things to consider This can't account for your entire campaign. Your DMing style and your groups' preferences will have minor and major impacts on how this adventure plays out differently from the text: * the amount of time spent on small details, side goals, unlisted NPCs and locations * how detailed/difficult your combat is, if you add vertical elements etc * how much you track weight and currency, do you let the whole party cram into one inn room? * how much NPCs talk beyond their stated lore goals * investment in the travel rules or other travel rules * hunger, thirst, along the same lines * magic-item frequency, diversity, quality * battlemaps for all dungeon rooms vs battlemaps for just battles * etc etc etc \columnbreak ## House Rule When characters level up, they receive the effects of a long rest. Fuck you, that's why. ## Balance Monster difficulty and quantity were roughly calculated for parties of four and are definitely too hard unless they're not in which case I didn't say that. Adjust as necessary. ## Persuasion Checks Persuasion checks are often mentioned as problem solving tools for many of the encounters here. When this is mentioned, Intimidation and Deception are also acceptable, depending on context. ## Insight Checks You cannot let the party constantly use Insight as a lie detector. ## Merchants You may opt to have common items like rations, rope, common weapons, and more available at every merchant. Seems easier that way. ## Magic Items, Scaling, and Railroading The game is not going to go as written. DnD is like that. All of the suggested items, monster stats, and plot hooks will not fit in every game. ## No, I'm serious like literally, bro This is just a good set of notes for DMs already familiar with the game to refer to. Iit is not ideal or sufficient for those who have not played the game. \pagebreakNum ## Resurrection and Revival A key theme of Amalur is the new and frightening permanence of death, of things coming to an end. Restricting resurrection spells may be something to consider with your group. ## Background to give players The Faelands lies at the north of a large continent, separated in twain by a mighty river known as the Vein. The landmass is home to two types of humanoid immortal Fae: Summer Fae and Winter Fae. Neither is necessarily good nor evil. Summer Fae abound in the western Faelands, and Winter Fae live in the east. They stay out of human sight and their doings are unknown. They do not maintain a presence where humans can see them, mostly. All that is left in public of the mighty fae empires are ruins and old cairns. The main mortal races are humans, light elves, dark elves, and gnomes. The Almain are the hardy human ethnicity conerned with farms, kingdoms, and honor. The oft-tatooed Verani are more navally concerned, well-traveled, and nomadic. The Ljosalfar, the light elves, are considered haughty and proud, and hold the most political influence worldwide. The dark elves, the Dokkalfar, are stereotyped as cunning sharp-tongued thieves and assassins, but are the "native" political power in the realm. The gnomes are technologically advanced and weird. The largest cities sit on the coast or the river, with only smaller realms and towns inland. The chaos of the war has caused these cities to have little influence on the realms outside their walls. On the east side of the divide, an alliance of humans/elves in the city of Mel Senshir has been besieged for over a decade by the Tuatha, a radical faction of Winter Fae, which have entirely conquered the rest of the Eastern Faelands up to the walls of Mel Senshir. The war is at an uneasy stalemate, and if Mel Senshir falls, its sister city of Rathir, and all of the Western Faelands, are in danger. Although the mortal alliance is mighty, the Tuatha resurrect in their home fortress when they die, meaning the onslaught will go on forever if something does not change. Magic as of late has gone very astray, monsters are roaming where they once were absent, many large settlements have disbanded, and rumor has is that the Tuatha Lord Gadflow's army intends to herald the birth of a new evil god. And then of course, the party died. \pagebreakNum # Allestar Tower #### **Room 1**: "**Puzzle**" The players awake atop of a giant mound of rotting corpses with amnesia, all their starting gear intact. The pile sits on a small rock ledge surrounded on three sides by an impossibly large cavern, with mighty rock stalactites reaching down from the ceiling. Looking up, they can see a wide chute some 100 feet in the air from which they must have been deposited. Many enormous underground waterfalls pour off in the distance, and beneath the ledge is an endless drop to the realms below. On the fourth side of the ledge are the following things, which the players can examine after they slide or climb down the heap of bodies. * A note written by one Fomorous Hughes, ostensibly to assistants, stating the need for a better method for disposing of this many bodies. He notes that these piles are hardly a fitting rest for the deceased, although, if it's any consolation, these are NOT their original bodies. * A body on a pallet next to a hollow column with a fire burning inside. A nearby lever will tilt the pallet toward the column if pulled, causing the body to slide in and be burned, revealing this to be a magical crematory incinerator. The party has to pass a DC 11 Constitution saving throw after smelling this flaming corpse, awarding a point of damage to failures and a permanent +1 to Constitution saves to successes. DMs may elect to give a point of inspiration to the player who pulled the lever. * A wooden door attached to scaffolding framed against a tunnel in the rock wall with a rusty longsword wedged near the the handle. The door will not open until the sword is removed, but it falls away very easily with a DC10 Strength check, revealing the next scene. The player that eventually makes the check receives a permanent +1 to Strength ability checks. The players follow a long hallway, with more and more support scaffolding and magical wall torches appearing as they head away from the pile of bodies. Eventually they reach a bend where the wall gives way to a view of a far off skirmish on a long wooden scaffolding bridge over a long cavernous drop. Gnomes are being slaughtered by a mysterious group of humanoid individuals clad in grey, black, and red armor. A scant few gnomes dressed similar to Roman centurions are doing their best to fight back, performing impressive feats of acrobatic agility in combat despite their heavy armor, but they are not faring well. There is no way for the party to reach them, and indeed soon part of the cave ceiling gives way, crashing into the bridge and sending the combatants plummeting. The walkway the players are on, however, continues, and soon they find themselves in Room 2. \columnbreak #### **Room 2:** **Multi-Solution** Three Giant Rats stalk a giant crematorium that fills up the entire cavern room. The players may recognize the floor here bears a resemblance to the pallet connected crematorium column in the previous room if they examined it. They can also hear the room they just passed through caving in, and so there is a feeling that they may need to hurry. The players have options here: * a DC10 Stealth check to elude the rats and pass into the next room * Combat * Striking loose parts of the ceiling with a ranged attack will cause rocks to fall and hit the pallets, unbalancing them like a seesaw and sending the rats flying into the incinerators. * A DC10 Athletics check will also let the players run past the rats and slam the door behind them, which the rats lack the thumbs to open. * Anything else the DM deems sufficient #### **Room 3: Combat** Passing through a hallway with strange glass columns filled with glowing green rocks, (DC15 Arcana check to reveal they are primed for some sort of resurrection magic), the party will hear a male cry for help up ahead. Encel, a gnome in his early fifties with a powerful mustache dressed in gnomish worksmen gear, is being attacked by two Tuatha Grunts, warriors that resemble the strange soliders they saw killing gnomes in the previous room. These Tuatha are not wearing helmets, and so the party can see their grayish skin and pointed ears, a DC10 Intelligence check will reveal they are decidedly NOT elvish. A success here grants a permanent +1 to Intelligence ability checks. It is not possible to continue without intervening in this fight.
##### **Battlefield Adjustment** *Three of those strange glass pillars glowing with green energy are throughout the room, some with skeletons with their hands wedged into broken glass, their bony fingers in direct contact with the large green shards. Shoving either Tuatha into the exposed green stone is an immediate kill. Strangely, the stone does not have this effect on player characters. Encel will throw a scene-ending rock at the skull of an attacking Tuatha if the battle starts to lean toward the possibility of a player death.*
\pagebreakNum After being rescued, Encel thanks the party for rescuing him, and gasps when he realizes they were just dead bodies he had seen before, saying he had only just committed their corpses to the pile slightly earlier. Encel is apologetic about what he has done, saying he would never have done so if he knew they were alive. He says they must have been resurrected by the Well of Souls, and that they need to go find "The Professor." Parties that probe further will discover that The Professor's name is Fomorous Hughes, a gnome inventor of grand but eccentric acclaim. If he is asked about the Tuatha, Encel will state that the Tuatha Deohn are an evil force that have sworn themselves to be the enemies of all the "young races." He is surprised to to see them "this far inland" Any further questioning will lead Encel to insist on the party speaking to Hughes about it, and he takes off through the caves. As if to accentuate his urgency, the party will hear the cave-in approaching from behind them. Running through the dungeon behind Encel reveals that the cave-ins are not natural: Tuatha are bursting in and blasting down walls with magical explosive devices. A DC10 Dexterity Saving throw is required for players to jump free of one too-close concussive blast. Failures result in 1d4 thunder damage. Successes result in a permanent +1 to Dexterity saves. Outrunning the invading Tuatha becomes perilous, as the walls explode from all sides, and some Tuatha approach from the front. A DC10 Perception check is needed to eyeball the exact path needed to narrowly dodge the reach of the Tuatha's weapons as they pass their foes. Successes lead to a permanent +1 to Perception, failures lead to a slight cut on the arm or leg as the Tuatha swipe at the sprinting party, resulting in 1 damage. Encel comes to the rescue of the first character blasted to the ground or cut by a Tuatha blade, picking them up or throwing a rock at their attacker while helping the affected character regain their stride. #### **Room 4: The Twist** The players chase Encel into a massive cavern with a ceiling stretching up so far that they realize they are far further underground than they may have thought. This room however, is walled entirely, except for where ancient stone has given way to the natural rock and dirt underneath. The floor is covered in 1 foot of shallow dimly glowing green water, which a DC10 Arcana or Investigation check will reveal to be harmless. Standing in the water will confer a one time heal of 5 temporary hit points to each party member. On the other side of a large wall of fallen stone and rubble, there is an enormous multi-story stone column, adorned with gnomish stained-glass at each tier commands the center of the room. Inside the mighty structure is a smaller but still grand floating transparent pillar with blue magical light swarming around the inside, and a column of brewing green energy shooting forever upward into the distant ceiling of the grand cavern. This is clearly the Well of Souls. Gnomes are fleeing into the room from elevated platforms coming from other caverns, and are being escorted by their Roman-esque protectors into a protected area in the center of the tower. "The Well of Souls! Imagine an end to death, an end to war!" Encel remarks. He tells the players they should join the regrouping gnomes at the tower, to see if Hughes made it to the safezone. It is at this point that the freestanding tower explodes. The players can only watch as the horror unfolds, with debris and dust raining everywhere, obscuring everyone's vision. When the dust settles, nothing remains of The Well of Souls, or of the gnomes. Encel is nowhere to be seen. A short hallway leading out of the room reveals a staircase leading upward. The party ascends for a while, until they reach a study filled with books, chalkboards, strange magical doohickeys, and now-recognizable gnomish design. Inside they see a bespectaceld gnome, bald on the top but with pointed and fiery grey/red hair around the sides of his head. Seemingly unperturbed by the events outside, he is studying a large cauldron brimming with violet energy. He is the very image of a gnomish inventor. This, of course, is Fomorous Hughes, who introduces himself, and tells the players they are at his labratory at Allestar. He tells them he has been working on a project to end death, the Well of Souls, and that they, however unintentionally, are his first success. He's been unsuccessful in the past, and is not sure what he did to succeed this time. With the destruction of the well, the party is the only evidence of his success. \pagebreakNum
##### Other information he has * Allestar is in the Faelands, miles from the front lines of the war. * The region of the Faelands that Allestar is in is called Dalentarth, which has been untouched by the war, which makes the appearance of the Tuath all the more confusing and frightening * Allestar Tower, the aboveground section of the labratory, is purposefully located in a secluded region of Dalentarth to allow Fomorous and his associates to conduct their research in private. * The Tuatha were once Winter Fae, but they were corrupted by the evil lord Gadflow * Gadflow's forces and the forces of humans/elves have been at war for a while * The Fae are a race of beings that endlessly resurrect upon death, although not immediately and not where their bodies terminated. They're complicated, to say the least. * He is the Scholar of Vivification, Scholar being a rank and title in gnome culture. * The Well captures the souls of the recently deceased in the Faelands and attempts to reform them into a replica of their body * The Tuatha are insane and bloodthirsty, and wish for the death of all mortal races. * He hints at previous Well of Souls experiments that did not go so well... * He unsure about how the Tuatha knew about the well or why they'd go so far out of their way to target it.
After the end of any Q/A that may occur, Fomorous INSISTS that getting the party to safety is his top priority, given what has occurred to them, explaining just how unbelievable and fantastic their apparent revival is. They need to seek out Agarth, who Hughes describes as an old friend. Agarth will know what to do. He is interrupted by loud explosions far off somewhere that shakes the lab, he moves to go to a side door to investigate, when Encel bursts in, yelling "Professor Hughes! The Tuatha! They've reached the lab- " Encel is then interrupted by a fatal arrow to the throat. As Hughes runs to cradle his body, the door swings further open, revealing attacking Tuatha running down the hall toward the study. Hughes yells back at the party to run before producing a pair of daggers and running straight at the Tuatha, nimbly going between their legs, cutting at their legs as he runs past, redirecting them to chase him out the way they had came. The room shakes and the entrance to that hallway collapses, preventing the party from following. A large pair of double doors is at the end of the hallway. The other side of the room starts to cave in. The party will dash to the door. Encel's body contains a note detailing Fomorous's inadvertent creation of giant spiders during his experimentation. #### **Room 5: The Final Battle** After much more stair cilmbing, explosions, and collapsing scaffolding, the party reaches another set of doors. A number of skills or senses may be used to discern the party is now above ground. On the other side of the door is tower entry foyer and the rock troll. DMs may want to add 1-4 1HP Tuatha Grunts if they believe it will be a more appropriate challenge. The rock troll has a large bulky rocky frame, with fur on its back and deranged yellow eyes. It opens its mouth to reveal a terrifying array of stony bloody teeth, and it wields a greatclub bigger than any medium creature. Roll initiative as it charges the players.
##### **Battlefield Adjustment.** *Scaffolding towers on either side of the room allow quick-climbing characters to take a safer vantage point from which to make ranged attacks against the rock troll.*
When the rock troll is defeated, the party senses a strange force brewing within them. Time seems to slow down, and they can see the troll's waning soul within it. Without even trying to, the party raises their hands and together forms one giant spectral mage hand, which rears back and then slams the troll into the exit door, blowing open a hole in the wall and revealing the land beyond. This cues a series of troubling crashes and cracks in the wall, and the party dives outside just as the tower collapses into the room they were just in. The untroubled serene Allestar Glade lies before them. They level up. \pagebreakNum ___ > ## Giant Rat >*Medium Beast, Unaligned* > ___ > - **Armor Class** 1 > - **Hit Points** 1 > - **Speed** 25 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|10 (+0)|8 (-1)|5 (-2)|6 (-2)|6 (-2)| >___ > - **Challenge** 0 > - **Loot:** Scroll of Shocking Grasp >___ > > ### Actions > ***Bite*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 (1d1) piercing damage > ##### Magic Ring > ###### Wondrous Item (Common) > This ring increases its wearer's maximum hitpoints by 5 while worn. > ##### Potion of Healing > ###### Potion (Common) > This potion restores 2d4+2 hitpoints, or 1d4 when used as a bonus action. > ##### Scroll of Shocking Grasp > ###### Scroll (Common) > This scroll has 1 charge of the *shocking grasp* cantrip. \columnbreak ___ > ## Tuatha Grunt >*Medium Fae, Any Evil Alignment* > ___ > - **Armor Class** 12 > - **Hit Points** 11 or 1 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 10 (+0)| 12 (+1)|12 (+1)| 10(+0 )| 10 (+0)|10 (+0)| >___ > - **Languages** Common, Fae > - **Challenge** 1/8 > - **Damage Resistances** Cold > - **Condition Immunities** Charmed > - **Loot:** 1 dagger, 1 potion of healing, 3d6 gold > ___ > > ### Actions > ***Scimitar.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d6) slashing damage. ___ > ## Rock Troll >*Large fae giant, Chaotic Evil* > ___ > - **Armor Class** 13 > - **Hit Points** 26 > - **Speed** 20 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|13 (+1)|7 (-2)|11 (+0)|8 (-1)| >___ > - **Damage Vulnerabilities** Piercing, Lightning > - **Damage Resistances** Bludgeoning, Slashing, Fire, Cold > - **Condition Immunities** Charmed, Frightened, Grappled, Restrained > - **Senses** Darkvision 120ft > - **Challenge** 1/2 > - **Loot:** 2 potions of healing and 1 magic ring > ___ > > > ### Actions > ***Greatclub.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft, all targets in front and to the side. *Hit*: 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. \pagebreakNum # Allestar Glade Allestar Glade is a wonderful calm forest with enough space between the tall trees for sunlight to light the whimsical groves and peaceful ponds that line it. Fluorescent fungi grow at the base of many trees, giving a calm magical glow to the shadier parts of the area. The tower is in wreckage in the distance, the exit the party escaped out of a mere facade built into the rock, the clean gnomish design standing out in the natural setting. The party passes over an old stone bridge that a DC10 History check will reveal the bridge to be much older than the gnomish structures they've seen before- perhaps even predating gnomish society. A few surviving gnomes will have set up a camp at which the party can take a long rest at. ## Gnome vs Gnome Down the road, the party will notice a praetorian gnome roughing up a gnome dressed similarly to Encel. This does not impede the party's progress and they are free to ignore it. Entering combat without asking questions or later after discovering more leads to a swift victory for the party without a need for playing out the fight. If they investigate further, they learn the following: The soldier, Claude Ganne, a black haired-clean shaven gnome with expressive eyebrows and a bad Scottish accent, is accusing the other gnome, Guran, who comes off as the type of selfish blowhard disliked by his peers, of being a Tuatha spy. (The gnomes back at camp will confirm their distaste for Guran.) Guran is accusing him of the same. Claude claims he knows Guran told the location of the Tower to the Tuatha. Guran denies being involved with the Tuatha, and says it is Claude who is covering his own tracks. Claude, Guran claims, is awfully unscuffed and unharmed for someone who was supposed to be in the thick of battle just minutes earlier. A party that can separate the two through force or persuasion will have an opportunity to confer with each gnome individually.
##### **Note** * A DC5 Insight check will reveal Claude is no Tuatha spy. * A DC10 Insight check will reveal Claude feels deeply guilty about his dead comrades, and is taking out his anger on Guran, who he has little evidence on. * A DC12 Insight check will reveal Guran is not being entirely truthful. * A DC14 Insight check will reveal Guran is not lying about having nothing to do with the Tuatha, but that the rest of his story doesn't add up. a
Even if the party does not pass their checks or even think to act in a way that would cause the DM to call for such a check, they can definitely find the truth out if they are clever or thoughtful in their interrogation. Claude will be helpful but very brief and will recoil at direct or indirect accusations. Guran will be friendly but will talk more than he needs to when asked simple questions. A key lie Guran can be caught in is, when explaining his frequent absences from the tower, is his statement that he was allowed to take time off due to the low workload as of late. Adventurers who read the note in the very first room of the campaign will know this is untrue. The truth of the matter is that Guran DID sell the location of the tower, but simply to a group of humans. He did not know they were aligned with the Tuatha. Claude was cut off from his unit by a collapsing wall, and was unable to help fight off the invasion, but is too ashamed to admit it, and so he is lying about fighting the Tuatha. The party has a number of choices:
##### **Options** * Pass a DC14 Persuasion check to convince Guran to pay 100 gold to the party to tell Claude that Guran is innocent, after which he will flee * Revealing the truth to Claude, who will slay Guran unless the party passes a DC14 Persuasion check to convince him it's not worth it * Falsely accuse Claude, who will easily parry a sneak attack from Guran, stab the traitor in the heart, and then die quickly trying to attack the party. * Shrug and go on their way if they do not wish to intervene or they were unable to uncover the truth. *
\pagebreakNum If the party ends things on a good note with Claude, he will ask the party if there are any questions he can answer. Guran will flee if he is left alive, and will not be helpful, besides saying he is certain Hughes is dead.
##### **Claude's information** * Allestar's location was chosen due to its proximity to a mine of prismere, a mysterious type of crystal. Prismere was integral to Fomorous's research. * Hughes was too trusting of fateweavers, who Claude describes as charlatans who claim to tell the future by reading tarot-esque cards. * Claude does not believe Hughes is dead, despite the collapse of the tower and the tunnels. * Trolls are a part of the Tuatha army. Technically many of the monsters in the Faelands are species of fae distantly related to the Summer and Winter Fae. * The Tuatha should not be this far west, across the river that divides the Faelands, so far from their lines. * The Stonecandle Mines, which supplied the insane amount of prismere needed to power Hughes' inventions, has a cave opening not far from here. It should still be stocked with treasure/equipment that no longer has an owner. * The small human village of Gorhart is the closest settlement. * The surviving gnomes must travel back to the gnomish city of Adessa in secret, as their presence in this part of Dalentarth was supposed to be top secret. *
\pagebreakNum ## Stonecandle Mines If the party seeks out the mines based on Claude's information, they will find it as they travel through Allestar Glade. If Claude does not mention it to them, they will pass by a mysterious cave opening with a trail of 12 gold pieces leading into the mine. A DC10 Perception check will reveal a strange monster carrying a chest overflowing with gold running into the mine. A DC10 Intelligence check will identify the creature as an Amalurian Kobold. Kobolds in Amalur resemble upright hairless hyenas, and are extremely violent. A DC14 Intelligence check adds that they are heavily fond of improvised explosives. #### **Room 1: Entrance Puzzle** Following at any speed after the kobold will reveal a room with a scattered amount of kobold corpses. A DC12 Perception check will confirm all of these bodies have been dead for a while. A large Gnomish statue sits at the other end of the hall, its mouth hanging wide open, a strange artistic choice on an otherwise extremely dignified sculpture. A stone carving of a gnome's head also sits above the entrance to the next room in the mine at the end of the room, it too with its mouth weirdly open. The room is has a 30x30 grid of tiles in the area at the end of the hallway near the door. There are kobold corpses in the 2nd, 3rd, 5th, 7th, and 11th rows. A player who steps on a tile in the 2nd, 3rd, 5th, 7th, 11th, 13th, 17th, 19th or 23rd row will need to make a Dexterity saving throw to avoid arrows launched out of the open stone mouths when their feet hit said rows, each arrow doing 1d6 piercing damage. The players can either just try to brute force the puzzle by hoping to survive the damage, or they can cleverly discern the pattern and avoid the prime number rows to make it to Room 2. #### **Room 2: The Guardian** Entering Room 2 and failing a DC16 Perception check will cause the party to not notice the lantern strung directly above the first part of Room 2, and their entrance will cause the lantern's wire to be tripped, it landing in the oil surreptitiously spilled on the mine floor, which will cause a raging fire to immediately pick up and set the party aflame. A DC 14 Constitution check will reduce 1d6 fire damage in half. Noticing the trap will allow the party to sidestep the danger and secure the Lantern of Fire. A note in the room details the seemingly endless supply of prismere in the mines #### **Room 3: The Trick** Room 3 contains the treasure chest the kobold was carrying. The kobold's corpse is burning on the floor, presumably from triggering some other trap. This is actually a magical illusion, which a DC 16 Investigation check or some sort of magical dispelling will reveal. The chest, of course, turns out to be empty and is wired to explode with Kobold explosives, which can be caught by a DC 14 Perception check. Otherwise, A DC 14 Dexterity check will reduce 1d6 fire damage in half. #### **Room 4: The Conflict** The real Kobold is in the next room with 3 friends, and they have advantage on all attacks against characters who were burnt by the lantern trap.
##### **Battlefield Adjustment**: *There are 3 barrels of kobold bombs in the room. They have 3 HP and do 2d6 fire damage to everyone in a 10 foot radius when they explode.*
#### **Room 5: The Reward and the Setback** The treasure chest is in the next room, for real this time. 300 silver pieces are up for grabs. In a second chest, however, there is nothing except for a note and it reads as follows. "If you're looking for the bloody prismere, I've taken it and locked out the rest. That's right, you stupid gnomes, I've got your magic rocks now. The Red Legion will not be stopped. Soon all of Dalentarth will be red! -Red Idward" The nearby mineshafts leading deeper have been caved in. A DC12 Investigation check reveals this was done artificially. The kobold camp that now lies ownerless is the end of the road. ## Bear (Skipped Stonecandle Mines) If the party did not do the Stonecandle Mines dungeon, they are traveling through the glade when they hear the loud rustling of leaves in the underbrush. A DC 14 Nature, Survival, or Perception check will reveal it to be a large four legged creature. Hiding from the bear requires a DC 15 Stealth check from each player-otherwise it attacks. It has a strange necklace around its neck. Once defeated, the necklace will slide off the bear and it will shrink to a youthful size. **Battlefield Adjustment:** There are several AC 11 beehives hanging from nearby trees. Knocking them down may distract the bear, if the party wishes to flee. If a ranged attack is missed against the beehives, however, the bees may swarm its attack and give them disadvantage on all attacks until the end of the battle. ## Bear (Completed Stonecandle Mines) If the party did complete the Stonecandle Mines dungeon, they are traveling through the glade when they hear the rustling of leaves in the underbrush. Heavy footsteps can be heard in the distance. \pagebreakNum Hiding requires a DC 15 Stealth check, but either way, the creature that arrives is actually a bear cub wearing magical boots, which when identified are Boots of Thaumaturgy, which is what caused the thunderous footsteps in the first place. A DC14 Animal Handling check can be done to coax the cub into being calm enough to remove the boots. The young cub will be extremely reluctant to join the party, requiring a DC 18 Animal Handling check to cajole it into staying, or a DC 18 Athletics check to capture it. If it does not join willingly, it will attempt to flee at every possible venture. ___ > ## Amalurian Kobold >*Medium, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 13 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|8 (-1)| >___ > - **Senses** Darkvision 60ft > - **Languages** Kobold > - **Challenge** 1/4 > - **Loot** 3d6 gold, Minor Kobold Bomb > ___ >**Explosive Targeting.** This kobold has advantage on attack rolls on any creature damaged by the Lantern of Fire trap >___ > ### Actions >**Bomb**. *Ranged Weapon Attack*: +4 to hit, range 5/20 ft., one target. *Hit*: 7 (2d6) fire damage. > > **Spear**. *Melee or Ranged Weapon Attack*: +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit*: 1d6 + 1 piercing damage > ##### Lantern of Fire > ###### Wondrous Item (Rare) > This magical lantern confers resistance to fire damage to its holder. \columnbreak ___ > ## Bear >*Large beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 42 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|16 (+3)|2 (-4)|13 (+1)|7 (-2)| >___ > - **Senses** Darkvision 60 ft > - **Challenge** 2 > - **Loot** Amulet of Enlarge/Reduce > ___ > > ### Actions > ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws. > > ***Bite.*** *Melee Weapon Attack:* : +7 to hit, reach 5 ft., one target. *Hit*: 1d8+5 piercing damage > > ***Claws.*** *Melee Weapon Attack:* : +7 to hit, reach 5 ft., one target. *Hit*: 2d6+5 piercing damage > ##### Minor Kobold Bomb > ###### Weapon (bomb) (uncommon) > This ranged weapon can be thrown to do 2d6 fire damage on a successful ranged weapon attack roll. It is expended after it is used. > ##### Amulet of Enlarge/Reduce > ###### Wondrous Item (uncommon) > This amulet can be used to cast the *enlarge/reduce* spell. It has 1 charge remaining and regains 1d4-2 charges per day. > ##### Boots of Thaumaturgy > ###### Wondrous Item (uncommon) > Wearing these boots grants access to the *thaumaturgy* cantrip. These boots grow or shrink to adapt to the wearer's feet. \pagebreakNum ## Agarth Regardless of if the party engaged in either of the previous two encounters, the bright calm of Allestar Glade eventually gives away to a vast open ruin, although nature still permeates the area. The party passes under a small arch surrounded by ancient columns. Old walls sit next to mighty tree trunks, and where the ruin gives way to nature is a small pond with a waterfall pouring into it. Next to the water is a small shaded area in the ruin where a few trees have grown past the long-gone flooring. Sitting there is a greying but fit late fifties Varani man in heavy armor with an oversized longsword. The armor is old but the gold trim and rare make suggest at its quality. He smells of liquor. The man's hair is tied in a tight samurai knot and his bear is braided past his chin like a Viking. When they approach, he introduces himself as Agarth, and asks if they'd do him a favor- to tell him the fate of Allestar Tower and Fomorous Hughes. Agarth is a fateweaver, a fortune teller who sees fate through the use of cards, and he tells the party that he once saw in the cards that Hughes would die on this day while completing his life's work. If the party explains that they are the fruit of Fomorous's work, Agarthw ill explain the cards he drew earlier today all make sense now, and that the Tuatha are coming. Surely enough, a group of Tuatha soldier come running after the party, but once again, just like with the rock troll, time begins to slow down, and a giant spectral magical sword is formed from the party's hands, and it strikes through all the of the Tuatha, ragdolling them into oblivion. Agarth, having barely time to draw his sword, looks at the party in amazement. He tells the party that they just permanently destroyed those Tuatha, a feat thought ot be impossible, since it is common knowledge that Summer and Winter Fae are simply reborn when they die- but this time the players have somehow shifted fate itself. Fate is the will of the gods, it should be impossible the change it! If the party has told Agarth that Hughes told them to find him, he will conclude that Hughes must have wanted them to have Agarh read their fates. Agarth demands to do a reading of the party's fates, and regardless of their response he begins to consult his cards. He is flummoxed when he discovers that the cards tell him the players have NO fate, which should be impossible. \columnbreak ### Meta It is at this point that there is a meta-moment for the players. This probably should be discussed in session zero, but it should be reiterated as a reminder now that the plot details around this mechanic are clearer: The DM should instruct the players that their current characters have been deemed FATELESS, and that only their freedom from the bonds of fate will help them save the world of Amalur. This means that if the ENTIRE original cast should die or abandon the mission, the campaign has failed. However, being fateless, they are unbound by their decisions, and thus once per level, they may consult with a fateweaver to change their character class and ability score generation and all associated class features. ### Agarth It could be everything, or it could mean nothing. Agarth tells the party they need to talk with Arden, a senior fateweaver who lives to the east. He's not friendly but he is a far better fateweaver than Agarth. Agarth heads off to assist the wounded at the tower, telling the party to head through the town of Gorhart to get to Yolvan, where Arden resides. If pressed for biographical information, Agarth will reveal he was a mighty hero for many years, honored and awarded by fae and mortals alike, before giving up riches and glory and becoming a fateweaver. Unfortuantely, his gift of foresight brought him very troubling visions, and that's why he's a huge lush now. Agarth can also relay to the party that the Tuatha are bloodthirsty and deranged, that Hughes was a good and competent man, and that the Fateweavers were once a mighty organization but fell out of favor due to their gifts of bad news. \pagebreakNum # Western Odurath ## Gorhart The party passes through the ruins and eventually stumbles onto a main road leading past farmland and livestock to the town of Gorhart. This area is as wooded as Allestar Glade, and even in Gorhart itself, the whimsical buildings are often set up against towering trees and small cliffs that populate the never ending forest. Crossing into the town square, the party comes upon quite the scene. A crowd has gathered around a Summer Fae, who is wounded and groaning in pain on the ground. An armoed man is trying to assist her. An armored Almain woman in short brown hair stops the party. Her name is Aewin Rathgar. She tells them that unless they're an expert in Fae medicine, that they best get to where they're going. It's dangerous to idle about with Red Legion around.
##### Extra Info * Aewin thinks that it's impossible for mortals and the fae to be at peace forever. She expects the Summer Fae to attack one day as well/ * The Red Legion is a group of bandits led by Red "Dead" Idward, who is said to drain the blood and souls of his enemies. There are no guarantees of safety outside the town of Gorhart. * The Crystal War, the war against the Tuatha, is over a decade old. * The Court of Summer is the ruling body of the Summer Fae, whom Aewin does not trust.
Upon finishing their conversation with Aewin, they are approached by Herc Adwold, Aewin's uncle. Herc has been doing his best to attend to the wounded Fae, saying that no one came to help her when she was found. If the party offers to heal her, Herc will say their healer tried Cure Wounds and their alchemist tried Potions of Healing, and it seems they have no effect. If the party inquires about the wound, Herc will say it's a stab wound. The Red Legion, a group of bandits, is a suspect, although they are not know for targeting Fae. It could be a Tuatha that would have the power to wound a Fae, but Herc thinks it's unlikely a Tuatha would be anywhere near Gorhart. Herc has recently returned from the front to resume his position as warden of Gorhart, bringing his young niece Aewin to help protect the town. He has been aghast to see the rise in distrust toward the Summer Fae, although he is scared of them himself. Speaking of being scared of them, he asks the party if they would seek out Aery, a Fae who sometimes watches the town from a ridge in the forest. He is too cowardly himself, but he beseeches them to find her to ask if she would know how to heal her wounded brethren. Herc tells the party that the town is full of good people, and that they should get to know them if they're going to be around these parts. We could all use each other's help these days. Most importantly, traveling out of Western Odarath into Eastern Odarath and Yolvan is extremely dangerous right now. The Red Legion has established a powerful roadblock on the road out. He advises seeking help in that journey. He informs them of the other relevant spots in town: The Corner Shop, Golden Age Alchemy, the Gorhart Inn, and St. Odwig's Mission. The Corner Store has supplies, Golden Age Alchemy has potions, the Gorhart Inn has lodging, and St Odwig's Mission is currently closed, although Herc has witnessed them taking turns taking watch. Otherwise, the road out of town will lead north into the woods of Western Odarath, where Aery spends her days. ### The Corner Shop The shop is run by Rikka, a depressed Almain widow who has lost her whole family to the war. She sells basic sundries, saying the larger town of Didenhill in Glendara would have a more robust stock. She is generally negative and does not think much of the mortal alliance or even of the dangers of the Red Legion. She mentions Nanne the alchemist looking worried lately if the players have not yet talked to Nanne. Her blacksmiths can make any martial weapon for the party if they spend an extra gold and wait a day. ##### The Corner Shop Prices
| Item | Price | |:---:|:-----------:| | Rations | 2 gp each | | Dungeoneer's Pack (1 left) | 12gp | | Explorer's Pack (1 left) | 10gp | | Greataxe | 30gp | | Map of Amalur | 1gp | | Item | Price | |:---:|:-----------:| | Greatsword | 50gp | | Leather Armor | 10gp | | Studded Leather Armor | 45gp | | Arcane Focus Staffs | 1 gp sale! | | Most mundane common items | check PHB |
\pagebreakNum ### Golden Age Alchemy Nanne, a short blonde gnome, runs the shop. She immediately confronts the party when they enter, asking them if they've suffered from boils, lesions, or bleeding from the eyes. She's been seeing this problem anywhere. Upon further questioning, Nanne reveals she and her apprentice Karth had been working on a concoction to destroy the Tuatha with, but it has gone missing, along with Karth, and now people are starting to suffer its ill effects. Nanne feels extremely guilty that she has accidentally released a biological weapon in Odarath, and needs the party to find Karth, who is the only other person who knew the formula. If they secure his safety and destroy the formula, she promises them a huge discount at her shop, as well as a potion that will allow them to pass into Yolvan unharmed, if they mention their journey.
##### Other info * Nanne Hanri used to work at Allestar, but will not admit it without a Persuasion check, and will simply say the tower is a dreadful shadow over the land. * Nanne clearly has the desire to fight and help against the Tuatha, but she has long since physically and mentally settled down, and so sleepless nights creating a Tuatha death potion is her one way of contributing. * Nanne tells the party the Red Legion has become more daring as more soldiers and guards leave town to fight in the front. * Nanne worries her mistake may sour Gorhart against all gnomes. * If the party asks Nanne for the powerful potion after speaking with Aery, Nanne will agree to give it to them as a reward for destroying the formula.
##### Golden Age Alchemy Items
| Name | Price |Discounted Price | |:---:|:-----------:|:-----------:| | Potion of Healing | 50gp | 25gp | Potion of Climbing | 180gp | 90gp | Powerful Potion | 1000 gp| free | Scroll of Dispel Magic (3 left) | 100 gp| 50 gp
\columnbreak Nanne directs them to Agnur Farhal, an old Erathi ruin where Karth lived before he had an income as Nanne's apprentice. While fae ruins sit above ground, The ancient empire of Erathell is apparently responsible for many below-ground ruins in Allestar Glade and elsewhere. She thinks he may have gone there. The Almain have rumors that the ruin is haunted, but Nanne believes that is simply a rumor spread by the Red Legion to keep prying eyes away from helpful hideouts. ### Gorhart Inn The inn is lively and packed with townsfolk who will comment on Nanne's handiwork and Rikka's prices, as well as the strange tidings at St. Odwig's Mission and the dangers of the Red Legion. There are four notable NPCs: the young woman manning the Inn, a light elf in fine regalia socializing with the humans, rumors of a dark elf upstairs, and a heavily armored man in expensive armor leaned up against a wall. #### Deda The innkeeper on duty is Deda, a dark-haired young Almain woman who works for the owner, Arnick. She welcomes them and asks if they're here about the wounded Fae outside. She is disappointed that the creepy old alchemist Nanne could not assist the Fae. She mentions that Catrin, a dark elf, is available for healing purposes. Deda does not love Gorhart but she no longer feels safe in her homeland of the Plains of Erathell to the east, which is closer to the fighting. ##### Gorhart Inn Prices
| Food | Price | |:---:|:-----------:| | Ale | 4 copper per mug | | Bread | 2 copper per loaf | | Cheese | 1 silver per hunk | | Wine | 2 silver | | Meat | 3 silver | | Room | Price | |:---:|:-----------:| | Standard | 1 silver | | Upgrade | 5 silver |
#### Arnick Arnick, a light elf, is a lively and welcoming host. He recommends Catrin the healer over the gnome alchemist. He is more than delighted to tell he won the Inn from Gorhart's founder Alden Gorhart 70 years ago. Arnick is a bit of a history nerd, he likes owning the Inn because it was the first Almain structure in all of Dalentarth. He denies the threat of the Red Legion and tells the party that the warden will take care of the wounded fae. For a lively sum (100 gold?) he will teach a party member the art of spotting a good business deal, raising their Perception permanently by 1. He will mention he is offput by that mercenary Ost Odura, but he does pay his tab upfront... Arnick smells of wine. Arnick is no fan of the new isolationist trend happening at the Mission. \pagebreakNum #### Catrin Catrin Olwy, a dark elf, is dressed in purples, reds, and golds that deeply contrast the rural clothing worn by Gorhart's Almain residents. She can heal the party, remove curses, and cure diseases once per day for a few silver. Personal questions seem to sadden her. She lost her partner in the war, and has entirely given up her old life to be the quiet mysterious elven healer in Gorhart. She has a bit more of a long term perspective than the humans, noting that the human race is new to magic, and was not long ago different warring tribes. Alfar, the elves, refer to Dalentarth as The Faelands, in honor of those who truly rule its grounds. Catrin is dedicated to the value of healing, and worries greatly about both the wounded Fae and the shut ins at the Mission, who may be suffering without her help. #### Ost Ordura Ost is a Varani man in an expensive mercenary's suit of armor. A single row of hair goes backward over his otherwise bare head, and Varani tattooes sit under his eyes. He will refuse to talk to the party if none of them have a Strength of 14 or greater. Ost is a member of the Warsworn, an honorable mercenary group with enormous reach, currently contracted to fight with the Alfar army against the Tuatha. He asks the relevant party members if they're interested in joining: the coin is good and the glory is well-won. He offers to give them a commendation if they track down Osgar Krast, a Red Legion lieutenant who has been causing havoc in Odarath. If the party brings back Osgar's signature blade, Ost will protect them on the way to Yolvan. Ost is proud of the Warsworn and deeply believes in their honor, but he is not an egomaniac, a bully, or a zealot. ### St. Odwig's Mission St. Odwig's Mission is a walled complex on a hill on the outskirts of town. The doors to the walled misson are shut, but there is an old Almain man standing outside, unarmed. He introduces himself as Father Dynwel, and explains that the Mission is closed due to worries about the Red Legion. However, a young monk, Brother Egan, has gone missing in the woods and Father Dynwell is worried about him. He promises to reward the party and offer them Mitharu's Boon, a holy protection that will allow them to travel to Yolvan unharmed. If asked about the purpose of the mission, Father Dynwel will admit it is to convert the Fae to human religions, although he has not had one success in fifty years. \pagebreakNum ## The Woods of Odarath Gorhart's surrounding woods are just as beautiful as Allestar, but are less calm. Wild animals clearly abound here in greater numbers, and the bright serenity of Allestar has given way to the slightly more shaded wonder of this forest. The party passes by more ruins that blend perfectly with the towering trees, old columns and structures overgrown with grass and roots. ### Finding Aery the Fae Hugging the ridge as per Herc's instructions will lead the party through the outskirts of Gorhart's surrounding woods This trip takes less than an hour. #### Aery Aery can be found in quiet contemplation overlooking the town. She is wearing green and wooden spiked fae armor, with a small green cape. She has the fierce and permed hair typical of a fae, and it is a bright red against her bluish grey skin. Concentric green swirls are tattooed on her face. Aery already knows why they have come. There is little she can do, sadly, for the wounded fae. If she is destined for the Great Cycle, as Aerie calls it, then so be it. Fae do not worry about death the way mortals do, for it is but temporary for them. But, if the party is so inclined, Aery is interested to see what powerful mortal healing may do for one of her kind. It will need to be a powerful potion, however. Aery suggests they speak with Nanne the alchemist in Gorhart, who has been hoarding a potion of superior healing for many years. Aery is fascinated by humans, and is tickled by their assumptions that they have any dominion in the faelands. Aery mentions she saw a brother of the Mission sneak out, and will give the party the location of Brother Egan if they have not found him already. Although she sees humans as cute and confused, she loves them dearly, even "stubborn Herc and that drunk Arnick" She feels deeply saddened she cannot grant them the eternal life she benefits from. She offers the party a boon: whenever they need information about the Faelands, they can simply ask, and she will chime in with what mortals already know. She cannot give fae secrets away, of course. This is a way to give in-universe lore to the party. \columnbreak #### The Shrine Nearby is a strange shrine glowing with purple light. A DC 11 Arcana check reveals this to be a godly shrine corrupted with a dark ward. If the ward is somehow removed, the shrine gleams and reveals itself to be a shrine to the god Belen, lord of death. The blessing grants the party +1d4 bludgeoning damage per level until their next long rest. ### Finding Brother Egan If the party knows Egan's location, they can head straight to him. If they do not, they must roll a DC11 survival check to find him in the woods. Failing this will require them to find someone who knows Egan's location. After this, they will be able to continue. The party encounters a young man being savagely attacked by 1d4 boggarts. Boggarts are strange creatures. They wear masks that occlude their entire round bodies, with wooden arms and legs floating off a torso wooden shell filled with blue sickly energy. Leaves poke through some of the wood, giving the appearance of a tribal warrior. After defeating the boggarts, the man introduces himself as Casmaran the Eternal before sighing and giving up halfway through. He is Brother Egan, and he has left the mission for a life of adventure. He wishes to see the mythical fae city of Ysa and the gnomish city of Adessa, but he lacks the power to protect himself. Luckily, he says, two fae have promised him great power if he helps retrieve a relic from a nearby cave. A DC 20 Persuasion check is required to get him to give up the life of adventure and come home, otherwise he will not return until the party helps him retrieve the artifact.
##### **Battlefield Adjustment** *Brother Egan has 5 hit points remaining, and afterward will start making death saving throws. He has to be saved before it's too late! If he dies, St. Odwig's will never open.*
The party follows Egan through the woods for a few hours to Waterhall Down, a cave where just like the outside, old fae pillars and archways are embedded into the scenery. The bright ethereal blue light that seems to dance around all magic in Amalur is present here, and Egan explains they are there for the Selkie Veil, a cap said to grant the powers of an immortal archmage to anyone who wears it. He also says he's not much use yet so he will just follow closely behind. \pagebreakNum ### Waterhall Down #### **Room 1: Magic Entrance Guardian** The initial room is all that appears available, unless one or more members of the party is a half or full caster. Strange runes adorn one side of the cavern wall. A DC 12 Arcana or History check will reveal they say, in magical Erathi, "touch of the magi." Any caster who touches the runes causes the wall to dissipate, leading to the next room. #### **Room 2: Lightning Trap Puzzle** The path through the cave is flooded with a foot of water, and the first person to step in nearly has their foot blown off by an errant lightning trap that comes springing out of the water like an activated land mine. The party may seek magical solutions to making the water transparent to avoid the traps, dispelling the traps, making a DC15 Investigation check to see anomalies in the water where the traps may be stirring, or some sort of way of negating their own footsteps. Hitting the water with arcane fire will dissolve the water immediately. If they try to wing it, they must make 5 DC14 Dexterity saving throws, each doing 1d6 damage on a fail and half as much on a success as they cross the dangerous tunnel. #### **Room 3: The Setback** The source of the flooding becomes clear where a peaceful waterfall has eroded a rock barrier and is slowly dripping into the tunnel. A pool of water appears to have strange arcane light shining out of it. A pile of treasure sits in the center of the room. If the party does not announce they are sneaking, 2 sprites appear and attack. If they do choose to hide successfully by each making a DC11 stealth check, then they will still activate the sprites if they touch the treasure or the water. If they hide successfully and touch nothing, they can sneak into the next room. The gold is conspicuously booby trapped, but a key on top of the pile seems tantalizingly expensive. If it is touched, the gold melts into nothingness, dealing 1d6 fire damage to whoever touches it, but the key remains. The water will be revealed to be a dangerous trap with a DC14 Investigation check. It will grapple whoever touches it and attempt to drown them. It will take a DC 14 Strength saving throw to get a hand out, otherwise it will drag the grappled character underwater. This can be extremely dangerous if this is how the party sets off the sprite attack. Sprites are ugly looking floating gremlins with faerie wings. When the sprites are defeated, the key remains. Successfully investigating or destroying the water will reveal one scroll of dispel magic. #### **Room 4: The Big Battle** The Selkie Veil is sitting on an old fae pedestal on a moss-covered platform in this dryer part of the cavern. It is clearly trapped with many lightning runes. The Veil looks extremely worn and damaged. Indeed, further inspection will reveal most of its power has been drained. After dispelling or otherwise dealing with the traps, the veil can be recovered. Immediately upon obtaining it, two dark elves will enter from behind the party. Egan will identify them as the two fae who promised him power. They are not Fae. Finna, a blond Dark Elf approaches the party, while her twin, Arbos, runs his hands nervously over his bow. She explains to the party quite cockily, out of Egan's earshot, that she and her brother have gleelfully tricked the young idiot into retrieving the artifact for her. She demands the veil from the party. * They may relinquish it for her to leave satisfied. * A DC 18 Deception/Persuasion/Intimidation check can be made to get the twins to disengage peacefully * The party may run into the next room in the dungeon, which appears to be an exit (room 5) (DC 10 Athletics Average Check) * The party may try to run past the twins and head back the way they came (DC 15 Athletics Average Check) * The party may stand their ground, at which point the twins attack. #### **Room 5: Plot Twist** If the party decides to head through room 5 instead of backtracking, the unstable ground will give way and the party will fall down a long slope toward bright daylight. Unharmed, they look up to see they've fallen down a long ledge leading to a small cave outside a Red Legion camp. They will be surrounded by 2 Red Legion members and their leader, Osgar Krast. The party may choose to fight their way out. run, or negotiate. If the Veil is in a noticeable position, Krast will demand it as compensation for their release. If not, he'll ask for Brother Egan as a hostage for a precious artifact, the Ordination Tome, from the Mission. The party will have to return to Father Dynwel and request the artifact to retrieve Egan later. If this is done in this way, Dynwel will not grant Mitharu's Blessing until his relic is returned. If the party kills Krast, they can loot his dagger to give Ost Ordura. They will find it even if they don't know what it's for. If they have already cleared out Agnur Farhal but failed to stop the bandits from escaping, then the remaining formula crates will be here for them to destroy as well. Additionally, a note detailing Osgar's transfer of prismere to Eastern Odarath for delivery to Red "Dead" Idward is on Osgar's body. If the party escapes with Egan intact, he will admit to being ashamed of his ambitions, and will commit to serving the Mission for the rest of his life without any more yearning for adventure. The party hits level 3 if they have not already when they return Egan to the Mission. Father Dynwel invites them into the complex, and grants them access to the shrine of Mitharu, which adds 10 temporary hit points when prayed at. They are free to come use it whenever they'd like. The party also has Mitharu's boon, which will ward off attackers for the travel time needed to make it to Arden's Hut in Yolvan. \pagebreakNum ___ > ## Finna/Arbos >*Medium Humanoid, Neutral Evil* > ___ > - **Armor Class** 14 > - **Hit Points** 20 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|14 (+2)|16 (+3)|16 (+3)| >___ > - **Damage Resistances** Cold > - **Languages** Human, Alfar > - **Challenge** 2 > - **Loot:** 6d6 gold each > ___ > > ### Actions > ***Daggers (Finna).*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d4+1 piercing damage > > ***Longbow (Arbos).*** *Ranged Weapon Attack:* +3 to hit, Range 60/120 ft, one target. *Hit:* 1d4+1 piercing damage ___ > ## Sprite >*Small fae, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 22 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Damage Resistances** Fire, Cold, Lightning, Acid > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Prone > - **Challenge** 2 > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d4+3 bludgeoning damage. The sprite takes half the damage it deals. ___ > ## Red Legion Bandit >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 1 > - **Speed** 30 ft > - **Loot** 3d6 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Challenge** 1/8 > ___ > > ### Actions > ***Sword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d6+1 slashing damage ___ > ## Osgar Krast >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 32 > - **Speed** 30 ft > - **Loot** Osgar's Dagger, 6d6 gold, Note to Red >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|14 (+2)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Challenge** 2 > ___ > > ### Actions > ***Multiattack.*** Osgar makes two melee weapon attacks with his scimitar > > ***Scimitar.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 1d6+3 slashing damage > > ### Reactions > ***Parry.*** Osgar adds 2 to its AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon \pagebreakNum ___ > ## Boggart >*Small fey, Chaotic Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 9 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Lightning, Poison > - **Challenge** 1/2 >___ > ### Actions > > ***Somersault.*** *Melee Weapon Attack:*: +4 to hit, reach 5 ft., one target. *Hit*: 1d4+2 bludgeoning damage + 1 poison damage. The boggart takes half the damage it deals. > > ##### Skeleton Key > ###### Wondrous Item (rare) > This key can be used to open any lock. It has 1 charge remaining. > ##### Scroll of Dispel Magic > ###### Scroll (rare) > This scroll can be used to cast the *dispel magic* spell. It has 1 charge remaining. > ##### The Selkie Veil > ###### Wondrous Item (uncommon) (requires attunement by a spellcaster) > While attuned to the veil, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the Veil, it can't be used again until the next dawn. \pagebreakNum ### Finding Karth, the alchemist's apprentice Heading to Agnur Farhal as instructed, the party will find themselves in a older part of the forest, where the bark on the older trees has begun to lose its luster, and now the luminescent mushrooms are doing more of the heavy lifting for lighting the area. The ruin is enclosed between two huge stone doors. This is no outdoor amphitheater or fallen tower, this is a legitamite underground structure. Next to the door is a strange shrine glowing with purple light. A DC 11 Arcana check reveals this to be a godly shrine corrupted with a dark ward. If the ward is somehow removed, the shrine gleams and reveals itself to be a shrine to the god Belen, lord of death. The blessing grants the party +1d4 necrotic damage until their next long rest. #### Agnur Karhal ##### **Room 1: Entrance Guardian** The first room is a breathtaking enormous chamber that stretches beyond the party's vision. A narrow stone bridge with Erathi arches passes above a massive mist-filled chasm, with mighty rock formations and long drops just visible beyond the fog. A man matching Nanne's description of Karth is checking a crate. If they approach, he will warn them of the curses the Erathi placed on their ruins. When pressed he will admit he gave the formula to the Red Legion, and even now they are preparing to ship it east to Rathir for a massive profit. He cares little for Nanne, who he sees as a delusional old lady. He was never going to make it rich as her apprentice. But now he'll be in good with Dead Red Idward himself! Unfortunately, no witnesses can be left alive. He and 4 of his hidden compatriots attack. One party member in melee range of Karth must make a DC 11 Dexterity Saving throw to avoid taking 1d4 poison damage from a dagger he pulls out of his tunic. ##### **Room 2: The Chase** When Karth and his allies are dead, a stray Red Legionnaire will yell out "We're being attacked! Protect the formula!" The sounds of dashing feet and moving boxes can be heard as down the stone bridge, bandits can be seen picking up crates and beginning to to run away with them. The party must give chase! In initiative order, they chase after 4 bandits. The bandits dash at 60 feet per turn, so unless the party has a way of speeding up or slowing the bandits down, it will be quite the chase down the natural stone bridge. At the end of each character's turn, they must roll on this complication chart for the next player in order. The enemies start 75 ft in front of the party. They have 4 uses of dash in this chase. Each party member has 3 + their constitution modifier. Characters suffer a level of exhaustion for every dash action above their limit. A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest. A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time. However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs. An enemy who gets more than 200 feet away is considered escaped, given the thick fog. Players that clear the fog extend this range to 300 feet. Actions that lower visibility take it down to 150. \pagebreakNum
| d20| Complication | |:---:|:-----------:| | 1 | Your path takes you through a pile of debris and broken crates. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the mess. On a failed check, the brush counts as 5 feet of difficult terrain.| | 2 | A agitated swarm of bats descends on you, (+3 to hit, 4d4 piercing damage on hit) | | 3 | You slide down to a lower ledge and must quickly climb back up. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. | | 4 | Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing dirt, until the end of your turn. While blinded in this way, your speed is halved. | | 5 | A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 × 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. | | d20 | Complication | |:---:|:-----------:| | 6 | You blunder into a snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. Your speed is zero | | 7 | The ground beneath your feet is slippery with spilled potions. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. | | 8 | A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain. | | 9 | Make a DC 10 Dexterity saving throw to navigate a sharp turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage.| | 10-20 | nothing |
##### **Room 3: The Setback.** If the party does not kill all the enemies during the chase, they will end up in a big room overlooking a lower cavern, where they can see their quarry taking off through a far off exit. These crates will be found later at Odgar Krast's camp. If the party has not yet talked to Ost Ordura, he will be waiting at the border of Gorhart the next time they come to town, saying he's heard they went off to Agnur Farhal. He says they may have a common enemy in the Red Legion, and will give them the quest to track down the dagger even if no one in the party meets the Warsworn Strength requirement. This room is adorned with Erathi Sigils that lock off access to the lower levels. Indeed looking around there are many Erathi pillars and walls still standing. An old church wall of some kind still has a glow through its bright yellow stained glass as if the sun was somehow piercing through it here below ground. Attempting to dispel or lockpick the Erathi sigil lock with a Dispel Magic Spell of level 2 or lower will cause the sigil to change shape into the Erathi rune for "insufficient." (DC 12 History/Arcana to glean) Additionally, there is a ledger detailing the transfer of the crates to Osgar's Camp in Wester Odarath today and a substance called prismere to a mysterious location beyond Odarath last week. If the party successfully destroys all the crates, they can return to Nanne with the news. She will thank them and give a fifty percent discount on her potion. She will also give them the potion needed for the wounded Fae if the party knows to ask. If the party is not already level 3, they now are. Additionally, she grants them the invisibility potion needed to travel to Yolvan safely. ___ > ## Red Legion Bandit/Karth >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 11 > - **Speed** 30 ft > - **Loot** 3d6 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Challenge** 1/8 > ___ > > ### Actions > ***Sword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d6+1 slashing damage > > ***Crossbow.*** *Ranged Weapon Attack:* +3 to hit, Range 30/60 ft, one target. *Hit:* 1d6+1 piercing damage \pagebreakNum ### Finding Osgar Krast, the Red Legion Lieutenant Ost will have given the party good directions to Osgar, and they will find his camp, resplendent with Nanne's crates if they were not secured earlier. The party may elect to try to pass an average DC 11 Stealth check to give the surprised condition to their foes.
##### **Battlefield Adjustment:** *It is hard to get a good ranged shot on Osgar from outside the camp. Shots against him will be made with disadvantage until the ranged attacker enters the borders of the encampment.*
Additionally, a note detailing Osgar's transfer of a substance called prismere to Eastern Odarath for delivery to Red "Dead" Idward is on Osgar's body. After returning the blade to Ost, he will agree to bring the wayward travelers to Yolvan- and to Shieldring Keep, just around the corner in Eastern Odarath, for the next part of their Warsworn Journey. If the party is not already level 3, they now are. Ost also gives each party member 5 gold. There's more where that came from, he says. ___ > ## Red Legion Bandit >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 11 > - **Speed** 30 ft > - **Loot** 3d6 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Challenge** 1/8 > ___ > > ### Actions > ***Sword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d6+1 slashing damage ___ > ## Osgar Krast >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 32 > - **Speed** 30 ft > - **Loot** Osgar's Dagger, 10d6 gold, Note to Red >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|14 (+2)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Challenge** 2 > ___ > > ### Actions > ***Multiattack.*** Osgar makes two melee weapon attacks with his scimitar > > ***Scimitar.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 1d6+3 slashing damage > > ### Reactions > ***Parry.*** Osgar adds 2 to its AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon \pagebreakNum ## Gorhart (Returning) ### Returning to Herc Adwold Once the potion has been secured from Nanne and the party has returned to Herc, who has been tending to the fae in a room on the second floor of the inn, he will give it to her. Her groaning stops and she seems less wounded, although she still needs much sleep. She shudders in her sleep and a faint aura of magic falls upon the party. They realize they have been granted a one-time safe passage from Gorhart to the House of Ballads, where this fae is from. Herc thanks them but confesses he has a new fear: retribution from the Summer Fae. He thinks the town needs to send an emissary to the House of Ballads, the nearby Fae jurisdiction, to assure them they mean no harm. His niece Aewin disagrees. The House of Ballads are supposed to be the Fae's finest heroes. If they are told of this happening, they would be able to destroy Gorhart in seconds. She recommends talking with Ost Ordura about commissioning a Warsworn army for defense... or more. She does not trust them to be considerate. Herc is definitely against attacking the fae. He seems slightly less against a Warsworn detachment. But his first choice is still for the party to go to the House of Ballads to explain everything. He is afraid of the fae but he does not hate the, The choice is left up to the players: seek out the Warsworn's help or go to the House of Ballads. Note that the players can join the Warsworn without having to involve them in this mess. If the players have not already hit level 3 by this time, they level up. ### Returning to Ost Ordura Ost will gruffly congratulate the party on retrieving Osgar's dagger, and will give each of them 20 gold, saying there's more where that came from. He tells them he is ready and able to escort them past the Red Legion roadblock whenever they'd please. Ost is a high ranking Oathblade of the Warsworn. These bandits will either run or hide... or die out respect. ### Returning to St. Odwig's Mission: Brother Delf Brother Egan will thank the party if he is returned safely to the Mission, and say that Brother Delf had been praying to Mitharu for help as well. Delf, apparently, has not left the basement of the main chapel for many weeks. The Chapell sits on the highest part of the hill in the walled mission complex, it's massive doors and stained glass guarded by two statues of fae women with spiked glaives in one hand and orbs in another. Asking any worshipper in the church about Delf will refer them to the basement, where Delf is pacing anxiously. Egan introduces him to the party. Delf apparently used to be a member of the Red Legion, but faked his death and sought redemption as a monk. His past has caught up to him, however, and now Red "Dead" Idward, leader of the Red Legion, wants his revenge. He has demanded the blood rite: 2 deaths for 1 life. Delf must kill his two comrades who faked their deaths and escaped with him, or Red's wrath will fall on them all. Delf asks if the party would be willing to do this in exchange for some gold and the key to his chest, which contains riches he plundered during his time as bandit. All he needs them to do is retrieve the daggers of his two former comrades and deliver them to Red, whose headquarters, Bloodstone Deep, will be revealed when all three daggers are gathered. Egan, wowed by the Party's power, suggests they use this as a ruse to betray Red and kill him when they deliver the daggers. Egan offers that since they already saved him, defeating Red and destroying the Red Legion would make them huge heroes, not to mention making the roads much safer. If they speak with Ost Ordura about this, he says the Warsworn will compensate them as well. Delf pleads with them to just deliver the daggers and not anger the Legion further. Red will be heavily guarded and if he survives an assassination attempt, who know what fury he could bring. He hands over his dagger and asks the party to retrieve the other two, saying they'll be less likely to be so giving. Delf argues that while he is not perfect, his former friends are true monsters and its better for the two of them to die than himself. Ugnar is nearby and can be dealt with immediately, but Itran is further away in Haxhi and Delf understands it may be sometime before they can arrive there. Delf's two associates are Ugnar and Itran. Ugnar is described as a brute and a laborer in Gorhart with no friends. He has a violent streak, and Delf believes they could get away with killing him in broad daylight. Ugnar is in fact resigned to a violent conflict when the party apporoaches. He has a no nonsense attitude and readies for a fight. But a simple DC 14 persuasion check can convince him the dagger is not worth his life and he'll hand it over and flee south. Itran is another story. He is a powerful assassin, and when they head to his last known coordinates in Haxhi, he ambushes the party. It's possible the party will later want to destroy Red Idward without having interacted with the Mission. In that case, they'll still be liable for rescuing Egan before talking to Delf. ### Returning to St. Odwig's Mission: Brother Mason Brother Mason tells them they can expect help from his friend Brother Fallon at St. Hadwyn's Mission in Glendara, if they should ever pass by. \pagebreakNum ### Returning to St. Odwig's Mission: Sister Zelda Outside of St. Odwig's Mission, the party will be approached by Sister Zelda, a young Almain woman who claims to be just as much a servant of Mitharu as any of the monks. She says they won't let her join and won't explain why, although there are no women in the monastery, leading her to believe that a sexist admissions policy is being enforced. As a devout follower of St. Odwig, who was canonized when he was killed by a troll, she knows that the Ordination Tome he scribed sits in the Mission's Reliquary, and that the Brothers MUST follow its rules. She believes no such gender policy exists, and they are simply excluding her due to their own personal biases. To make things more suspicious, rumor has it that Father Dynwel doesn't let ANY brother read the book. She will give the party some gold if they agree to steal it for her. Of course, they may ALREADY have it, having taken it from Father Dywnwel to trade it for Brother Egan's safety if he was captured. If they've already traded it to Osgar Krast, they'll need to get it back from him. Otherwise, they can try to heist the Mission's Reliquary to retrieve it. #### The Reliquary The Reliquary is one of the three main buildings available to the party once they have access to the Mission. The Ordination Tome, unfortunately, sits in a prime position in the center of the area, where many brothers tend to the maintenance and worship of St. Odwig's holy relics. Heisting it during the day will require a DC 20 sleight of hand check, whereas breaking into the reliquary at night will take a DC 15 Stealth check and a DC 12 Dexterity check to lockpick the Reliquary's door. If the party is caught or they bring news of the scheme to Father Dynwel and they are in good standing with him, he will sigh and explain that the Ordination Tome actually DOES prescribe a male-only mission, which is precisely why he lets no one look at it. He does want to bring women into the Mission, but not Zelda, because she's extremely annoying. He's maintaining the ambiguity of the rule so that he can both passively exclude Zelda and make way for a better female choice. He asks them to return the book, lest Zelda get ahold of it and alter the text. * If the party gives the book to Zelda without altering it, she reads it glumly and gives them each 2 gold. Father Dynwel prevents them from using the shrine and the Mission in the future, although he still grants the boon to travel to Yolvan if they've earned it. * If the party alters the book to exclude any gender rules, Zelda makes her case before a grand crowd of people, and Father Dynwel is pressured into letting her in. Zelda sacrifices her worldly possessions to the church, and thus cannot compensate the party. Father Dynwel prevents them from using the shrine, lthough he still grants the boon to travel to Yolvan if they've earned it. Zelda allows them to stay at the Mission rent-free. * If the party does not relinquish the book to Zelda, he thanks them and passes them each 2 silver. * If the party can convince Zelda to give up her crusade, Father Dynwel will make them all honorary members of the Mission, regardless of gender. * If the party keeps the Ordination Tome and leaves Western Odarath, it will crumble in their hands and grant the holder a permanent +1 to Wisdom ## Other Key Notes ##### Things the Party can learn from someone 1. The Red Legion is an especially bad bandit group led by Red Idward. They are taking advantage of the chaos and deployment of troops to the war. 2. The way to Yolvan will be easier to navigate with help 3. Some ancient ruins below ground are Erathi. The Erathell Empire was made up of mysterious immortal beings that predate men and elves. Modern cultures would struggle to replicate these ruins. They made very powerful doors. For some reason, all their stuff sunk deep into the earth, 4. The fae are reborn when they die, although where, when, and how much they retain of their previous lives varies. 5. The Tuatha are slowly wearing down the Alfar army, the human-elf alliance, which is named that way because the Alfar (elves) politically dominate much of the mortal world due to being an older race, light elves especially. 6. The Tuatha are always reborn, and thus have an unlimited reserve, leading to calls for troops from outside the Faelands and the use of mercenary organizations like the Warsworn. 7. The Warsworn are a self-professed honorable mercenary group that mostly has its hands tied up these days with being just another unit in the war. 8. The war has been happening for over 15 years. All of the Eastern Faelands has fallen except for the city of Mel Senshir. \pagebreakNum # Eastern Odarath ## Traveling ### Traveling without a boon Heading straight east to Yolvan through Gorhart without a boon will be perilous. The party will be attacked on a long and winding road by many Red Legionnaires. 6 Legionnaires start on the road, and 1d4-1 spawn each turn. The only way to complete this task is to move past the blockade on your battlemap, the enemies will keep coming from the front. ### Traveling with a boon If the party has a way to get through safely, they will be well protected. Nanne's invisibility allows them to pass by the Red Legion roadblock. Ost Ordura will easily defeat countless Legionnaires before they give up and let the party pass. Mitharu's Protection will shine on the party and repel all attacks until they reach Yolvan. If they wish to conserve the potions of invisibility, they can activate the boon from the wounded fae, which will transport them from the road outside Odarath directly to the House of Ballads. ## Arriving ### Arriving alone The party will arrive, very beaten if they tried to power through to Yolvan without help. Regardless, they have directions to Arden's Hut and can proceed. ### Arriving with Ost Ost will offer to either take them directly to Shieldring Keep or to meet up with them later if they have other business to attend to first, giving clear directions. ### Arriving using Fae Magic The fae of the House of Ballads will not have noticed the sudden teleportation of mortals into their land, but they will notice the mortals shortly after. ## Arden's Hut Yolvan, the southern part of Eastern Odarath, is a less wooded and narrow part of Odarath's southern road. Arden's Hut is a nice cottage right up against a treelined cliff wall around a lazy turn on the southern road. The outside is undisturbed, although a high passive Perception may convince a DM to let the party know that the door has been slightly tampered with. Inside is a complete disaster: furniture has been destoryed and overturn, paintings and bookshelves have been ripped off the wall, and Arden's blood is everywhere. The corpse of Arden is easily identifiable by his fateweaver cloak and tattooes. Standing over Arden's dead body is a Dark Elf with long black hair and large ears in in stealthy but combat-quality roguish garb is standing over him She will respond to accusations of murder by saying the Tuatha killed Arden. She says it makes sense, giving that the party is involved. It's just like them to be caught up in something like this. If pressed for how she knows them, he will mockingly say that she's hurt, but there's no time to talk. She disappears in a cloud of smoke, only leaving the name Alyn Shir. It is at this point that Agarth enters sword drawn and demands to know what's going on, seeing Arden's corpse. The party can choose to either blame the Tuatha or mention the woman, but regardless a stern Agarth says they need to go to Dellach, a place sacred to fateweavers. He was hoping Arden would take this responsibility off his shoulders, but apparently it isn't meant to be. He gives them direction and says he'll meet them at Dellach after giving Arden a proper funeral with secret Fateweaver funeral rites. Agarth, as usual, says he needs a drink. Dellach is in Ettinmere, which can only be reached through the Webwood south of Yolvan. The party can tell that it will be a quicker trip to Shieldring Keep or the House of Ballads if they have those quests in their sights. Arden's Hut is on the road south to the Webwood, so they can simply pass by back here when they are ready to head there. ___ > ## Red Legion Bandit >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 11 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > > > ### Actions > ***Sword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d6+1 slashing damage > > ***Crossbow.*** *Ranged Weapon Attack:* +3 to hit, Range 30/60 ft, one target. *Hit:* 1d6+1 piercing damage \pagebreakNum ## The House of Ballads On the way to the House of Ballads, the party passes over a short footbridge with viny-wooden railings that remind them of Aery's armor, if they've seen her. Otherwise it just stands out as a fantastical design. The number of old Fae ruins pick up as the party heads toward the Ballads, and at last the archways become less ruined and more decorated and lively, with the final one adorned with growing flowers and thick vines. The House of Ballads awaits in the distance. The House of Ballads looks like... the House of Ballads looks like this: [this](https://www.gmbinder.com/images/wAnMpjn.jpg) I don't even know how to describe this. A magical fantasy campus of sheer wonder and awe. There's a wraparound waterfall behind this picture as the party enters. It's serene. It's surreal. It's fae. Another fantastical bridge leads into a area designed like its out of a dream. A magic waterfall pours all around as the party crosses a bridge, fae pillars rising out of the water with the banners and heraldry of the House of Ballads adorned on them. A main building with impossible thorny horns and breathaking violent stained glass dominates the grounds, but even it is dwarfed by the towering floral trellis and amssive columns that shoot every skyward around the border of the enclosure. What the fuck. The highest peak of the towering floral trellis threatens to shoot over even the heighest of Odarath's mightiest trees. What the fuck. All around the party can see the remnants of an ancient outdoor auditorium surrounding the grove, which has since been overgrown by fae flora. Stairs leading elsewhere have been blocked off by the magical trellis. This is apparently only the remnants of a once-even-greater structure. ### Galin A blue skinned male Summer Fae with golden hair greets the party on the bridge. He is Galin, squire to the Storyteller of the House of Ballads, and he wishes for the mortals to turn back before they get in trouble for seeing something they are not meant to witness. Upon mentioning the wounded fae, Galin will scoff at the mention of her, who he refers to as Illuvia. Impetuous and careless he calls her. Nevertheless, he says, the House of Ballads bears no ill will toward Gorhart. He instructs the party to go tell the powers that be in Gorhart now, because the contest is about to start and he has no time. Besides he says, it is fated that no mortal should ever cross further than this point into the House of Ballads. Around him the world slows down and the party can feel themselves pushing up against an invisible membrane, that struggles for only a minute before exploding. They take steps forward, and Galin's mouth falls open. He steps aside, saying he has no power over what fate cannot contain. The party is free to explore the House or leave as they please. When the party is ready to leave, Galin will tell them to return swiftly to Gorhart to inform them of the peaceful intentions of the House of Ballads, noting the paranoia, impatience, and insecurity of mortal races.
##### Other information Galin has * The contest is to replace a member of the House of Ballads * He is the squire to Chancellor Hallam the White, long time Storyteller of the House of Ballads, who leads the House in the Great Retelling * Sir Sagrell, a Winter Fae and member of the House has died * There can only be Summer Fae and WInter Fae. These Tuatha are an abomination
### Hallam the White With the same blue hue as Galin but with red hair and a more broad and aged frame, Hallam the White is a commanding presence in the House. Galin's servant ettiquette is offset by Hallam's graceful authority. Hallam is standing beyond the bridge in front of a crowd of fae, giving an impassioned speech. Sir Sagrell of the House of Ballads has died, and now someone has to replace him, for the Song of Sir Sagrell and indeed all of the stories of the House of Ballads must always be told. It will take a courageous and mighty knight of the House to rise to his name. Various fae in the crowd will mutter disapproval or gasp in shock as the party approaches, but Hallam will beckon them forward. He does not know how they were able to enter THE sanctum, but he also does not know how Sir Sagrell could have perished. Sir Sagrell is destined to defeat his nemesis, the Grave Thresh, in every retelling of his tale, yet this time the Thresh bested Sagrell. Other fae in the crowd yell out to not tell the mortals of fae matters. Hallam warns the party that this is beyond their comprehension, but that their presence already transgresses both fate and logic, he cannot stop them from attempting to slay the thresh and taking Sir Sagrell's role. That authority of his, it seems, has been undermined by fate- or a lack thereof. \pagebreakNum He asks if they would consider this challenge. If they succeed, they will be made members of the House. If the party agrees, he tells them of the tale of Sir Sagrell: Sir Sagrell, roguish hero of the House of Ballads, once awoke to the sound of a mighty roar. The powerful Maid of Windemere, the House's most dangerous villain and chief antagonist to their leader, King Wencen, had unleashed a powerful beast, the Grave Thresh, to bring the House to ruin. After waiting for the unconquerable Maid to leave, Sir Sagrell entered the beast's lair and destroyed it... only to realize it was only the first of many creatures the Maid had sent against the House. The lair in question is Gorguath, which lies not far from the House. Several eager fae are already taking off, telling the mortals that they will wait for them at the entrance to Gorguath, in order for it be a fair contest. Regardless of whether or not they take the offer, Sir Hallam or Galin escorts the party to the exit, saying the grounds of the House - or any aid the party needs from the fae- will be fully available to them once they have secured their place by retrieving Sir Sagrell's signet ring from his body. Any questions about the Maid of Windemere or other details will have to wait now that the gauntlet has been thrown. \pagebreakNum ## Shieldring Keep Whereas the House of Ballads hugs the northern boundary of Eastern Odarath and Arden's Hut is on the road south, the trip to Shieldring Keep provides the party the first chance to see what the difference is between Western and Eastern Odarath- namely, ruin coverage. No longer just single arches covered in greenery, the fae ruins here have survived much more intact. Ancient stone tiled floors and roads are ringed by tall columns in occasionally interrupted patterns, and the further one gets to the Keep, the more the mystical fae forests give way to open sunlight on the long abandoned architecture. Shieldring Keep, a mighty fortress on a rock outcroppping surrounded by protective spikes, guards, and the Warsworn heraldy of a blue dragon on a white background, is an ancient structure by human terms but seems utterly modern in comparison to its surroundings. If Ost is with the party, he can bring them straight into the keep. If not, a quick conversation with the guards outside will grant them access. The guards are pledgeshields, the lowest rank in the Warsworn hierarchy. Ost or a pledgeshield can mention that this is the oldest Warsworn keep in the Faelands. It was built on the ruins of the previous keep, which itself was built on the ruins of a legendary Varani war temple. Inside, the party is greeted by Idwold Freward, steward of the keep, who despite his role is just as armored and armed as Ost.. His hair is black but his beard is white. A DC 11 Perception check can reveal he has dyed his hair. Mentioning this to him will fluster him. He welcomes them to the Great Hall, which is indeed a grand rotunda with large statues of mighty warriors, beautiful stained glass, and Warsworn moving in and out into different halls and entryways. ### Seeking help for Gorhart 1. If the party has not spoken to or been recruited by Ost, Idwold will tell them to talk with Ost Ordura in the Gorhart Inn, and to receive his recommendation for a protective detachment for Gorhart. 2. If the party is with Ost, he will confirm their trustworthiness and a defensive unit will be sent there to replace Ost, and protect the town, although Idward says they are only there to be reactive, he has no interest in warring with the fey for no reason. 3. The unit will permanently clear the Red Legion blockade. ### Joining the Warsworn Ost will say he has brought new blood, and they he wishes to introduce them to Tine. Tine Delfric is castellan of Shieldring Keep, but more importantly he is the Ancient of War, making him a first among equals among the Warsworn Castellans of The Faelands, and the highest ranking Warsworn on the continent. Idwold speaks to his wisdom, and gestures down the long hall to the center of the rotunda, where Tine sits on a stone throne beneath an imposing statue. ### Tine Delfric Tine has greyed with the years but he is still a broad shouldered warrior. Ost introduces the party to Tine, and Tine says if they wish to join, they will need to prove it with work. The Warsworn's numbers have been depleted in Dalentarth due to recruitment for the war, and they are need of outside help to handle the growing magical and criminal threats taking advantage of the absence of order. Tine is notably strict but humble, and has no particular love for his own political power. He reminds them that they are not assassins, thugs, or soulless fortune seekers: "A mercenary sells their sword without honor. The Warsworn sell honor, armed for battle" Citizens in Lorca-rane have contracted the Warsworn to investigate disappearances and murders in their area. They are instructed to meet with Wyl Rending at a location called Warden's Bridge in Lorca-Rane. Tine names the party, or all who wish to join, as Hirelings. Hirelings are contracted outsiders who have not yet been inducted into the Warsworn. Ost thanks Tine, and Tine mentions they have business they must discuss, and the two depart down a hall. Idwold tells the party they cannot follow in the direction, but down the other wing they will find the keep's quartermaster and blackmsmith. He tells them they must have some potential if Ost Ordura himself recommends them, and then he too will leave if there are no further questions, reminding the party to return to Herc Adwold in Gorhart and inform them of the incoming reinforcements. ### Ochdran Fall If they head in that direction instead of exiting out the front gate, they will be met in the hall by Quartermaster Ochdran Fall, a dark elf in mage's robes. He doesn't have much time to talk, but he just wanted to comment on how rare it is for Ost to personally recommend new Hirelings. Ost has a history of arriving to save Warsworn units facing certain death on multiple occasions, including saving Ochdran himself. Since then, Ochdran has opted out of field work, as he gestures to his lack of armor and weaponry. He tells them that they best not proceed toward the wing he shares with the blacksmith. The smith is apparently screaming at his apprentice again, and apparently she's screaming right back. He tells them to come back when they've finished the task Tine has given them, things should have cooled down by them. Ochdran asks the party if they wouldn't mind doing him a favor if they're ever in Haxhi. He'd commissioned some Warsworn to take out a troll in the area, and he hasn't heard back from them. Tine is getting tired of Ochdran losing Pledgeshields, so he promises to greatly compensate the party if they save the lost soldiers or bring back proof of their demise. \pagebreakNum ## Gorguath ### The Entrance At the base of an enormous tree is what appears to be a massive hollow log leading directly in the core of the trunk, but upon closer inspection the "log" actually slopes slightly downward into the ground, and the wood on the inside has a mysterious clean fae greenery to it. Following this downward sloping fae hallway underground leads to the fae hollow Gorguath. Inside, glowing blue fauna on the ground and walls provide some light, but what truly lights the cairn is natural sunlight cascasding through holes in the roots in the ceiling above, somehow eluding both soil and the tree itself to land uninterrupted in this magical liminal place. Large thick roots loop around to make strange sculptures, archways, and even doors. The interior of Gorguath is large if not quite cavernous, and strange faces with glowing blue eyes made of wood and root adorn the entry chamber. One particularly large one sits over a huge root door. The door brimns with light where the roots don't reach, creating an opaque barrier to whatever awaits within ### Ficon Pledge Ficon, a well built warrior of the Summer Fae, and others in the signature leafy and wooden armor of the House of House of Ballads, await in a landing below, next to large stone faces that are similar to wooden faces above . All fae take part in the Great Telling, the endless cycle of Fae legends happening again and again, but few reach such heights as those who sit in the Court of Enchantments in the House of Ballads. There is no history or past, only the Telling, a narrative which repeats infinitely. Ficon has already tried and failed twice to become a member of the Court. He will not fail again. He asks the party if they saw a strange maiden on the road. He says all the fae present were bribed with power by her if they agreed to infiltrate the House of Ballads as her agent, and all refused. Ficon warns the party that Gorguath and the Grave Thresh have a symbiotic relationship. The Thresh provides nourishment for the hollow and in return Gorguath shelters it from harm. Somewhere beyond the root laden doors, the Grave Thresh lurks in its lair. Ficon and friends were unable to catch the Thresh before it fled inward, and now they must flush it out. Ficon does not believe mortals could ever take up the mantle of Sir Sagrell, but Gorguath is a dangerous place and he could use all the help he can get. He explains that in a neighboring chamber, there are vulnerable nerve endings to the Heartvines, the roots that make up the protective wall around the Thresh. If they are destroyed, the Thresh will be exposed. The catch is, that entering that room will trigger the hollow's defenders. He advises the party to go destroy the heartvines while he and the other fae take care of the incoming monsters. Indeed, when the party moves to enter the new chamber, all sorts of hidden doors open and roots move aside for a flood of boggarts to rush into the room. Ficon yells at them to hurry. ### Boggarts In the next room are a number of boggarts equal to the number of party members, and the three heartvine endings, all spread throughout the room. 1d4-1 Boggarts will continue to flood in each turn until the roots are destroyed. The roots must be destroyed through the use of an action in melee range. The room is massive, with the roots spread 65 feet apart. Roll initiative.
##### **Battlefield Adjustment:** *Three heartvines sit in different corners of the room. Enemies have advantage on all attacks until the first is removed. When there is only one left, they have disadvantage.*
### The Grave Thresh Upon defeating the boggarts, the party will return to discover the all the other fae except for Ficon have succumbed to their wounds. Ficon, although too wounded to fight further, insists on pressing on, and the protective root doors fall as the heartvines fade. The Grave Thresh roars and attacks. Threshes are large slithering vines that float in the air, forming a broad torso on top with a floating skull with antlers above the chest, making for a dastardly looking forest nemesis. The eyes on the stone faces glow with a powerful violet energy, as does the Thresh. The Grave Thresh in particular brims with power and rage.
##### **Battlefield Adjustment:** *Every round where the Thresh causes damage, one boggart appears. Destroying the Thresh will destroy all boggarts remaining.*
\pagebreakNum ### The Twist When the battle ends, Ficon will approach the corpse of Sir Sagrell and comment on the impossibility of Sagrell's failure. Sagrell is supposed to defeat the Grave Thresh every time. Someone, somehow, has changed the Song of Sir Sagrell. Ficon comments that this situation doesn't feel right. All of a sudden, the ground beneath Ficon will break and he will be murdered by the incoming tendrils of another Grave Thresh erupting from the ground.
##### **Battlefield Adjustment:** *Every round where the second thresh causes damage, one boggart appears. These boggarts only have 1 hit point. Destroying the second thresh will destroy all boggarts remaining.*
### The Treasure The party will find Sir Sagrell's ring on his body after the battle, as well as his faeblades, the elegant weapon of fae warriors. Sagrell's blades are adorned with a mystical glowing golden fae trim. The party cannot use these yet, but they can identify them. \pagebreakNum ___ > ## Boggart >*Small fey, Chaotic Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 9 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Lightning, Poison > - **Challenge** 1/2 >___ > ### Actions > > ***Somersault.*** *Melee Weapon Attack:*: +4 to hit, reach 5 ft., one target. *Hit*: 1d4+2 bludgeoning damage + 1d4 poison damage. The boggart takes half the bludgeoning damage it deals. > ##### Faeblades of Song > ###### Shortsword x2, rare (faeblade proficiency required) > Faeblades are the elegant hand-glaives of the fae. They must be wielded as a pair, as each set of faeblades is crafted to balance out the other during the elegant dance of faeblade combat. > >You have a +1 bonus to attack and damage rolls made with these magic weapons, which have the finesse property. Whenever you make an attack with these weapons using a bonus action, you have advantage on the attack roll. Your max hit points increase by 5 while wielding both of these weapons. You have advantage on Performance checks while wielding these weapons. \columnbreak ___ > ## The Grave Thresh >*Large fae, Chaotic Evil* > ___ > - **Armor Class** 13 > - **Hit Points** 70 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|20 (+5)|10 (+0)|14 (+2)|14 (+2)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Poison, Piercing, Slashing > - **Condition Immunities** Charmed, Grappled, Prone > - **Senses** Magical Darkvision 200 ft, > - **Challenge** 3 > ___ > > ### Actions > ***Multiattack.*** The Grave Thresh makes two magic arrow attacks or one shockwave attack. > > ***Magic Arrow.*** *Melee or Ranged Weapon Attack:* +4 to hit, Range 120 ft, one target. *Hit:* 1d12+2 force damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 1d8. The target dies if its hit point maximum is reduced to 0. > > ***Shockwave.*** Each creature in a line within a 10 by 30 foot line in front of the Grave Thresh must make a DC 13 Dexterity saving throw or take 3d6 lightning damage. > ##### Sir Sagrell's Ring > ###### Ring, rare (requires attunement) > You gain a +1 bonus to AC and saving throws while wearing this ring. \pagebreakNum ## Returning to Herc Adwold Herc Adwold is waiting for the party in the room in the Gorhart Inn he has rented to rehab the unconscious wounded Fae. Herc will thank the party for restoring calm to Gorhart by settling the wounded fae situation, and will reward them with his own personal weapons from the war, a +1 longsword and a shield of lightning resistance. The road to Western Odarath is now a 2 DC for travel checks. ### Warsworn Path If the party chose the Warsworn reinforcements, Illuvia, the wounded fae, will simply rise out of bed, and step through a shadow and disappear, leaving Herc befuddled. Warsworn soldiers will arrive and begin to fortify the town. Herc asks them to return one day to see how they have fared under this new protection Arnick will thank the party for bringing in new potential customers to Gorhart, giving each party member 10 gold. The Warsworn will arrest a laborer named Ugnar with suspected ties to the Red Legion, holding him in a room in the Gorhart Inn, making it harder to retrieve his dagger for Brother Delf. Nanne the alchemist will grumble occasionally about the new military presence. Rikka the shop owner will approve, saying they're better off here than on the front lines. She will give the party a 50% discount at her store. ### Fae Path If the party sought reassurances from the House of Ballads, Illuvia, the wounded fae, will rise out of bed and thank them profusely. She has a younger voice than many of the other fae the party may have met. She had become so enamored with the humanity of Gorhart that she had let her guard down and left herself vulnerable to her mysterious attacker. She had spent time as a squire in the House of Ballads, but now knows she will never be good enough to rise into their ranks. She will watch over Gorhart for a time before returning home, she says, as she has not been there in a very long time. Asking where this home is will simply lead to kind comments about how mortals could not understand. Herc asks them to return one day to see how they have fared under this new protection Outside the inn, Aery will appear. She comments on the interesting success of the mortal potion on Illuvia's wellbeing. Vague fae matters call her elsewhere, and she warns the party of dark tidings ahead for the House and perhaps all of her kind. She grants the party a one-time boon of a free teleport to return to Gorhart, saying to truly save it for the right moment. Aery then steps into a shadow and vanishes. \columnbreak ### Warsworn Path, Long-Term Upon subsequent returns to Gorhart after completing quests and leveling up for a while, the town will slowly grow under the watch of the Warsworn, eventually blossoming into a miniature city. Crime drops significantly as Western Odarath is purged of Red Legionnaires. A branch of the Adessa banks will open in Gorhart as to accommodate the influx of capital and workers from the world outside the Faelands. After defeating the evil in Alabstra, the final scene of the campaign will feature the party being offered a grand red brick mansion in the burgeoning streets in the growing metropolis of Gorhart. ### Fae Path, Long-Term Upon subsequent returns to Gorhart after completing quests and leveling up for a while, Gorhart will slowly find half a dozen fae structures growing organically on the borders of town. These structures will fill with food and provide shelter for Gorhart's residents during famines, plagues, or harsh winters. Illuvia will be seen healing a injured Almain child and mending a wooden shack simply by touch. After defeating the evil in Alabstra, the final scene of the campaign will feature the party returning to Gorhart to find Illuvia conducting a ritual and offering the townsfolk, and the party, a longer life, her abiltiies suddenly unstrained by the end of Fate. She comments it her gift of life may possibly eternal, although she can't be sure. Afterward, Illuvia smiles and leaves, leaving behind only a magnificent floral trellis that adorns the borders of the village, forever marking it as a place protected by the fae. Aery, if she has survived, will appear out of a shadow and offer her hand to the party, who, if they accept, step with her into an unknown adventure as the campaign ends. > ##### Longsword +1 > ###### Longsword (uncommon) > You have a +1 bonus to attack and damage rolls made with this magic weapon. > ##### Shield of Lightning Resistance > ###### Shield (uncommon) > You have resistance to lightning damage while wielding this magic shield \pagebreakNum ## Returning to The House of Ballads The squire Galin will meet the party at the entrance to the House and ask them if they have the signet ring. He will instruct them to use it to enter the Court of Enchantments. Galin is flabbergasted at their success. A crowd of fae will part in awe. ### The Court of Enchantments The Court of Enchantments is the outstanding central building in the grove, ringed by statues and wooden faces identical to the ones in Gorguath. Its leafy fae door opens when the ring is pressed into a ring-sized groove. Inside is another unfanthomable wonder. Impossible stained glass renditions of the hereos of the House sit on the walls while the floor marries nature with interior design in the way only the fae can. Mystical fae benches made out of branches and vines are somehow comfortable and elegant, and the biggest of which, clearly a throne, sits in the center of the middle, magical light pouring from the enchanted ceiling above. It is empty, however. Hallam the White will be waiting inside. He will be astounded at the party's success, but will declare they have earned the rank of Sir Sagrell in the House of Ballads. Their work is not done, however. King Wencen of the House has called on them to help with another story, the Ballad of Bloody Bones. In this story, Sir Ferrara slays the villain Bloody Bones but is killed in the process. His noble friend Sir Sagrell then resurrects him. Wencen is waiting at the Oratory in Ettinmere, where the high court of the fae once convened when they ruled over all the Faelands. Hallam provides the party with a ceremonial resurrection potion that is specifically ritually concocted for the purpose of bringing back Sir Farrara by Sagrell. Other info * Bloody Bones is a miserable tortured soul who was abandoned by his love because he was a villain, which made him more villainous * King Wencen founded the House of Ballads to exult the glory of all Summer Fae * The Oratory was once the seat of the High King of all the fae, but is now a shell of its former self, much like the fae themselves. Hallam will also tell them they are welcome in the other main buildings at the House of Ballads grove: the House of Accolades and the Summer Sanctuary. And of course, they can take long rests here safely, simply sleeping on the safe and magical grasses of the grove. If the party is not already level 4, they are now. \columnbreak ### House of Accolades The House of Accolades roof opens to the sky as the exterior walls give way like opening petals. The walls themselves are covered in the same material as the golden enchanted ceiling the the Court of Enchantments. Large statutes of the heroes of the house sit utop large blue orbs that nicely accent the golden light coming from the walls. The roots of the inner ceiling curl up to match the petal like openings on the fringes * Green the healer, a pro-human fae, will heal the party of any hit point damage, curse, or disease for free. He does his best to demystify his speech and is considerate of the party's mortal limitations. He is truly surprised that they've survived this long, given their mortal fragility. * Glianal, the Antiquarian, in charge of the lesser stories of the House, is working on fixing something called an Echostone, a strange carved monolith with a sperical cap in the center, and asks the party to come back later. He is deeply passionate about the eternal story of the fae. ### Summer Sanctuary The Summer Sanctuary's roof opens to the sky as the walls give way like opening petals. The walls themselves are covered in the same material as the golden enchanted ceiling the the Court of Enchantments. Beautiful blue orbs coming off of growing vines light the center of the Sanctuary while the fire like glow of the walls bring visibility to to the sides. A staggering set of lavender floral chains hang from where the roots of the inner ceiling curl up to match the petal like openings on the fringes * Ellova, a sultry fae who is proud to be a member of the House of Ballads despite never having worn a weapon or cast a spell, congratulates the party on their admission into the House if they enter the Summer Sanctuary. She grants the party a boon: each party member may add a permanent +1 to their Persuasion, Deception, or Intimidation skill. * Ucobal, an alchemist who trends a bit on the forgetful side, can hardly tell two mortals apart. He also can't recall when or why he came to the House of Ballads. Once per week, he can supply each party member with one potion of healing. * Arvia, a mystical fae whose grey skin and magenta hair contrasts with the blue skin and red hair of most of the other fae, is a fateweaver who can reset a party member's class and ability scores once per level. She speaks whimsically and mysteriously, saying she and the party have met in a dream before. Her role is simply to be guided by destiny, and help guide the Fateless party to the threads of fate that they desire. \pagebreakNum ## The Strange Maiden If the party inquires about the strange maiden, the NPCs will have this to say about her * Galin will say Hallam would know more than him * Hallam will say King Wencen should be the first to tell them * Green will say he doesn't know anything * Glianal will say he's too busy to talk * Ellova will say the Maid has often been slandered as a Winter Fae who wished nothing but ruin for King Wencen, but the truth is that the Maid really does love Wencen. * Ucobal will say he can't remember who that is * Arvia will say she can feel the Maid of Windemere on the fringes of her mind, but no more, which troubles her. > ##### Potion of Healing > ###### Potion (Common) > This potion restores 2d4+2 hitpoints, or 1d4 when used as a bonus action. \pagebreakNum # The Webwood ## Canneroc under Siege From a distance, the Webwood looks to be the same as Odarath: fae roades and columns succumbing to the forests of the faelands. But as the party draws near, the path becomes narrower and narrower, and the sky turns a sickly overcast. Giant webs adorn the higher parts of the forest's canopy. The path leads into a town surrounded by a narrow channel of water, with bridges connecting it to the mainland. Shouts and cries can be heard as the party approaches. Unsurprisingly, giant spiders are attacking the town. Three such creatures attack.
##### **Battlefield Adjustment** *The battlefield is covered in thick silky webs. The party moves as if traveling through difficult terrain, and if they do not move on their turn, spiders have advaantage on their next attack against them.*
### Garaner After the battle, the party is approached by a greying Almain man with a goatee named Garaner Vent, who thanks the party and asks how many soliders they have in the army they've brought. Quickly realizing there are no other reinforcements coming and that the party did not come to help on purpose, Garaner will declare that it must have been fate that brought the party to rescue Canneroc. If the party inqiures further, Garaner will say Canneroc is populated by those who make their living harvesting the silk rich terrain of the Webwood. It is dangerous, but the spiders are usually not likely to attack and the town has had magic protections and warded bridges to protect it in the past. Nothing seem to be working anymore. Garaner, who used to work in the processing of silk, has been leading the defensive militia desperately trying to protect Canneroc. The silkfarmers, who live out of town and harvest the silk, were mostly all killed in the first spider attacks. With the ancient fae protections around the town failing, Garaner is now desperate. The old head of the town's defenders, Barten, set out a week prior with the town's best swordsmen to try to track down the source of the spider attacks, and have not returned. Garaner begs the party to go find Barten. Extra Info * Legend has it that the Webwood once stretched over all of Odarath. There are children's tales about its evil ruler, the Widow. * Barten is new to the town * Garaner considers the fae too confusing and aloof for their own good. Garaner tells them to meet him at the southern edge of town, where he will give them more relevant info before seeing them off on their search to find Barten. ### Beckry A woman named Beckry Aideh runs the Silken Seat, the Canneroc Inn, should the party need a place to rest. She is hysterical and accusative, saying that the silkfarmers were foolish hicks and that the fair people of Canneroc do not deserve this curse. She will mention someone called the Widow, who she simply describes as twice as old as the widow and the devil incarnate. She is coming, saying Beckry, and there is nothing anyone can do. Rests at the Silken Seat are safe and just five copper but currently do not restore the last 5 missing hit points of a party member's health. There is currently no food or drink to spare. ### Menri Menri Togh, a young light elf, watches the party shyly from the crowd of assembled defenders, which they will notice. When interacted with, she will tell them that she is not from Canneroc, but instead a silk farm on the edge of the village. She was in Canneroc on her family's behalf when the spiders attacked, trapping here there. A few days later, her family's farmhand, Cartery Jayck, stumbled into town bleeding, shaking his head and saying the spiders got the rest of Menri's family. He has been extremely morose and will not speak to Menri further. Menri wants confirmation of this, and offers to reward the party if they head to Togh Farm and investigate, pleading that only they have the strength to make it. If asked about the Widow, Menri will say her family wre war refugees that never learned the local legends, but that's all they are, legends. ### Cartery Jayck If the party looks for Cartery after talking with Menri, they will find the dark elf wearing a straw hat by a dead spider. He is extremely hostile and acerbic. He doesn't believe a human like Garaner can help Canneroc survive. He doesn't see why he should answer any of the party's questions. The Webwood sucks, he wants to leave, and the Widow is a story for idiots and children. \pagebreakNum ## Meeting up with Garaner On the outskirts of town, out of earshot of the other townsfolk, Garaner reveals there is more to the story. He sees Barten as a superstitious and stubborn fool who will only lead to the destruction of Canneroc. He says Canneroc would be better off if Barten were dead. If the party says no or asks if he wants them to kill Barten, Garaner denies that he said anything of the sort, simply that he will pay them GREATLY to find Barten... OR what's left of him. Either way, he marks the location of Barten's trip on their map. ## Finding Barten If the party heads to Shade River Caves, Barten's last known location, and the group is using the optional travel rules, use the traveling rules for a short journey in hard terrain for the trip to Shade River. Over the course of the journey, the party heads deep into the Webwood, with webs covering more and more of the trees and more and more auspicious items being seen caught up in the webs, until the party even sees a giant caravan strung up in a web some fifty feet high. After passing over a giant hollow log over a quiet but fast moving river, the party finds itself at Shade River Caves. ### Shade River Caves #### **Room 1: Obviously Trapped Entrance** The floor of the cave as it winds around and around deeper into the earth is lit by darkly glowing cave fungus, and from that light the party can see the dozens of human skeletons strung up in webs hanging from the walls and ceiling. A web hangs over the entrance to the next room, and it is dripping with poison. A party member can either accept the poisoned condition to open the passageway, or use poison damage to destroy the blockage. #### **Room 2: Webwall Puzzzle** The hallway continuing on seems like its recently caved in, but a wall of webs ascends to a entryway on a landing above. Dead spiders and spider legs lay all around the chamber. A DC 18 Athletics check can be used to climb the wall outright, the party can burn holes in the web to make handholds on the side of the wall, or the party can use the spider legs like pitons to scale the wall. #### **Room 3: Spider Storm** A torrent of tiny spiders comes flooding into the room, chasing after the party. The party must make a DC 15 Dexterity saving throw to dodge the initial attack and a DC 12 Athletics check to outrun the spider swarm. Failing the Dexterity save results in rolling the Athletics check with disadvantage. Failing either check results in 1d6 piercing damage and 1d4 poison damage. #### **Room 4: The Big Battle** An Almain man in studded leather armor with a spear, most likely Barten, has been strung up in a web. He yells to run, but it is too late. An enormous spider attacks. Battlefield Adjustment: Each time after Gargantua attacks, a random party member must make a DC 11 Dexterity saving throw to avoid a skeleton coming crashing from the ceiling. Failure results in 1d6 bludgeoning damage. If the party uses any fire damage during the battle, a web will burn away to reveal a chest containing Nature's Kiss, a magical longbow. #### **Room 5: Plot Twist** Once saved, Barten asks them why they've arrived. When they mention Garaner, he will say this whole suicide mission was Garaner's idea. Barten's entire squad was murdered when they entered the cave, as if an ambush had been planned. He asks if Garaner asked anything else of them. ### Siding with Garaner The party can elect to kill Barten here. If he has not been freed from the web, it happens simply. If not, a fight ensues. Upon returning, Garaner will give the party 100 gold apiece. Various townsfolk will remark they are ambivalent about Garaner's permanent rise to power, saying they know him well but that he is extremely profit minded. ### Siding with Barten Barten will be aghast at Garaner's treachery and will head out immediately ahead of the party. Upon returning, Barten will inform the party he has exiled Garaner from town, and will give the party the keys to Gossamer End, an abandoned house in town. He says to speak to Billes Aideh, the town blacksmith, if the party wants to make any upgrades to the house. Barten has no idea if the Widow is a legend, person, monster, or even just the spider they just fought. He says the spiders used to be no more than a nuisance until lately. Various townsfolk will remark they are ambivalent about Barten's permanent rise to power, saying he seems decent enough but that he is not from here and they do not know him well. ## Next Steps Either Barten or Garaner will direct the party toward Castle Yolvan, an abandoned fae stronghold in the north of the Webwood. The fae once pacified all the terrors of the Webwood, and the questgiver believes the end to this crisis may belong there. They warn it will be deeply perilous, even for the party. \pagebreakNum ___ > ## Giant Spider >*Large Beast, Unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 26 > - **Speed** 40, Climb 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Damage Vulnerabilities** Fire > - **Senses** Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 > - **Challenge** 1 > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 1d8+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ___ > ## Barten >*Medium humanoid, Lawful Good* > ___ > - **Armor Class** 16 > - **Hit Points** 20 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|12 (+1)|10 (+0)|14 (+2)|10 (+0)| >___ > - **Challenge** 1/8 > ___ > > ### Actions > ***Spear.*** *Melee or Ranged Weapon Attack:* +4 to hit, Reach 5 ft. or range 20/60 ft, one target. *Hit:* 1d8+1 piercing damage \columnbreak ___ > ## Gargantua >*Huge Beast, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 52 > - **Speed** 40, Climb 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|6 (-2)|11 (+0)|6 (-2)| >___ > - **Damage Vulnerabilities** Fire > - **Senses** Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 > - **Challenge** 1 > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 2d8+3 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > ##### Nature's Kiss > ###### Longbow, rare (requires attunement) > This magical longbow of clear Ljosalfar make is themed around nature. It does an extra 1d6 poison damage once per turn, and enemy creatures must make a DC 13 Constitution check to avoid taking 1d4 poison damage on each subsequent turn. They must continue to make these checks until the succeed. \pagebreakNum # Gossamer End Gossamer End is a sizeable home in the center of town, complete with a basement and second floor. It is well furnished, and has a +1 light crossbow sitting in a weapon rack. It's a little musty, but with a little upgrading it could be made to look like it belongs to a much nicer town. It provides a true long rest to the party whenever they need it. ### Upgrades from Billis Billis Aideh, the town blacksmith, is willing to help with house upgrades as soon as the spider crisis is over. His mother, the inn keeper, refuses to let him work on such frivolous projects while the whole town is at risk. The nature of the upgrades will really depend on the party's individual wants, and its hard here to prescribe what those might be. Nevertheless, a good rule of thumb for an additional wing is between 150 and 300 gold. \pagebreakNum ## Castle Yolvan If you are using the optional travel rules, use the traveling rules for a short journey in DC 12 terrain for the trip to Castle Yolvan. Castle Yolvan is a fortress overgrown by vines and thickets, although it sits in Yolvan, the transitional area between Eastern Odarath and the Webwood, so it has less webs and more sunlight. It seems that Castle Yolvan is the very place where beyond the wood starts to take on its true haunted form. A DC18 Investigation, Perception, or Survival check will reveal a shrine covered in webs. Upon clearing the webs with fire damage, it is revealed to be a shrine to the God Thyrdon, God of War. If prayed at, it grants advantage on the next attack a character makes. Upon approach, the party is attacked by a Crudok bursting from the ground. Crudoks are large scorpion-like creautres with humanoid torsos and wicked twisted faces. Roll initiative, noting how easy it would be for the party to flee, given the crudok does not block the road back. ### The Entrance The front gate sits on a ledge inaccessible by walking. A DC 15 Athletics check or other solution can be used to scale it. Alternatively, there is a deep drop leading to some sort of closed off moat to the side of the fortress. An entry gate to some sort of underground entrance can be seen. Party members will sustain 2d6 bludgeoning if they simply jump in with no thought to safely descending. Either way, the party enters the old castle, and it is immediately ominous. Every pillar and room is wrapped around with thorny twisted vines, far from the beautiful roots the party may have seen in Summer Fae places elsewhere. ### The Story A voice will trigger as the players step into a certain room, blue writing in an unknown language suddenly glowing on the walls as it is narrated by the voice, giving the following information: Castle Yolvan is an abandoned Fae stronghold. A group of Summer Fae lived here long ago. After they defeated the Widow and tamed the nearby Webwood, most of the Fae went into hibernation, leaving one to keep watch. However the Widow was not actually defeated and returned to kill the watcher and take over the castle. A DC 15 Nature check will reveal a weird indentation in one of the evil thorny bunches by a corner near the ceiling. Somehow finding a solution to carve through or otherwise access the inside of the thick vine (radiant damage to burn away the evil vine and mage hand to fetch the item, perhaps?) will reveal the Silentstep Boots. \columnbreak ### The Widow The players will be walking through the various rooms and floors of the castle to follow the text and voice as it carries from room to room. Only at the end, after the watcher's voice speaks of his own death and the Widow's return, does a menacing female voice ring out "Is that someone tripping around my web? And here, I thought my fun was over." All light is extinguished in the castle. Attempting to remake light or to escape to a lit room will reveal a hovering Winter Fae woman, who introduces herself as the Widow. She destroyed Yolvan, she says, and now the party's pathetic town of Canneroc is next. She will rule all of the Faelands from her palace at Cathrus. She laughs and disappears and the characters begin to hear the sounds of thousands of tiny spider feet scurrying inside the walls. Six spider swarms attack. Roll initiative.
##### **Battlefield Adjustment** *The room is pitch black. The party will need to make its own light. If the party does not have the ability to do this and has no way of defending itself, it can make DC15 Perception checks with disadvantage to try to find the next room in pursuit of the exit. Five successful rolls are needed to succeed, although a roll of 18 or higher will reveal the magic wizard staff Apprentice laying against a wall. An action can be used to activate it to use it like a standard torch.*
### Afterward if the party sided with Barten, on the way back from Castle Yolvan, they will find Garaner's corpse on the ground, dead from a spider attack. Either way, they will once again return to Canneroc to find the town under siege. A half health crudok is their quarry this time. Barten/Garaner will approach the party after the battle, asking what the party discovered. After hearing about the Widoe, they will explain that Canneroc will fall soon if she is not stopped. Her mythical hollow of Cathrus lies to the southern end of the Webwood. If the party is not already level 4, they are now. \pagebreakNum ___ > ## Crudok >*Large fae, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 70 > - **Speed** 25 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|19 (+4)|19 (+4)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Grappled, Prone > - **Senses** Darkvision 120 ft. > - **Challenge** 4 > ___ > > ### Actions > ***Multiattack.*** The crudok makes two poisoned tail attacks, or uses its weakening poison spray and makes one poisoned tail attack. > > ***Poisoned Tail.*** *Melee Weapon Attack:* +6 to hit, Reach 15 ft, one target. *Hit* 1d8+4 piercing damage + 1d6 poison damage > > ***Weakening Poison Spray.*** The Crudok can choose an area with a radius of 10 feet within 30 feet to target with its weakening spray. It launches a green mist of poison at that area, and all creatures in it must make a DC 11 Constiution saving throw. Creatures that fail that save will receive critical hit damage from the crudok's Poisoned Tail for the next 24 hours. > ##### Apprentice > ###### Staff, rare (requires attunement by a spellcaster) > This staff has 1d10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff seems like it was a wizard's shoddy first attempt at staff crafting, and thus will never regain charges. \columnbreak ___ > ## Spider Swarm >*Medium Beast, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 24 > - **Speed** 20 ft, Climb 20 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|18 (+4)|10 (0)|3 (-4)|3 (-4)|3 (-4)| >___ > - **Damage Vulnerabilities** Fire > - **Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned > - **Senses** Blindsight 10 ft. > - **Challenge** 1/2 > ___ > **Swarm**. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points > > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, Reach 0 ft, one target. *Hit:* 4d4 piercing damage or 2d4 if the swarm has half of its hit points or fewer. > ##### Silentstep Boots > ###### Wondrous item, rare (requires attunement) > While attuned to and wearing these boots, you have a +3 to Stealth checks. \pagebreakNum ## Cathrus If you are using the optional travel rules, use the traveling rules for a short journey in hard terrain for the trip to Cathrus. At the base of an enormous tree is what appears to be a massive hollow log leading directly in the core of the trunk, but upon closer inspection the "log" actually slopes slightly downward into the ground, and the wood on the inside has a mysterious clean fae greenery to it. Following this downward sloping fae hallway underground leads to the fae hollow Cathrus. **Room 1: The Entrance Offer** The Widow suddenly appears as the party enters the hollow. Her ruby red eyes glow with menacing evil. An imposing magical staff sits on her back. She spits on the pary's attempt to destory her, but she respects the party's own brutality. She offers them an alliance and power if they agree to kill everyone in Canneroc. She is a powerful foe and they are best off not going up against her, she says, If they attack, she vanishes. ### Siding with the Widow The party travels back to Canneroc and destroys the townsfolk mercilessly, no combat needed. The cackling Widow razes the town and grants the party resistance to poison damage. Any party member who makes a DC 15 Charisma check instead receives poison damage immunity. She gives the party 1000 gold and disappears, the Webwood growing darker and the spiders growing larger. If you are using the optional travel rules, all DCs in the Webwood increase by 5 going forward, and there is no longer a safe place to rest anywhere in the region. The mark of the Widow, a poison spider fang, appears on the back of all the party member's left palm, and cannot be removed by anything less than the *greater restoration* spell. ### Rejecting the Widow's Offer The Widow dismisses the party's disobedience and warns them that all of Cahthrus is primed and ready to defend her. Her Guardian Spiders will destroy them. She disappears. Two giant spectral spiders are waiting in a nearyby chamber. They can be eluded with a group DC15 Stealth check, otherwise combat ensues.
##### **Battlefield Adjustment**: *The ground is coated with thick roots and vines. Each time a party member moves at least 5 feet they must make a DC 10 Dexterity saving throw or fall prone.*
Continuing forward, the hollow twists and turn through dark rooty tunnels lit by faint purple fungi and all around webs cover the haunted walls. #### **Room 2: The Long Gap:** The floor in the narrow hallway gives way for about 30 feet to a deep deep drop. Ledges jut out from the walls down the sides of the drop, and branches jut out of the walls of the roots. Loose amounts of web sit on the crossing, but they will fail if a character that crosses fails a DC14 Acrobatics check. Falling causes 3d6 bludgeoning damage and a sinking feeling as the pit begins to fill with liquid venom. Anyone who has fallen in must make a DC15 Constitution saving throw to avoid gaining the Poisoned condition and 1d6 poison damage. Once the poison has reached the level of the floor, it can be swam across with the same Constitution save to escape as it floods the room. #### **Room 3: The Setback** Several silkfarmers are strung up in webs on a high wall. If the party is able to reach them and cut them down, they thank the party but immediately cry out in pain as they melt into poison and die. #### **Room 4: The Big Battle** The Widow is waiting in what appears to be a clearing in a haunted wood deep within Cathrus. She commends them on being more powerful than the pathetic Summer Fae she slaughtered at Yolvan. And then the battle begins. **Battlefield Adjustment**: The clearing is not very large. A character getting within 10 feet of the tree wall will cause a branch of one of the dead trees to lash out, dealing 1d6 slashing damage and pushing the character 5 feet toward the center. When the Widow is defeated, time slows down and the party involuntarily grabs her body and throws her viciously onto her own staff, impaling her as she slides down. The Widow's staff, surrounded by fateshifting magic, explodes on her death, destroying any remaining spiders in the room. A rumbling can be heard in the next room #### **Room 5: Plot Twist** The final room is by far the most cavernous and expansive room in Cathrus. Thousands of spiders and eggs are positioned in ledges and holes for as far as the eye can see. And then they start dying. In unison, thousands of spiders drop dead, shrivel up, go into cardiac rest, burst into tiny flames, or otherwise decompose. Silk can be see quietly burning everywhere, in tandem with the spiders. Out of a burning web, a magic staff comes flying toward the ground. The Staff of Eight is free to claim. Picking up the staff will cause the dying spiders to slightly heal a little. Bringing the staff toward them will restore them to life, while taking it or dropping it and leaving will cause them to finish perishing. The party must choose. \pagebreakNum ##### Let the Spiders Die Upon returning to Canneroc, the party will be praised, but the quest giver will note the sudden death of this many spiders will tank Canneroc's economic prosperity for the near future. Garaner will refuse to give the party any further financial reward, but gives them the key to the abandoned house Gossamer End, saying there's no value to real estate in this worthless town anymore. He leaves abruptly. Barten will say the town has raised a 250 gold reward for the party, but that they will need all the money they can get now that the silk trade will be suffering for a while. He leaves it up to the party as to whether or not they want the gift, saying that they've technically earned it. The townsfolk will give the party one bag of Canneroc GOssamer, which can be sold for increasing values at merchants further and further away from Canneroc. The price its worth goes up by 70 gold for each region away the party gets, up to 350 gold. Travel DCs for Canneroc are permanently decreased by 10. ##### Save the Spiders Upon returning to Canneroc, the party will be praised for the defeat of the Widow. Garaner gives the party 200 gold each and welcomes in a large shady mercenary group he plans on using to secure the town against future spider attacks.. and mayoral elections. He tells them thank you very much, and now please get out of town, lest the mercenaries think they have competition. Barten will hand the party a total of 250 gold raised from the community and tell them they've saved Canneroc, and will always be welcome there. The townsfolk will give the party five bags of Canneroc Gossamer, which can be sold for increasing values at merchants further and further away from Canneroc. The price its worth goes up by 70 gold for each region away the party gets, up to 350 gold. If Barten is alive, the town promises to give the party a spare bag of Gossamer whenever they come back through town. (Once per level) Travel DCs for Canneroc are permanently decreased by 5. \columnbreak ### Aftermath * Billis Aideh will now help the party upgraded Gossamer End if they own it. * The Silken Seat will serve food and ale, and welcome customers. * Slowly the town will return to stability. If the spiders were destroyed, the webs will disappear entirely from the Webwood and Gossamer's End will suddenly become a wonderful home in a nice town in a magical wood that might be ideal to settle down in for one or more of the party after all is said and done. * If the spiders were not destroyed, the webs only lessen but the perpetual overcast skies still cease and Gossamer End begins to seem like a nice safehouse in quiet wood. Magic gas lamps are still needed to help light the city during most of the day, but instead of a foreboding grey, the town has the aura of a whismical night time adventure where magic abounds secrets can be hidden from evil eyes. \pagebreakNum ___ > ## Spectral Guardian Spiders >*Large Undead, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 40 > - **Speed** 30 ft, Climb 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|15 (+2)|15 (+2)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Damage Vulnerabilities** Force > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Psychic, Poison > - **Condition Immunities** Charmed, Grappled, Prone, Frightened > - **Senses** Darkvision 60 ft. > - **Challenge** 3 > ___ >**Ethereal Jaunt**. As a bonus action, the spider can magically teleport anywhere in a 60 foot radius. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 1d10+2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \columnbreak ___ > ## Giant Spider >*Large Beast, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 10 > - **Speed** 40, Climb 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Damage Vulnerabilities** Fire > - **Senses** Blindsight 10 ft., Darkvision 60 ft. > - **Challenge** 1 > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 1d8+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > ##### The Staff of Eight > ###### Staff, rare (requires attunement) >The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. > >The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. > >The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. > >The staff regains 1d6 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1-9, the staff crumbles to dust and is destroyed. \pagebreakNum ___ > ## The Widow >*Medium fae, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 75 > - **Speed** 45 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|20 (+5)|12 (+1)|20 (+5)|20 (+5)|20 (+5)| >___ > - **Saving Throws** INT +6, WIS +6, CHA +6 > - **Damage Resistances** Psychic > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Frightened, Grappled > - **Senses** Darkvision 120 ft. > - **Challenge** 5 > ___ >**Ethereal Jaunt**. (recharges in 1d4 turns) As a bonus action, the Widow can magically teleport anywhere in a 60 foot radius. > ### Actions > ***Multiattack.*** The Widow makes any two of her attacks. > > ***Magic Orb.*** *Ranged Spell Attack:* +6 to hit, Range 60/120 ft, one target. *Hit:* 3d6 necrotic damage. > > ***Magic Staff Attack.*** *Melee Weapon Attack:* +4 to hit, Reach 5ft, all targets in melee range. *Hit:* 2d6 fire damage. > > ***Summon Giant Spider.*** (Recharges after 1d4 turns). The widow summons 1d4 Giant Spiders to her side. > \pagebreakNum ## Togh Farm If using the optional travel rules, treat the trip to Togh Farm as if the party was traveling to Haxhi. Togh Farm is far on the Eastern end of the Webwood, down an old trail and up an older hill into a dead end that ends at the farm. Spider eggs and webs are everywhere. And then the Venomspitters attack, 1d4+2 spiders brimming with green poisonous energy in the front of their maws. They're quite weak in melee range, but they're 120 feet away...
##### **Battlefield Adjustment** *Spiders lie in wait in the ground as the party rushes toward the venomspitters. Each time a party members moves they must make a DC 13 Athletics or Acrobatics check to shake off or avoid clawing spiders jaws coming up from beneath. If they fail, they take 1d6 piercing and 1d4 poison damage and are knocked prone.*
After defeating the spiders, examining the house will reveal half a dozen Ljosalfar corpses, with more skulls and bones littering the halls. A painting of the city Rathir hangs prominently on the first floor. A dead man in the basement has a fine knife still lodged in his back. It is engraved with the name of Cartery Jayck. ## Returning to Canneroc Cartery will be waiting for the party as they reapproach Canneroc. Upon confronting him about the knife, he will try to lie for a brief second, before admitting he's hardly being convincing. If asked why he did it, he will say the Menri's father had discovered he was a war deserter and was planning on having the authorities send him back to the front in Mel Senshir. Cartery had fled to the Webwood to hide from his obligation, and was not about to give up his freedom. Cartery offers the party 300 gold if they drop the matter and don't inform Menri or the authorities. If they agree, he hands them the money and skips town. If they resist, he scoffs at the idea of wandering heroes bringing him to justice and he attacks.
#### **Battlefield Adjustment:** *This battle takes place on one of the narrow bridges leading into the "island" of Canneroc, giving the party little room to maneuver.*
After the battle ends and the party talks to Menri, she somberly grieves over her missing parents, but thanks the party profusely for their endeavors. She gives them 50 gold and the Silkfarmer Gloves. \pagebreakNum > ##### Silkfarmer Gloves > ###### Wondrous item, rare (requires attunement) > While attuned to and wearing these gloves, you have resistance to poison damage and advantage on attacks against beasts. \columnbreak ___ > ## Venomspitter >*Medium Beast, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 6 > - **Speed** 40, Climb 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Damage Vulnerabilities** Fire > - **Senses** Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 > - **Challenge** 1 > ___ > > ### Actions > > ***Venom Spit.*** *Ranged Weapon Attack:* +9 to hit, Range 60/120 ft ft., one target. *Hit:* 2d8 poison damage , and the target must make a DC 11 Constitution saving throw, gaining the poisoned condition on a failed save. ___ > ## Cartery Jayck >*Medium humanoid, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 15 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|20 (+5)|12 (+1)|10 (+0)|14 (+2)|10 (+0)| >___ > > **Loot** 25 gold per party member > > ### Actions > > ***Multiattack.*** Jayck makes a dagger attack and an offhand dagger attack > > ***Dagger.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 2d8+5 piercing damage > > ***Offhand Dagger.*** *Melee Weapon Attack:* +0 to hit, Reach 5 ft., one target. *Hit:* 2d8 piercing damage \columnbreak \pagebreakNum # Ettinmere The creepy woods of the Webwood give away to the misty swamps and swampy cliffs of Ettinmere. The center of the region is a wide swamp with many small islands. The outskirts are a thin cirlce of land that runs between small cliffs and the bog. ## Holnstead The party arrives at Holnstead, a settlement also on an island, like Canneroc, but unlkike Canneroc, whose separation from land is mostly for show, Holnstead sits on an outcropping in the center of an enormous swamp, from which a series of wooden piers and rock plateaus make a long indirect bridge to reach it. Holnstead isn't much more than an Inn and a few shacks. Holn, the proprietor, mayor, and everything else, is mostly alone except for some introverted gnomish explorers. Holn is a tad eccentric, but he can give directions to the locations the party is looking for, including Dellach, The Ballads Oratory, and where Ochdran Fall's Warsworn recon unit said they were headed. He reveals that Holnstead is the only safe haven in all of Ettinmere, and because of this a stay at the inn costs 42 gold. ## The Ballads Oratory The path to the Ballads Oratory wraps around Ettinmere's large central swamp. Navigating around the thin strip of soil between the marshes and the low cliffs of the area, the party follows a narrow path toward the edge of the Faelands. ### Ettin Warpriest The path is eventually blocked by an Ettin Warpriest and his two pet wolves. Ettin are grey two-headed giants with a penchant for wearing bones as clothing. Their warpriests are powerful shamans endowed with lightning magic.
##### **Bypassing the encounter:** 1. Make a DC18 Athletics check to scale the cliffside and pass out of the Ettin's reach 2. Make a DC20 Stealth check to sneak in the thin brush past the Ettin 3. Have a swimming speed faster than 30 ft. to move through the muddy waters. Ettin do not swim.
\columnbreak
##### **Battlefield Adjustment** *The field of play is very narrow, with the Ettin's large frame taking up most of the width of the way out. Additionally, a third of the map is the low waters of the swamp, which count as difficult terrain. The Ettin's lightning attacks do double damage to party members in the water. A party member hit by the ettin must make a DC13 Strength save to avoid being knocked prone. If they are knocked prone in the water, it takes a DC 15 Strength save to get up. The save is repeated at the end of each turn, but the DC is reduced by 1 each turn.*
Besting the Ettin will allow the party to continue on, until they see a circular Fae structure on a quiet island in the bog, only accessible by a hollow giant log that acts like a bridge. ### Rey Kildeen Sitting in dismay outside the Oratory is Rey Kildeen, a Ljsolfar merchant sitting next to a chest glowing with dark purple enchantments. Rey is a purveyor of fine gems, and has come to Ettinmere to explore rumors of precious metals in the area. Also, he's on the run from his ex-wife. Or current wife. He's a little vague about that. He'd taken up residence beside the Oratory with the fae's permission... or indifference. Unfortunately, he decided to put his merchandise in a chest he found near the Oratory, and it has sealed itself with a magical ward that he cannot breach. He promises a discount on his goods if the party can retrieve his stock from the chest. A *dispel magic* spell will remove the ward. A DC 15 Arcana check will allow a character to carefully read the magic runes powering the ward and make the somatic moves need to disenchant them. Succeeding at the check or casting *dispel magic* opens the chest and grants the dispeller a permanent 5 additional hit points. Failing the check sets off the ward, still opening the chest but placing a curse on the would-be dispeller, giving them 3 levels of exhaustion until the curse is removed by the *remove curse* spell or a healer. Rey will thank the party and offer to trade with them. After they depart, he tells them he's moving his operations to Holnstead if they want to trade with him in the future. \pagebreakNum ###### Rey's Discounted Items
| Item | Price | |:---:|:-----------:| | Diamond (2 remaining) | 2500gp | | Rations | 1 gold | | Scroll of Dispel Magic | 200gp | | Scroll of Mirror Image | 120gp | | Item | Price | |:---:|:-----------:| | Elemental Gem (emerald) | 480gp | | Elemental Gem (red corundum) | 480gp | | Elemental Gem (blue sapphire) | 480gp | | Elemental Gem (yellow diamond) | 480gp |
### The Oratory The Oratory's main doors have a river where the signet ring retrieved from Sir Sagrell fits, unlocking the sanctum. Inside is a room deeply reminiscent of the ones at the House of Ballads, except the center is a whimsical imitation of Ettinmere: a pool of water with beautiful purple flowers growing out of marshy leaves surrounds a central platform that corresponds to where Holnstead would be. #### Lady Oleyn The party is greeted by Lady Oleyn, a soft faced fae with short fiery hair. She insists on being called Oleyn, as she has had enough of formalities from the other summer fae. She is kind and understanding and tries to speak in a way to the party in a way that mortals will understand. She says the House of Ballads is a living legacy of the grandiosity the summer fae have lost, and it is King Wencen's efforts that keep the glories of the fae alive. If asked about Maid of Windemere, she will say to ask the king or queen about it. From here, the party will notice a male fae meditating peacefully on the central platform, seemingly unaware of their presence. Another female fae sits in contemplation on the other side of the pond, watching the party, as if to suggest they come speak to her. #### Queen Belmaid If the party approaches the woman, she introduces herself as Queen Belmaid of the House of Ballads. The Queen is far more regal and formal than Oleyn. The sharp faced monarch has severe facial tatooes and intensely long red hair. She addresses the party formally as Sir Sagrell, and officially invites them to the Oratory, where Kings and Queens of the House of Ballads used to regale the High King for eons, but times are changing... which she will note is such a mortal thing to say. If asked about the Maid, she will refer to the Maid of WIndemre as the House of Ballads' chief nemesis, who they are destined to thwart. If there is ever trouble for the House, the Maid is always behind it. Her grand hero and husband, King Wencen, waits at the center, meditating. \columnbreak #### King Wencen The golden haired King rises as the party approaches, as if he had sensed them all along. He comments that he did not believe Hallam the White at first when he was told that mortals had taken the title of Sir Sagrell, but here they are... and now is not the time to worry about such details. Sir Farrara is need of their aid in his role in the Ballad of Bloody Bones.
##### **Extra Info:** * If asked what the Ballad is... "It is a ballad of obsession and sacrifice, one of the Summer's oldest. Bloody Bones was not always as a terror. No. He was once called Famor, a counselor to Ysa himself. Sadly, he was driven by lust, and by his need to possess whatever he desired. Taking Lord Ysa's lover, he fled with her to his hollow of Uduath. When the maiden was rescued, Ysa cursed Famor. He could not die, and his soul would never enter the Great Cycle. He became an abomination known only as Bloody Bones. Every few seasons, Bloody would emerge and steal away a maiden to make his bride. That is until he took the beloved of Sir Farrara." * If the party kneels or takes consideration in treating him like a king... Wencen will comment there is no need. He is the fifth fae who has taken the role of Wencen, the original having long since passed.. Wencen actually does not care much for the title. Wencen confides this to the party
Wencen tells the party: "Few know the truth of the House of Ballads; that we are not the actual heroes of myth. Those knights have gone, passing into the Cycle, or moving on to nobler adventures. However, it is our wish for the great songs to endure. That seasons of Fae would sing them before the fires. True power is in returning to what matters. So the House of Ballads was established, and worthy warriors were found to act in the roles of Wencen, Belmaid, and the others. To tell these tales is a great honor."" Wencen fears that the current fae who holds the title of Sir Farrara, the hero of the Ballad of Bloody Bones, may not be up to the task. The original Sir Farrara was a selfish rogue who finally learned to make sacrifices for others by saving a maiden from Bloody Bones. The current Sir Farrara seems like he is too much of a stubborn firebrand to reenact this moral growth. Wencen dispatches the party to go resurrect Farrara with the potion Hallam gave them, telling them to watch out for deviations from the story's narrative. When they are done, they are to meet him back at the Court of Enchantments at the House of Ballads. Their destination is Uduath, a fae hollow not far from the Oratory. \pagebreakNum ## Uduath Uduath, on the outside seems identical to Gorguath, but the interior is far more expansive. #### **Room 1: The Entrance Guardian** Following a long tunnel, the party comes to a room where they are attacked by 3 Sprites and a Sprite Storm Champion.
##### **Battlefield Adjustment:** *Sparks and lightning magic sparkle and crack from the Sprite Storm Champion, sending electrical currents into the other sprites. The normal sprites' attacks are supercharged with lightning damage until the champion is slain.*
#### **Room 2: Roleplaying Encounter** After the sprites are dead, the party is approached by Sir Farrara, a darker-skinned Summer Fae with dark pink hair and a chin strap Abe Lincoln beard. He recognizes them immediately as Sir Sagrell, for he and Sagrell are forever intertwined in their tales. He introduces himself as Sir Farrara, a fae unsurpassed by any of the House in swordplay and charm. Despite his respect for them, he addresses the party as dustlings, (Children of the Dust is the formal fae title for mortals). He tells them that Bloody Bones has gone mad and deviated from the tale. Instead of taking one woman, the villain has taken an entire group of Almain prisoners, who would have been better off slitting their own throats than falling into Bloody's clutches. Farrara believes there is no point in trying to rescue the doomed mortals, and instead they should apprehend Bloody before he escapes and does something else unpredictable. If the party cannot convince him, he will run ahead and not aid them in rescuing the Almain prisoners. #### **Room 3: The Time Challenge** There are humans being held in fae cages, enclosures made out of magical roots in the next room. There are a number of cages equal to the number of party members plus 1: each cage holding half a dozen humans, men, women and children. Roll initiative. \columnbreak
##### **Battlefield Adjustment:** *1d4+2 Sprites flood into the room, and the cages begin to flood with gas. A empty cage off to the side with a pile of corpses who have bled profusely from their eyes indicates the fate of those who stay in the cages for too long. The party has 3 rounds to open all the cages before Bloody's trap finishes off the prisoners. 1d4 sprites enter on turns 2 and 3 as well.* *The cages are activated by magical hand print sensors on the outside of the cages. Opening the cages requires an action of a character in melee range, or a clever use of **mage hand** or something else that approximates five fingers and a palm.*
If Sir Farrara has been convinced to help, he will sprint from one cage to the next, opening as many as he can. His efficiency will depend on how far the DM determines the cages should be from each other. Sir Farrara moves at 30 ft per turn or 60 ft as a Dash action. Sprites will shy away from him. #### **Room 4: The Big Battle** Bloody Bones, a fae with sharp golden facial tattoos, is waiting in a wide field of golden fungi in the next room. Sir Farrara charges him and Bloody Bones breaks his neck with a blast of cyclonic wind magic, killing him instantly. Bloody says the party's approach is as "the witch" predicted. He says he has no idea who she is, but that she has promised him freedom from his endless cycle of defeat, his imprisonment in a story he can never win. He promises to share this power with the party if they agree to forsake the safety of a final group of prisoners that he still holds, who he could kill with a snap of his fingers. Why, he asks the party, should he and they not take her offer and destroy the House of Ballads together? \pagebreakNum
##### **Outcomes** 1. The party convinces Bloody to let the people go with a DC 16 Persuasion check. He agrees, waving his hand as a hidden wall slides aside, letting the prisoners sprint out the exit, but says they must take their place as his victims, and attacks the party. 2. The party says no to Bloody's offer, and he attacks but rolls initiative with disadvantage. The sounds of humans shrieking in pain can be heard as charred corpses are revealed behind a secret wall. 3. The party says yes to Bloody's offer, and he tells them to watch as he finishes off the prisoners, but actually casts a spell that grapples the party with an invisible hand unless they pass a DC 15 Strength saving throw. He attacks with a 25 initiative.
When Bloody is defeated, time begins to slow and the party involuntarily summons a huge spectral fate hand that glides through the air and grabs Bloody's body, rapidly pulling him upward and exploding him into magic debris as he collides with the rock ceiling of the hollow. Afterward, the party can resurrect Sir Farrara with Hallam's potion. He thanks them and encourages them to hurry quickly back to the House of Ballads in Odarath, and departs. #### **Room 5: Bonus Treasure** Each saved group from Room 3 will give the party 50 gold. If they save at least half of the groups, they will be awarded the Gloves of the Hale by a well-dressed ranger. If they save everyone, they are given the Sandals of Hama'verk by an old human mage. If the humans in Room 4 were saved, they reward the party with a set of full plate they found in Bloody's dungeon. The party finds a golden sphere of fae design on a pedestal. If they met with Glianal at the House of Ballads, they will recognize it as the missing piece of his Echostone. Using the *identify* spell will identify it as such. If the party is not already level 5, they are now. \pagebreakNum ___ > ## Ettin Warpriest >*Huge fae giant, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 85 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|17 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Resistances** Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Grappled > - **Senses** Darkvision 60 ft > - **Challenge** 5 > - **Loot** 5d6 gold > ___ > **Two Heads.** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > > **Wakeful.** When one of the ettin's heads is asleep, its other head is awake. > ### Actions > ***Multiattack.*** The Ettin Warpriest makes one leaping belly slam attack and one double punch or lightning slam attack > > ***Leaping Belly Slam.*** *Melee Weapon Attack:* +8 to hit, Reach 15 ft, one target. *Hit* 3d8+5 bludgeoning > > ***Double Punch Combo.*** *Melee Weapon Attack:* +14 to hit, Reach 5 ft, one target. *Hit* 2d8 bludgeoning > > ***Lightning Slam.*** The Ettin Warpriest slams its fist onto the ground, sending out a line of lightning magic in a 5 by 30 foot line. Each creature in that line must make a DC 13 Dexterity saving throw, taking 2d8 lightning damage on a failed save or half as much damage on a succesful one > \columnbreak ___ > ## Wolf >*Medium beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 11 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|14 (+2)|4 (-3)|7 (-2)|5 (-3)| >___ > - **Challenge** 1/4 > ___ > >**Keen Hearing and Smell.** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >**Pack Tactics.** The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet > of the creature and the ally isn't incapacitated. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft, one target. *Hit:* 2d4+2 piercing damage. > ___ > ## Sprite >*Small fae, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 22 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Damage Resistances** Fire, Cold, Lightning, Acid > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Prone > - **Challenge** 2 > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d4+3 bludgeoning damage plus 1d6 lightning damage as long as the Sprite Storm Champion is alive. The sprite takes half the bludgeoning damage it deals. \pagebreakNum ___ > ## Sprite Storm Champion >*Small fae, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 45 > - **Speed** 45 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Damage Resistances** Fire, Cold, Acid > - **Damage Immunities** Poison, Necrotic, Lightning > - **Condition Immunities** Prone > - **Challenge** 2 > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft, one target. *Hit:* 1d12+3 bludgeoning damage plus 1d12 lightning damage. The sprite takes half the bludgeoning damage it deals. > ##### Gloves of the Hale > ###### Wondrous item, rare (requires attunement) (requires Dex 16+) > While attuned to and wearing these gloves, you have resistance to slashing damage. > ##### Sandals of Hama'Verk > ###### Wondrous item, rare (requires attunement by a spellcaster) > While attuned to and wearing these aged sandals made by a novice war mage, you gain one extra cast of a level 1 spell per day. > ##### Plate > ###### *heavy armor (armor)* > > > AC: 18 > > Stealth: Disadvantage > > Weight: 65 \columnbreak ___ > ## Bloody Bones >*Medium fae, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 75 > - **Speed** 30 ft, fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|20 (+5)|12 (+1)|20 (+5)|20 (+5)|20 (+5)| >___ > - **Saving Throws** INT +6, WIS +6, CHA +6 > - **Damage Resistances** Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious > - **Senses** Darkvision 60 ft. > - **Challenge** 5 > - **Loot** 5d6 gold > ___ > ### Actions > ***Multiattack.*** Bloody Bones makes two attacks using either his Windblast or Windstrike abilities. > > ***Windblast.*** *Ranged Spell Attack:* +8 to hit, Range 60/120 ft, one target. *Hit:* 2d8+5 magical bludgeoning damage. > > ***Windstrike.*** *Melee Weapon Attack:* +8 to hit, Reach 5ft, all targets in melee range. *Hit:* 2d8 force damage. > > ***Whirlwind (Recharge 4-6).*** Each creature in Bloody's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 bludgeoning damage and is flung up 20 feet away from Bloody Bones in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. > >If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. > \pagebreakNum ## Dellach The road to Dellach leads to a shaky rope bridge, where Agarth is found fighting two Ettin, which are two-headed greyish giants with a penchant for violence and warlike attire. #### **Room 1: Entrance Guardian** Agarth instructs the party to fight one ettin while he attacks the other.
##### **Battlefield Adjustment** *The bridge is fragile and only 10 feet wide. Party members struck by the Ettin's first attack will need to make a DC15 Strength save or be knocked over the bridge into the water, taking 2d6 bludgeoning damage when they fall. Party members struck by the Ettin's second attack will need to make a DC 15 Dexterity saving throw to avoid falling in the water as the bridge breaks underneath them.*
Agarth finishes off his foe and tells the party to join up with him. Dellach is a old Erathi ruin with massive stone slabs making up its doors. Its here, Agarth says, where the first Fateweavers gathered, at a place called the Theater of Fate. These Fateweavers left their wisdom in an artifact called the Destiny Stone. Agarth believes this may be the only way to find out what to do with people who can seemingly change fate.
#### **Other Info** * Dellach and the Theater have been lost, rediscoved, and abandoned many times. The Fateweavers are but one of many groups who have walked its hall since the fall of the Erathi Empire, a mysterious realm of strange immortals. * Arden will not be missed by many. He wasn't the friendly sort. * The fae are much more like mortals than they care to admit, at least in falliblity and temperament
#### **Room 2: Roleplaying Challenge** The walls are adorned with bizarre sigils, glowing blue concentric circles and straight lines blurring and sharpening as the party passes by. Old vases and other antiques have been smashed and the floors have been desecrated and turned into Ettin camps. The party finds 100 gold apiece among the broken treasures. Agarth mentions it's better to be here helping than at the bottom of a bottle of ale. The party passes into a cleaner room with water pouring out of a high ceiling in a straight torrent, landing in a clear luminescent central cistern. Strange fish and jellyfish can be seen milling about several yards deep. Agarth says it's good to be out doing heroic things again, even if it is for the last time. At the end of the room, the party approaches a large circular door almost entirely consumes by bluish Erathi sigils and other yellow concentric rings of magic overlaid and interlaced with each other. The stone door is barely visible beneath the cavalcade of runic and arcane magics covering it. Agarth sets down his pack here and takes out his fateweaver cards, setting them out in a solemn display. He tells the party that entering further, according to legend, requires a fatereading, to make sure only qualified members of the order made it to the Theater. And since their fates can't be read, he must, as he has done many times, read his own. The cards suddenly flit up into the air, glowing, as the voices of ancient Fateweavers ring out! Agarth's mouth drops open. The Fateweavers demand information from the ones that have defied the fate they had mastered the art of reading. Some of Agarth's card fly into view: The Archmage, The Shadowcaster, The Warlord, The Champion, and the Blademaster. The ancient ghosts demand the party to read any combination of those cards and tell them what they mean. They will ask piercing follow up questions depending on what the party says. After exhaustive questioning, they will roar at their powerlessness over the party and their voices will cease, the door's magical seals disappearing as it rolls out of the way. If the party refuses to help or can't answer question, time slows and their impudence fateshifts the door as the voices scream at the impossibility of this. Nevertheless, the fatemagic dispels the door and moves itout of the way #### **Room 3: The Setback** Agarth says they're almost there, or rather, as far as he can take them. Around a bend in the ruin, a fierce Ettin appears, each of his heads covered by a well-bloodied tribal war mask. "I've seen this. This is where it ends. I'm sorry, friends. This is as far as I can take you." says Agarth. He runs back the way they came, the sigiled door closing behind him.
##### **Battlefield Adjustment** *The party is undoing fate with their actions. When you land a hit on the ettin right after a party member who also hit the ettin, add 1d6 force damage to your attack.*
\pagebreakNum After the fight, Agarth will return, aghast, asking the party if they know what they've done. They've changed fate. This ettin was supposed to live on, and now there are children that won't be born, actions that won't be taken, victims the ettin would never kill. Agarth foresaw this moment as the day he died. That ettin was supposed to kill him. He can't believe what's just happened. Future questions will have to wait, though, as the entire rock wall magically gives way to reveal a mighty cavern beyond. #### **Room 4: The Big Battle** The Theater of Fate is... uh... wow. [It looks like this](https://www.gmbinder.com/images/LVjkRfo.jpg "title") Good luck with describing that. Agarth is transfixed, exclaiming he never though he'd live to see the Theater of Fate in all its glory. Kobold rogues burst out of the dirt with daggers flying. Agarth, not taking his eyes off the looming rock tower ahead, dispatches them with all the effort of blowing his nose. At the top of tower is the theater, an amphitheater that overlooks the gargantuan cavern that the tower sits in. Golden Erathi astral runes glow on the walls. Giant rocks have long since fallen and crashed into some of the seating area. The Destiny Stone, a half cylindrical open face rock, sits on the stage of the theater, golden light glowing up from it. Agarth remarks that the Fateweavers never fully understood the power of this place. As the party approaches the Stone, strange red and purple magics start to form, and two bizarre bony demons, each with one sword length finder per hand, with bizarre corrupted purplish spikes growing out of their hunched backs, appear Niskaru! Agarth exclaims. He says he should have brought another drink. He charges one and tells the party to take care of the other. Roll initiative.
##### **Battlefield Adjustment** *The Destiny Stone confirms fate. All attacks are made with advantage.*
After defeating the Niskaru, Agarth comments on the strangeness of seeing them here. Niskaru were supposed to have mostly been driven out of the Faelands. He tells the party to approach the Destiny Stone and see what happens. Time slows as the party involuntarily shifts the fate of the stone. It unravels into separate concentric disks that separate and float into the air. From within a small disc of fae make flies out and lands in the party's hand. Agarth exlaims that the party has unraveled the Destiny Stone the same way they unraveled fate. What they hold now is the Codex of Destiny, the thing with which the ancient fae taught the First Fateweavers the secrets of reading fate. If they could figure out a way to read it, the party would become extremely powerful. If the party is not already level 4, they are now! The sound of footsteps can be heard. Tuatha soldiers are pouring into the room. Their commander stands at the top of the amphitheater, sneering. Suddenly, his body jolts, and he falls over. Behind him is Alyn Shir holding a bloody dagger. The Tuatha attack. Roll initiative.
##### **Battlefield Adjustment** *Fate has been undone. All attacks are made with disadvantage.*
Alyn Shir precocupies herself with other Tuatha at the top of the stairs while Agarth jumps into a crowd of them near the bottom. The rest of them charge the party. After the battle, Agarth demands to know who Alyn is and how she followed them and why they should trust her. She tells him point blank she doesn't care about him or what he thinks. She tells the party that the Tuatha had been tracking them all the way from a hideout near Didenhill, and they they clearly have a powerful enemy. The good news is, now they have a powerful artifact, the Codex of Destiny, on their side. The bad news is that it's a fae creation. They have no written language, it's simply created in a way that's inscrutable to mortal eyes. She tells them to meet her at the House of Ballads in Eastern Odarath, giving them the location if they do not have it already. There are fae there that can help read the Codex. She leaves. Agarth approaches and says while he doesn't trust her, she is right about the Codex. He says there's also the matter of the Tuatha hideout near Didenhill to take care of. He tells them to meet him in Didenhill in Glendara, giving them directions if they do not have it already. From there he will easily be able to use his well honed tracking skills to sniff out the Tuatha. He says he needs to conduct some ceremonial rites and tells them he'll see them later, although he is also free to do some fateweaving (respeccing) right now if the party would like. #### **Room 5: Bonus Treasure** A Tuatha clearly slain by Alyn has The Soldier's Amulet in its hand. Inside this magic item is a small love note written by a partner of a solider who set out to the front two years ago, telling their beloved to come back soon and safe. The blood spatter on it is old. A small breeze picks up in the underground ruin. A faint sounds can be heard, like a ghost taking a deep sigh. The stones on a wall magically realign, somehow granting passage back to the entrance chamber. \pagebreakNum ___ > ## Ettin Warpriest >*Huge fae giant, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 85 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|17 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Resistances** Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Grappled > - **Senses** Darkvision 60 ft > - **Challenge** 4 > - **Loot** 4d6 gold > ___ > **Two Heads.** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > > **Wakeful.** When one of the ettin's heads is asleep, its other head is awake. > ### Actions > ***Multiattack.*** The Ettin Warpriest makes one leaping belly slam attack and one double punch or lightning slam attack > > ***Leaping Belly Slam.*** *Melee Weapon Attack:* +7 to hit, Reach 15 ft, one target. *Hit* 2d8+5 bludgeoning > > ***Double Punch Combo.*** *Melee Weapon Attack:* +10 to hit, Reach 5 ft, one target. *Hit* 1d8+5 bludgeoning > > ***Lightning Slam.*** The Ettin Warpriest slams its fist onto the ground, sending out a line of lightning magic in a 5 by 30 foot line. Each creature in that line must make a DC 11 Dexterity saving throw, taking 2d8 lightning damage on a failed save \columnbreak ___ > ## Ettin >*Huge fae giant, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 60 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|17 (+3)|8 (-1)|10 (0)|8 (-1)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Grappled > - **Senses** Darkvision 60 ft > - **Challenge** 4 > - **Loot** 4d6 gold > ___ > **Two Heads.** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. > > **Wakeful.** When one of the ettin's heads is asleep, its other head is awake. > ### Actions > ***Multiattack.*** The Ettin makes a leaping belly slam attack and a double punch combo attack. > > ***Leaping Belly Slam.*** *Melee Weapon Attack:* +7 to hit, Reach 15 ft, one target. *Hit* 2d8+5 bludgeoning > > ***Double Punch Combo.*** *Melee Weapon Attack:* +7 to hit, Reach 5 ft, one target. *Hit* 1d8+5 bludgeoning > \pagebreakNum ___ > ## Tuatha >*Medium Fae, Any Evil Alignment* > ___ > - **Armor Class** 16 > - **Hit Points** 27 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2)| 14 (+1)|13 (+1)| 8(-1)| 11 (+0)|9(-1)| >___ > - **Languages** Common, Fae > - **Damage Resistances** Cold > - **Condition Immunities** Charmed > - **Senses** Darkvision 60 ft. > - **Challenge** 1 > - **Loot:** 3d6 gold > ___ > > ### Actions > ***Longsword.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit*: 2d8+2 slashing damage. > ##### Soldier's Amulet > ###### Wondrous item, uncommon > While wearing this amulet, your melee weapon attacks have a 1 in 4 chance of bestowing the stunned condition on an enemy character. Once you stun an enemy using this amulet, you cannot use this feature again until you complete a long rest. \columnbreak ___ > ## Niskaru >*Medium fiendish monstrosity, Chaotic Evil* > ___ > - **Armor Class** 13 > - **Hit Points** 110 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|16 (+3)|16 (+3)|11 (+0)|12 (+1)|13 (+1)| >___ > - **Damage Vulnerabilities** Ice > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Fire > - **Condition Immunities** Charmed > - **Senses** Darkvision 120 ft > - **Challenge** 4 > ___ > ### Actions > ***Multiattack.*** The Nisakru makes three attacks, one with its bite and two with its claws > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 1d8+3 piercing damage > > ***Claws.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d8+3 piercing damage \pagebreakNum ## Ochdran's Request Following Holn's advice, the party descends down some cliffs and arrives at the side of the large Ettinmere swamp. They can see in the distance an Ettin, a fierce two-headed giant with a giant warhammer, standing over the corpses of extremely burnt 3 Warsworn hirelings near where the water hits the shore. Players may choose a variety of approaches here, but whether or not they sneak, attack, or chide, they will eventually discover that the Ettin is also dead, its entire front scarred by insane skin damage, especially its right hand. It has a strange amulet around its neck. Strangely, all the Warsworn are holding hands and are also wet. A DC 11 Arcana/Medicine check will reveal they were all killed by lightning magic. The *detect magic* spell or some level of investigation will reveal a magical disturbance in the silty beach's coastline. Investigating the murky water will reveal some vague object lodged in the silt right where the water begins. Identifying the necklace will show it to be a Necklace of Lightning Amplification Characters who grab the object must make a DC 15 Constitution saving throw and a DC 13 Charisma saving throw. Failed saves result in 2d6 lightning damage. Succeeding both checks results in pulling the object free. The object is a magical longsword, although feel free to change this to fit your party's preferred weapons. It would appear that the mercenaries banded together to pull the sword out of the water the same time the lightning-enhanced Ettin came across them. He violently attacked them as they made contact with the sword, electrocuting all of them. The Warsworn's orders are in their pockets, still intact. These can be brought back to Ochdran as proof of their passing. The party notes that Ochdran's orders are explicitly for them to scavenge in clearly dangerous areas for valuables during the patrols. > ##### Conductive Longsword > ###### longsword, rare > You have a +1 bonus to attack rolls made with this weapon. This weapon does an additional 1d6 lightning damage on hit. > ##### Necklace of Lightning Amplification > ###### wondrous item, rare (requires attunement) > This amulet adds 1d6 lightning damage to your attack the first time you deal lightning damage each day \pagebreakNum # Haxhi Haxhi is a strange and broken region. Sharing the webbed woods of the Webwood to the west and the fae ruins of Glendara to the north, the one thing it doesn't share in common with the rest of Dalentarth, is tree cover. And it's not hard to see where the tress went. Dozens of sharpened enormous tree trunks have been sloppily thrown together to make a dangerous looking dam. This piece of shit is the only thing protecting the lower parts of the woods from the powerful convergence of several river valleys. And the whole place is filled with fucking trolls. ## Getting Itran's Dagger for Brother Delf Following Delf's instructions, the party arrives at Delf's camp. There is no sign of Delf on the outside, but there is a zipped tent. The party may choose to surround it or attack it, or stake it out, but eventually they will hear a voice say "looking for me?" The light elf assassin Itran the Shade is behind them, daggers drawn. Make an exception of course for the Alert feat or high passive perceptions or applicable spells the party may have cast. He throws down a smoke bomb. Roll initiative.
##### **Battlefield Adjustment:** *The smoke bomb fills the air momentarily. The party attacks with disadvantage on the first turn.*
After defeating Itran, he will raise his hand and say there's no point to this. They'll never defeat him, though Ynadon (God of Justice and the chief light elf deity) has kept them strong. They do not need to slay him to defeat the Blood Rite. Simply give him the daggers of the other two (Delf and Ugnar) and he will fulfill the blood rite. If they refuse, he offers to sell the dagger to the party for 200 gold. If they refuse, they may be able to convince him that his enemy is Red, not Delf, and that he'd be better off surrendering his dagger, with a DC19 Persuasion check. Otherwise, he will throw down another smoke bomb, and the fight will start from the beginning.
##### **Battlefield Adjustment:** *The smoke bomb fills the air momentarily. The party attacks with disadvantage on the first turn.*
This time, when defeated, Itran dies. His Red Legion dagger can be looted along with his offhand dagger. Regardless, with the three daggers united, they project a magical map showing the Faelands, pointing to a location in Glendara. This is where Red Idward, leader of the Red Legion is waiting, waiting for his dagger delivery. ___ > ## Itran the Shade >*Medium humanoid, Neutral Evil* > ___ > - **Armor Class** 18 > - **Hit Points** 60 > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|17 (+3)|10 (+0)|12 (+1)|14 (+2)| >___ > - **Saving Throws** WIS +3 > - **Languages** Common > - **Challenge** 4 > - **Loot** 10d6 gold > ___ > > ### Actions > ***Multiattack.*** Itran makes an attack with his dagger and his offhand dagger > > ***Dagger.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d10 + 3 slashing damage + 2 poison damage > > ***Dagger.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d8 + 3 slashing damage + 2 poison damage > ##### Itran's Other Dagger > ###### Dagger, rare > You have a +1 bonus to attack rolls made with this weapon. This weapon does an additional 2 poison damage on hit. \pagebreakNum ## The Ballads Library Much like Arden's Hut, the Ballas Library is an unassuming building tucked away on a narrow path leading into the region. The door opens with the use of the Ballad Signet Ring. ### Tenwha Inside, the party sees a Fae ensconced in a powerful green magical forcefield. The building is otherwise an unremarkable Almain house- with an extensive library that seems to have been ransacked. She introduces herself as Tenwha, the librarian. She already knows who they are. She says she has been trapped in place by Magwyr, the evil enchantress known as the Maid of Windemere. The Maid and her associate, the evil troll, Nix, broke in and stole many of the spherical cairns that hold the valuable stories of the House of Ballads, including the one that contains both the magic used for the forcefield and the counterspell against the forcefield. Tenwha says Nix will most likely have fled with the cairns that would free her to the craggy pit known as Sunder Caverns. She beseeches them to go track down the cairns, not just so that she can be free, but to protect the legacy of the House of Ballads. She has already dispatched the fae heroes Creth and Airmer to pursue them, and she urges the party to join them in the fight, saying any help she can give will have to wait. ## Sunder Caverns As the party approaches the cavern, a troll comes roaring down the bridge over the dam and attacks. Roll initiative
##### **Battlefield Adjustment** *The troll is surrounded by a cold aura. Players without immunity to the effects of extreme cold move as if traveling through difficult terrain when they are within 10 feet of the troll, and take 1d6 cold damage at the beginning of each turn if they are within 10 feet of the troll.*
The caverns have a huge open cave mouth not far from where the Haxhi dam pours violently into the river below. The blonde haired and friendly Airmer is waiting with the pink haired and surly Creth. They've no fear, they've killed Nix thousands of times. They run off, encouraging the party to keep up. The party goes sprinting after the two careefree fae down a long tunnel. A horde of vicious bears comes stampeding toward them as Airmer and Creth merrily weave and dive amongst the chaos. They slay many of them, and although many make it past them and toward the party, they all are now fleeing rather than attacking. Each party member must make a DC 14 Acrobatics check (or a different DC14 check if they offer a different solution) to avoid being hit by the waves of bears or suffer 3d6 bludgeoning damage, at which point one of the fae maneuvers effortlessly through the fray and pulls them back onto their feet. Succeeding by 5 or more gives a party member advantage on their next check Sprites come streaming out of holes in the ceiling, all supercharged with different elements from their Sprite Champions. Once more, the fae are rapid in clearing the room of hostiles, but the different elemental energies mix and explode as the sprites fall in mass. Each party member must make a DC 15 Dexterity saving throw to withstand 1d6 fire damage, 1d6 cold damage, and 1d6 lightning damage, at which point the sprite bodies finish erupting. Succeeding by 5 or more gives a party member advantage on their next check Nix awaits at the end of the tunnel, his hordes depleted. He opens his mouth and roars directly into the bindings of the players' souls. They must make a DC 16 Wisdom saving throw or take 3d6 psychic damage. The two fae heroes are frozen in place. Roll initiative.
##### **Battlefield Adjustment** *Stray fae magic erupts from Nix when he is struck, throwing out 5 by 30 foot walls of force in random positions. (There can only be 3 at a time, when a fourth is made, the oldest one disappears.*
When Nix is slain, time will slow and the party will slam a hole in the side of the cave, allowing water to flow in from the dam and shoot directly into Nix, who will be blasted through the opposing wall by the torrent. The party then seals each broken wall with a strange fatemagic shield. After the battle, the party recover the stolen stories and Airmer and Creth congratulate the party on their victory, granting them all faeblades and the faeblade weapon proficiency, saying they truly fight like House of Ballads heroes. They tell them to meet back at the House of Ballads after they return the stolen cairns and free Tenwha at the Ballads Library. \pagebreakNum ## Back to the Library Arriving back at the Ballads Library, Tenwha will instruct the party to put the recovered cairn into her Echostone, which reveals the counterspell to the forcefield around her. Once freed, she says this "Hear me. And don't forget a word. What Hallam feared is coming to pass. Somehow, using a new and twisted magic, the Maid of Windemere hopes to alter the Telling. At this moment, she possesses the single most important song in our canon: 'The Hero and the Maid'. If its story changes, we are all at risk. You must warn the House of Ballads. Time is running out... for all of us." She tells the party to hurry back to the House of Ballads. If they are not already level 6, they are now. ___ > ## Ice Troll >*Large fae giant, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 115 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|9 (-1)|20 (+5)|7 (-2)|9 (-1)|7 (-2)| >___ > - **Damage Vulnerabilities** Piercing > - **Damage Resistances** Fire, Cold, Lightning, Bludgeoning, Slashing > - **Challenge** 8 > ___ > > ### Actions > ***Multiattack.*** The ice troll makes three attacks > > ***Ice Punch.*** *Melee Weapon Attack:* +7 to hit, Reach 5ft., one target. *Hit:* 1d6+4 bludgeoning damage plus 2d8 cold damage > \columnbreak ___ > ## Nix the Troll >*Huge fae giant, Chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 138 > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|9 (-1)|22 (+6)|9 (-1)|10 (+0)|7 (-2)| >___ > - **Saving Throws** CON +8, WIS +3 > - **Damage Vulnerabilities** Piercing > - **Damage Resistances** Fire, Cold, Lightning, Bludgeoning, Slashing > - **Challenge** 8 > ___ > > ### Actions > ***Multiattack.*** Nix makes two punch attacks > > ***Punch.*** *Melee Weapon Attack:* +9 to hit, Reach 10 ft., one target. *Hit:* 3d12+6 bludgeoning damage > > ***Rock.*** *Ranged Weapon Attack:* +9 to hit, Reach 60/240 ft., one target. *Hit:* 4d10+6 bludgeoning damage. > ##### Faeblades > ###### Shortsword x2, rare (faeblade proficiency required) > Faeblades are the elegant hand-glaives of the fae. They must be wielded as a pair, as each set of faeblades is crafted to balance out the other during the elegant dance of faeblade combat. > > You have a +1 bonus to attack and damage rolls made with these magic weapons, which have the finesse property. Whenever you make an attack with this weapon using a bonus action, you have advantage on the attack roll. \pagebreakNum ## Haxhi Dam The party arrives at the location near the dam where Nyralim advised. There's an issue. There's no cave. A rock wall exists where the cave wall should be. Approaching the wall will cause the party to briefly hear a loud build up of energy, and then the wall will explode outward. Characters must make a DC 15 Dexterity check or take 4d6 bludgeoning damage. An enraged troll emerges from the smoking hole in the wall and will raise his club to strike when suddenly his body goes limp and he collapses. Standing behind him is Alyn Shir, daggers in hand. She says that she's no Agarth, but she felt like the party was going to be in danger on this mission. If the party asks how she knew to be here, she'll grumble and say Nyralim's roots are everywhere, and they spoke to her and told her to come along. She will not on any circumstances answer questions about her knowing the party before they died. It is not the time. Gnarsh, she says, awaits within. Nyralim says she's destined to rampage across Dalentarth with an unprecedented alliance of trolls. Inside, the party sees some markings and banners that a DC 10 history check will reveal to be Tuatha. Tuatha soliders appear out of nowhere, and Alyn makes short work of them before wondering why the Tuatha would be here. A dead troll corpse lies in the corner of the room. A DC 10 medicine check will show prismere has been infused into it. Alyn realizes the Tuatha are corrupting the trolls with prismere to gain control of them or to make them wild and belligerent. Gnarsh awaits in the next room. Her skins is bursting with red prismere crystals. Alyn is aghast at the corruption of the troll's body. She is accompanied by two elite Tuatha with signature faeblades ready to fight.
##### **Battlefield Adjustment**: T*he prismere crystals on Gnarsh's body are extremely unstable. They are erupting with arcane energy that slams into the party. Everyone in the party must make a DC 15 Dexterity saving throw at the beginning of each turn or take 1d6 force damage. They take an additional 1d6 for each consecutive failed save, and it resets if they make the save.*
The party loots the Fae Clasp from the corpse. Alyn Shir tells them to report back to Nyralim while she hunts down the rest of the Tuatha in Haxhi. If the party is not already level 6, they are now. \columnbreak > ##### Fae Clasp > ###### Wondrous item, very rare (require attunement) > While attuned to this item, your critical range is increased by 1 and you add an additional damage die when you land a critical hit \pagebreakNum ___ > ## Gnarsh >*Huge fae giant, Chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 85 > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|20 (+5)|9 (-1)|10 (+0)|7 (-2)| >___ > - **Damage Vulnerabilities** Piercing > - **Damage Resistances** Fire, Cold, Lightning, Bludgeoning, Slashing > - **Challenge** 4 > ___ > **Prismere Resilience (3/Day)**. Gnarsh can reroll a saving throw she fails. She must use the new roll. > > **Prismere Charged (1/day)**. As a bonus action, Gnarsh can regain 15 hit points. > ### Actions > ***Multiattack.*** Gnarsh makes two club attacks > > ***Club.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 2d8+5 bludgeoning damage \columnbreak ___ > ## Tuatha Elite >*Medium Fae, Any Evil Alignment* > ___ > - **Armor Class** 15 > - **Hit Points** 65 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2)| 16 (+3)|14 (+2)|14(+2)| 11 (+0)|14(+2)| >___ > - **Damage Resistances** Cold > - **Condition Immunities** Charmed > - **Senses** Darkvision 60 ft. > - **Challenge** 2 > ___ > > ### Actions > ***Multiattack.*** The elite makes both of its faeblade attacks > > ***Faeblade Opening.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 1d6+3 slashing damage. > > ***Faeblade Follow Up.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 1d4+3 slashing damage. \pagebreakNum # Glendara Glendara is a slightly hillier version of Odarath, with a forest just as striking but only half as magical. The trees in Glendara feel a tad realer and more mortal than ones seen elsewhere. The main feature is the breathtaking Loch Diden, a lake in the center of the region. ## Didenhill Didenhill is a crescent shaped city around the northern border of Loch Diden, and for a lakeside town, it is busy! People mill about, with a much greater pace than the sleepiness of Gorhart. However, there is an anxious pace to their stride. An air of insecurity permeates the atmosphere. Approaching for the first time, the party will encounter a tired late twenties Almain militiamen finishing off a pile of boggarts. His name is Thaddeus Holn, and he is doing his best to keep boggarts away from the city. Boggarts in Glendara have been spreading a mildly contagious disease called the Bloodplague, and Thaddeus has been fighting day and night to keep them at bay.
##### **Extra Info** * If the party is interested in helping, he asks that they speak to Kester Barclay, the town's warden, who can be found wearing royal purple near the well at the center of town * He is the nephew of the Holn of Holnstead, if the players think to ask after meeting Holn in Ettinmere * Astrid the Healer had been talking to the brothers of St. Hadwyn's Mission about securing a cure since spells weren't working
### The Craft Hall The party will notice people wandering in and out of a large business. Entering or inquiring about it will reveal it to be The Craft Hall, a ingenious invention designed to get shoppers to get exposed to multiple merchants all in the same building. Yes, someone in Didenhill has invented the mall. #### Olin Silver fox Olin Risberg sells armor. He is smitten with his wife Inga, the town's no-nonsense blacksmith. They are both concerned about the wellbeing of the infected. \columnbreak ###### Olin's Wares
| Item | Cost | |:---:|:-----------:| | Leather Armor | 8 gp | | Studded Leather Armor | 50 gp | | Breastplate | 500 gp | | Half Plate | 900 gp | | Item | Cost | |:---:|:-----------:| | Splint | 300 gp | | Plate | 2000 gp | | Shield | 8 gp |
#### Cora Crafty businesswoman Cora Banick owns many of the other shops. The Craft Hall was her idea. All of the area's best artisans are gathered under one roof. She speaks well of the town warden, Kester Barclay. She is concerned with how the plague will affect business. From Cora the party can buy just about any common adventuring item like rope, oil, tinderboxes etc as well as tools and musical instruments. She also has a smaller inventory for discerning buyers ###### Cora's Advanced Wares
| Item | Cost | |:---:|:-----------:| | Horn of Blasting (1 remaining) | 700gp | | Bead of Force (1 remaining) | 960gp | | Dust of Disapperance (1 remaining) | 500gp | | Keoghtom's Ointment (2 remaining) | 200gp | | Item | Cost | |:---:|:-----------:| | Potion of Greater Healing (2 remaining) | 175gp | | Potion of Resistance Against Fire | 300gp | | Potion of Resistance Against Cold | 300gp | | Potion of Resistance Against Cold | 300gp |
### Kester Barclay Kester's rich violet outfit makes him easy to find. He is irritable at first but quickly regains his composure, realizing that Thaddeus must have sent them.
#### **Extra Info** * Thaddeus is overworking himself and won't listen to Kester's pleas for him to take a break * Didenhill is a town of simple people not equipped to fight off a plague * Kester went off to war and returned a long time ago. He was celebrated as a hero when he returned. * The Bloodplague is not often lethal but it does render you hopelessly weak and bed-ridden * Astrid Frisk, the town healer, is doing her best to combat the plague * The plague is resistant to all forms of healing magic
\pagebreakNum Kester explains the plague started when Jottun, local giants, took over Coilsbain Cavern, a boggart habitat in Glendara, and drove them out, leading them to flood into more populated areas, infecting everyone. He tells the party they'll be compensated if they have the ability to destroy the Jottun so that the boggart infestation retreats to Coilsbain. Coilsbain is an ancient hollow that predates Didnehill's establishment. Kester tells them to be careful. After the party leaves Kester, Thaddeus Holn will come by and thank them profusely for their help before sprinting back to his post. ### Three Lamps Inn The Three Lamps Inn is run by the Gunnar family. Grey Gunnar has caught the Blood Plague, so his wife Esme is running the place. She is worried about Grey and the plague, but still speaks warmly about Kester Barclay. ###### Three Lamps Inn Wares | Food | Price | |:---:|:-----------:| | Ale | 4 copper per mug | | Bread | 2 copper per loaf | | Cheese | 1 silver per hunk | | Wine | 2 silver | | Meat | 3 silver | | Room | Price | |:---:|:-----------:| | Standard | 5 silver | | Upgrade | 8 silver | #### Agarth Agarth is waiting for the party in the Three Lamps Inn if they have already been to Dellach. He is in the middle of being admonished by Esme Gunnar. Apparently, last month he gave her a fatereading that said the plague would consume the town, but now the cards trend positive. She demands to know how a person's fate could have changed. He looks up to see the party coming in and says he might have an idea. She scowls and says he's cut off from getting any more booze here. Agarth sighs and tells the party it's on their account he can't get a drink around here anymore. They've totally changed fate. He used to have everything figured out... but now? He used to slay giants and be honored by kings and fae alike, knowing the whole time he was going to die a anonymous death at the hands of a random ettin. He had come to peace with this. But now everything is unpredictable. He supposes all he can do is help you and hope for the best. Agarth has tracked the Tuatha to the north of town and has made a huge discovery: the Tuatha's main goal has been to kill the party. He doesn't know why, but apparently Fomorous Hughes, the tower, Arden, all of it was collateral damage. The party was the real target. The Tuatha have been using a mysterious magical device known as the Eyes of Tirnoch to track the party. It's located at the Glendara Tuatha hideout. If the party can destory it, they'll no longer be able to track the party. There's more. The Tuatha hideout is heavily guarded in the front, but there's a back entrance. Agarth will draw the Tuatha's attention from the front while they infiltrate through the back and destroy the Eyes. He'll meet them at the location, known as Hunter's Pit, when they're ready. #### Wyl Rendig Wyl Rending, a darker skinned Almain Warsworn hireling is waiting for the party at the inn. He's been serving his turn in the town militia, doing his best to provide for his mother, who has been ill. He instructs the party that they are to rendezvous at Warden's Bridge in Lorca-Rane, and that they can meet him there. He salutes and heads out resolutely. #### Astrid Frisk Some of the inn's rooms have been turned into makeshift hospital beds. A short haired Almain woman is running around tending to different patients. She's very stressed out. If the party approaches her, they'll learn she's the healer, Astrid Frisk. She can heal the party of curses or diseases once per day for 10 gold each. She has no time for nonsense and says that Brother Fallon of the nearby St. Hadwyn's Mission, was supposed to have been delivering a imported shipment special medicine that is beyond her skill to make called Plagueshield, but he's gone missing. She has no help and these patients needs the medicine. She beseeches the party to go for a nice stroll into the Glendara Woods and see where he's wandered off to. ## Finding Brother Fallon/Red Idward Heading toward Brother Fallon's last known location or where the Red Legion daggers indicate where Red is will have the party stumble upon a ransacked caravan and a dead Brother. Red Legion bandits look up from their looting to see the party and begin to flee with what appears to be satchels of medicine. ### Brother Fallon The corpse contains a letter from a Astrid Frisk, healer of the town of Didenhill, to Brother Fallon of St. Hadwyn's Mission, asking for more medicine, suggesting that this is Brother Fallon. He is openly clutching a set of beads that seem out of the ordinary. > ##### St. Hadwyn's Beads > ###### Wondrous item, uncommon > This beads belonged to Brother Fallon of St. Hadwyn's Mission \pagebreakNum ### Hot Pursuit #### Not chasing the bandits, not looking for Red The party recovers St. Hadwyn's beads and the note from Astrid from Brother Fallon's corpse. #### Chasing the Bandits If the party chooses to give chase to the bandits, a chase plays out through the Glendara woods. In initiative order, they chase after 4 bandits. The bandits dash at 60 feet per turn. At the end of each character's turn, they must roll on this complication chart for the next player in order. The enemies start 75 ft in front of the party. They have 4 uses of dash in this chase. Each party member has 3 + their constitution modifier. Characters suffer a level of exhaustion for every dash action above their limit. A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest. A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time. However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs. An enemy who gets more than 300 feet away is considered escaped. The chase, if goes enough distance, ends at a Red Legion Camp. If the party has the Red Legion Daggers from Brother Delf's quest, they will notice the daggers pointing to opening to Bloodstone Deep, Red's base. \columnbreak
| d20| Complication | |:---:|:-----------:| | 1 | Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the mess. On a failed check, the brush counts as 5 feet of difficult terrain.| | 2 | A agitated swarm of bees descends on you, (+3 to hit, 4d4 piercing damage on hit) | | 3 | You slide down to a ravine between hills and must quickly climb back up. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. | | 4 | Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing dirt, until the end of your turn. While blinded in this way, your speed is halved. | | 5 | A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 × 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. | | d20 | Complication | |:---:|:-----------:| | 6 | You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. Your speed is zero | | 7 | You are caught in a stampede of spooked antelope. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone and take 1d4 bludgeoning damage and 1d4 piercing damage. | | 8 | Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage. | | 9 | A bear catches notice of you and charges after you. Now you're also being chased, and the bear is in the race.| | 10-20 | nothing |
\pagebreakNum ### Bloodstone Deep Exterior #### Following the Daggers If the party is not interested in running after the bandits and they have the three Red Legion daggers, they can simply take their time and follow the dagger's direction, which will take them to the entrance to Bloodstone Deep, Red's base, which is where the bandits ended up. Cornered, the four bandits attack!
##### **Battlefield Adjustment** *The bandits will try to sound a warning alarm. If a bandit makes it into the alarm, they'll ring the alarm and four more bandits will arrive every 1d4 turns, for a total of 15 additional bandits.*
#### Aftermath After the scuffle outside resolves, the party retrieves the Plagueshield, the medicine Astrid needs in Didenhill. If the party defeated the bandits without alerting the reinforcements or hunted them down during the chase, the same situation will be waiting inside Bloodstone Deep.
##### **Battlefield Adjustment** *The bandits will try to sound a warning alarm. If a bandit makes it into the alarm, they'll ring the alarm and four more bandits will arrive every 1d4 turns, for a total equal to 15 minus the number of bandits slain outside.*
### Bloodstone Deep Interior Bloodstone Deep itself is a long rock tunnel through ruined archways, occasionally opening up to large caverns where impossibly large pillars sit broken and askew. It does not go deep underground, however, and in fact the tunnel ends in a place where part of the wall has given way, and a man can be seen looking out over the hills of Glendara from a wartable. A stack of a strange blood-red crystals sits nearby. The man looks up from his documents and view. He tells them he assumes they were the ones making all the noise up front. He's not concerned about the dead legionnaires. All the good ones are out making him money. He asks who sent them: Delf, Ugnar, or Itran \columnbreak
##### **Note** * If the party mentions Ugnar, he will say that hurts, given that he rescued Ugnar as a boy and raised him as his own * If the party says Itran, he will say he's not surprised.
If the party mentions Delf or the daggers, he will know that Delf is trying to complete the 2 for 1 Blood Rite, even if the party tries to pretend they're working for Ugnar or Itran. The problem, Red "Dead" Idward, says, is that the Blood Rite is for Red Legion members, and Delf gave up those privileges when he ran away like a coward. Red offers the party an ultimatum: kill Delf and bring Red his head to join the legion as Red's lieutenants or be destroyed.
##### **Note** If asked about the crystals, Red will say they're powerful shards of prismere, part of his plan to control all of Dalentarth, to make it all red. He stole it from some stupid gnomes, and soon it will power the whole legion.
#### Siding with Red If the party goes back and kills Delf and brings his head to Red, he will be waiting with a large gathering of bandits, to whom he presents the head of the wretched traitor Delf. Red gives the party a total of 1000 gold and all travel DCs in Dalentarth increase by 5 due to the galvanized spirit of Red's troops. If they are caught killing Delf, they will be banned from all the Missions in the Faelands, including St. Odwig's and St. Hadwyn's. #### Refusing Red Red will say they've made a bad decision. Red Legionnaires eat better than some kings! He grabs the crystals and smashes them on his face, and his muscles begin to contort and his skin begins to grow a bright red. Roll initiative.
##### **Battlefield Adjustment:** *The prismere shards grow and vibrate as their hidden magics fly into the area around the battlefield. Every turn, everyone takes 1d4 force damage, and the damage increases by 1d4 each turn.*
\pagebreakNum The exploding prismere escalates after Red dies, and the party sprints out of the Deep, only barely making it outside before the cave explodes in red arcane light. When the dust settles, all that is left to do is to inform Brother Delf. If the party isn't already level 5, they are now. ___ > ## Red Legion Bandit >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 11 > - **Speed** 30 ft > - **Loot** 3d6 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Challenge** 1/8 > ___ > > ### Actions > ***Sword.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft, one target. *Hit:* 1d6+1 slashing damage > >***Light Crossbow.*** *Ranged Weapon Attack:* +3 to hit, Range 80/320 ft, one target. *Hit:* 1d8+1 piercing damage ___ > ## Red "Dead" Idward >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 13 > - **Hit Points** 76 > - **Speed** 30 ft > - **Loot** 30d6 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|18 (+4)|8 (-1)|8 (-1)|16 (+3)| > ___ > **Prismere Resilience (3/Day)**. Red can reroll a saving throw he fails. He must use the new roll. > >**Prismere Power (1/Turn)**. Red deals an extra 6 >damage when he hits a target with an attack. It must succeed on a DC 14 Wisdom saving throw or be frightened until the start of his next turn. > > **Prismere Charged (1/day)**. As a bonus action, Red can regain 15 hit points. > ### Actions > ***Multiattack.*** Red makes three attacks > > ***Battleaxe.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft, one target. *Hit:* 1d10+5 slashing damage \pagebreakNum ## St. Hadwyn's Mission St. Hadwyn's mission is not a walled complex like St. Odwigs. Instead, it sits tucked away on a small hill on the edge of Glendar. It's comprised of just a single modest building, and the only person within is Brother Udo. ### Brother Udo Brother Udo is a older darker skinned man with a full head and beard of formidably white hair. He welcomes the visitors to his Mission, asking them how he can assist them. When informed of Brother Fallon's death, he will appear crestfallen and ask if the party recovered Brother Fallon's prayer beads. He asks the party if they follow or respect the God Mitharu, god of order. * If they say yes, he nods and tells them to keep the beads, and pray with them at each of the three missions in the Faelands: here in Glendara, St. Odwig's in Gorhart, and St. Eadric's in the Sidhe. Mitharu will pass her blessing on them. * If they say no, he nods and tells them to keep the beads, and pray with them at each of the three missions in the Faelands: here in Glendara, St. Odwig's in Gorhart, and St. Eadric's in the Sidhe. If Mitharu believes they are worthy, she will give them her blessing all the same. He tells them that by finding Brother Fallon and giving him closure as to his passing, they are now friends of the Mission, and may pray at the Shrine of Mitharu here whenever they want. The shrine will give a temporary +1 to AC until the party takes a long rest or leaves Glendara. ### St. Hadwyn's Beads The beads will gain power as the party prays with them. Reveal the upgraded beads each time this happens. > ##### St. Hadwyn's Beads (1/3 shrines) > ###### Wondrous item, uncommon > This beads belonged to Brother Fallon of St. Hadwyn's Mission. > >Wearing these beads grants an additional 1d6 damage on attacks against Niskaru \columnbreak > ##### St. Hadwyn's Beads (2/3 shrines) > ###### Wondrous item, uncommon > This beads belonged to Brother Fallon of St. Hadwyn's Mission. > >Wearing these beads grants an additional 1d6 damage on attacks against Niskaru > > Wearing these beads grants advantage on attacks against Niskaru > ##### St. Hadwyn's Beads (3/3 shrines) > ###### Wondrous item, uncommon > This beads belonged to Brother Fallon of St. Hadwyn's Mission. > >Wearing these beads grants an additional 1d6 damage on attacks against Niskaru > > Wearing these beads grants advantage on attacks against Niskaru > > Wearing these beads causes attacks on Niskaru to crit on rolls of 18-20 \pagebreakNum ## Hunter's Pit Meeting up with Agarth near the rendezvous at Hunter's Pit, he leads you through brush and woods to a small clearing where a tiny hatch is subtly concealed behind a large rock. He tells them to wait there while he wraps around to the front of the mine and draws the guards. #### **Room 1: Entrance Guardian** The party waits for a while. Out of the bush come three enormous wolf like creatures with terrifying goblin faces and dark red manes running down their spines. One of them is bristling with blue arcane energy. These are Barghests. They may look like beasts but they're actually wild fae. They attack! Roll initiative! After the battle finishes, far off in the distance, the party can hear Agarth yell "now!" That's their cue to get in the hatch. The open the hatch and jump through the darkness... and fall #### **Room 2: Setback** The hatch is on the side of a high sloped cave wall! They begin to slide down at a rapid pace. Party members that can't figure out a magical or flight based solution need to make a DC15 Dexterity saving throw to avoid slamming into rocks poking out of the side of the mighty cavern! Characters that were able to check the hatch or surmise that a fall was coming in advance roll with advantage. Failed saves take 3d6 bludgeoning as they slam in and ragdoll further. #### **Room 3: Traps** Inside, the mine is full of purple fungi and strange wonderful flowers that go through a whole season of subterranean bloom when the characters walk by. The sound of Tuatha chanting echoes from somewhere in the mine. Old equipment and scaffolding is contrasted with freshly set up Tuatha camps and symbols. Huge Pendulum scythes marked with Tuatha runes swing back and forth in a narrow hallway, halting the party's progress. On the floor, blades occasionally pass out of underground rivets. Arrows occasionally fire across the radius of the trapped corridor.
##### **Sample Solutions** * Characters who can speak Fae or decipher languages will see the runes translate to "Cold to Pass." Cold damage will freeze all the traps. * DC 16 Dexterity Checks to time their way between trap activations. They must reach 3 successes before 3 failures or take 3d6 slashing damage and be knocked back to the beginning.
\columnbreak #### **Room 4: The Big Battle** The party comes across a large Tuatha shrine with a large floating red crystal being danced around by a Tuatha priest in a black hood. He chants "Eyes of Tirnoch, show me your power!" He is accompanied by four bodyguards. Nearby the Eyes of Tirnoch is a cage of bloodthirsty Barghests whining and pawing at the lock on the cage. If the party chooses to open the cage with some sort of ranged method, the barghests will slay the bodyguards before being destroyed by the Tuatha Priest's magic. The priest notices the party after the barghest attack, or engages them with his bodyguards if they choose to leave the cage alone. They attack! Roll initiative.
##### **Battlefield Adjustment:** *The Eyes See all. Enemies cannot be given disadvantage on attack rolls and have advantage on Dexterity Saving throws.*
#### **Room 5: The Drama Unfolds** Agarth comes in through the front, sweating. He takes his sword and shatter the crystal. A winter fae, skin red, wearing a terrifying crown and menacing black armor, appears. Agarth charges him but passes right through. "The undying mortal has grown tired of running, has he/she? Decided to fight back? Can you tell me the difference between a creature of nature and a Child of Dust like yourself?” “We children of nature know our roles. Meek and mighty. Prey and predators. Life and death. All serve the cycle. Your Children of Dust do not know your place. You come into our land. You come to face your hunters. And you... you don't know when to die.” “You shall learn. In time, all mortals will know the might of Gadflow, blessed herald of the merciful Tirnoch. All mortals end. Even if some are more... persistent than others." The fae vanishes. Agarth surmises this is Gadflow, the Winter Fae that killed the old High King of the Winter Fae, Lord Ohn, and replaced him, using foul magic to turn his brethren into the Tuatha. Agarth says they've done good work here today, and they should speak to Alyn Shir next (if the party hasn't already spoken to Nyralim). He'll go hunt down the rest of the Tuatha remaining in Glendara. If the party isn't already level 5, they are now. \pagebreakNum ## Coilsbain The outside of Coilsbain cavern is strewn with the wooden debris of a dozen dozen Boggarts. #### **Room 1: Entrance Guardian** The first door is locked with strange runic symbols. If someone speaks Giant, they can see it says "smash weakling!" There are cages full of boggarts nearby. The party will need to slam one into the door for it to unlock. #### **Room 2: Roleplaying Challenge** An old blind Jottun is sitting in front of a giant stone door that must be moved with great physical strength far beyond that of a medium creature.. The party must figure out a way to cajole or deceive the guard into opening the door. The guard is easily confused and drawn to anger, but also enjoys a good joke about smashing boggarts. #### **Room 3: The Setback** The party enters a room full of Jottun. The ground is cracked and uneven. The giants are in a massive circle, listening to their cheiftain. Jottuns are stocky, with short legs and pot bellies. They roar and grunt and point at the party. Their chieftain steps forward and challenges them to a fight. Roll initiative.
##### **Battlefield Adjustment** On its third turn, the Chieftain takes wild powerful swings with its hammer and misses, slamming it into the weak rocky floor. There is a brief pause, and then the sound of rocks rumbling and the whole cave shaking. The floor gives way and all the giants and the party fall down into what turns out to be a massive cavern below, the giants clawing and swinging wildly in the air at the party in the chaos.
The party lands on top of a giant ancient skyscraper, realizing that they have arrived in a massive ancient sunken Erathi city. The tower begins to shake and lean and they being to roll down again, all while seeing falling giants smash into nearby buildings or continue plummeting to the ground far below. The many towers in the area are starting to shake and fall, as the seismic disturbance and the raining giants destroy the city. The forward momentum throws the party off the first tower and into the exposed floor of another. They must make a DC 15 Acrobatics check to roll and land gracefully, otherwise they lose their footing and take 3d6 bludgeoning damage. That tower starts to shake as well, and heading down the stairs quickly enough takes a DC 16 Athletics check, otherwise another 3d6 bludgeoning damage strikes as the stairwell gives way and they fall several stories. Getting closer to lower floors of the tower as the building begins to lean forward, the party must make a DC 15 Dexterity saving throw to avoid a stray Jottun coming slamming through the ceiling, otherwise they take 3d6 bludgeoning as the fat body strikes them before continuing to crash through the floors below. Stumbling forward, the party finds itself weaving and dodging around collapsing bricks and stone until they find themselves under a collapsing beam with no room to maneuver. The party must average a DC 15 Strength save to catch the beam in unison and throw it to the side or be crushed by it and take 3d6 bludgeoning from being struck by it. Finally, the dust settles, and the party looks around. Collapsed towers lay strewn with Jottun corpses and the enormous cavern containing the lost city is still crumbling. The one tower still standing looms ahead, with nowhere else to go. #### **Room 4: The Big Battle** Inside is a man in magical robes pouring over a massive tome bound to a pedestal with enormous iron chains. He looks up at the party. This dude is out of his damn mind and does not respond to reason. Really play it up. "By Telogrus... you surprised me. What are you doing down here? I see my Jottun have failed at their orders... but did Padaxes send you? Lysander, perhaps? Tell me! Those fools have no idea what I'm capable of! Which is obvious, if you're all they've sent to stop me.
##### **Reactions to different party responses:** * Lysander: Of course it was. As if an Alfar could ever threaten my reach... not that it matters. My spell now commands untold legions. Soon, I will lay waste to them all! And you... you have earned your reward. Your death will be swift. * Padaxes: I knew it! Conniving little gnome... Not that it matters. My spell now commands untold legions. Soon, I will lay waste to them all! And you... you have earned your reward. Your death will be swift. * Some variation of "we don't want trouble": You've seen what this place is, yes? An entire city, constructed to focus the power of a single spell! I have, of course, already cast the spell. Even now, my deathless servants rise from centuries of slumber! It is clear I cannot let you live. * A hostile response: You act as though you're surprised to find me here. As if you weren't sent here to stop me, my pursuit! But you're too late - even now, my deathless servants rise from centuries of slumber! It is clear I cannot let you live.
After any of these, he attacks! Roll initiative! \pagebreakNum
##### **Battlefield Adjustment** Balthasar is accompanied by his army of undead Faer Gorta, armed skeletal warriors with demon horns. He starts with 3 and 1d4-2 enter each turn. They keep coming until he is dead, but they all disintegrate when he is slain
##### **The Other Response** * The party says "both" and passes a DC 18 Persuasion check: The Dominus of the Onyx Tower and the Magister of the Rose Court... allied? Together? Impossible! I can't challenge the power of both my rivals, not until I have amassed the full army promised in the scroll. This isn't over, mortal. I promise you
If the party elicits this response, he teleports away and vanishes ##### **Room 5: The Book** The mighty book glows as Balthasar dies or leaves. From it, the party can hear his crazy voice reading his last writings: "City, slumber, dark and still Until awakened to my will Silver circle emerald flame What has slept shall rise again Each party member rolls 1d4 to determine what the spell does to them | d4 | Loot | |:---:|:-----------:| | 1 | 5 free Counterspells | | 2 | + 1 to Death Saving Throws | | 3 | + 1 to AC | | 4 | Intelligence +2 | The party ascends the tower and finds a way to surface. In the distance, they can see boggarts tenatively approaching the front entrance to Coilsbain. \pagebreakNum ___ > ## Arcane Barghest >*Large fae, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 52 > - **Speed** 70 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|14 (+2)|2 (-4)|13 (+1)|5 (-3)| >___ > - **Damage Vulnerabilities** Poison, Piercing > - **Damage Resistances** Ice > - **Senses** Darkvision 60 ft. > - **Challenge** 3 > ___ >**Arcane Hide**. At the start of each of its turns, the barghest deals 5 piercing damage to any creature grappling it. > >**Mana Drain**. The barghest drains the lowest level spell slot from its target each time it lands a hit on a spellcaster > ### Actions > ***Multiattack.*** The Creature Name makes two attacks, one with its bite and one with its claws > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 2d6+4 piercing damage > > ***Claws.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 4d4+4 piercing damage ___ > ## Barghest >*Large fae giant, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 25 > - **Speed** 70 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|14 (+2)|2 (-4)|13 (+1)|5 (-3)| >___ > - **Damage Vulnerabilities** Poison, Piercing > - **Damage Resistances** Ice > - **Senses** Darkvision 60 ft. > - **Challenge** 1 > ___ > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 4d4+4 piercing damage > ___ > ## Faer Gorta >*Medium Undead, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 22 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|14 (+2)|2 (-4)|13 (+1)|5 (-3)| >___ > - **Damage Vulnerabilities** Radiant, Bludgeoning > - **Damage Resistances** Necrotic > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned, Exhaustion > - **Senses** Darkvision 60 ft. > - **Challenge** 1 > ___ > ### Actions > > ***Axe.*** *Melee Weapon Attack:* +4 to hit, Reach 5 ft., one target. *Hit:* 2d6+2 piercing damage \pagebreakNum ___ > ## Tuatha Priest >*Medium Fae, Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 80 > - **Speed** 30, fly 50 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|20 (+5)|20 (+5)|8 (-2)| >___ > - **Saving Throws** INT +6, WIS +6 > - **Damage Immunities** Cold, Ranged Spell Attacks > - **Condition Immunities** Charmed > - **Challenge** 5 > ___ > **Spellcasting.** The Tuatha Priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks) It has the following spells prepared. > > Cantrips (at will): *sacred flame*, *firebolt* > > 1st level (4 slots): *guiding bolt*, *healing word,* *shield,* *sleep* > > 2nd level (3 slots) *hold person*, *mirror image* > > 3rd level (2 slots): *fireball, lightning bolt* > > > \columnbreak ___ > ## Tuatha >*Medium Fae, Any Evil Alignment* > ___ > - **Armor Class** 16 > - **Hit Points** 27 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2)| 14 (+1)|13 (+1)| 8(-1)| 11 (+0)|9(-1)| >___ > - **Languages** Common, Fae > - **Damage Resistances** Cold > - **Condition Immunities** Charmed > - **Senses** Darkvision 60 ft. > - **Challenge** 1 > - **Loot:** 3d6 gold > ___ > > ### Actions > ***Longsword.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit*: 2d8+2 slashing damage. \pagebreakNum ___ > ## Jottun Chieftain >*Huge fae giant, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** infinite > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|17 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Grappled > - **Challenge** 5 > ___ > **Spiked Pauldron.** Characters that hit the chieftain with melee attacks take 2d4 piercing damage > > ### Actions > ***Multiattack.*** if it moves and then attacks, The chieftain makes one jottun charge attack and one jottun hammer attack. If it does not move, it makes two Jottun Hammer Attacks. > > ***Jottun Charge.*** *Melee Weapon Attack:* +8 to hit, Reach 15 ft, one target. *Hit* 3d8+5 bludgeoning > > ***Jottun Hammer.*** *Melee Weapon Attack:* +14 to hit, Reach 5 ft, one target. *Hit* 2d8 bludgeoning \columnbreak ___ > ## Balthasar >*Medium Humanoid, Chaotic Neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 80 > - **Speed** 30, fly 50 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|20 (+5)|20 (+5)|8 (-2)| >___ > - **Saving Throws** INT +6, WIS +6 > - **Damage Immunities** Ranged Spell Attacks > - **Condition Immunities** Charmed > - **Challenge** 5 > ___ > **Spellcasting.** Balthasar is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) He has the following spells prepared. > > Cantrips (at will): *chill touch*, *firebolt* > > 1st level (6 slots): *magic missile*, *shield,* *ray of sickness* > > 2nd level (4 slots) *hold person*, *mirror image,* *web* > > 3rd level (2 slots): *fireball, lightning bolt* > > 4th level (1 slot): *blight* > \pagebreakNum ## Returning to Didenhill ### Returning to Kester Barclay Kester thanks the party, telling them the boggarts have already started to move now that the Jottun have scattered. If they have not already spoken with Astrid the healer, he says to check in with Astrid to help with those still sick if they'd like. Unfortunately, Thaddeus died of blood plague while they were gone. Gives them 100 gold and Evalyne's Ring as a reward. > ##### Evalyne's Ring >###### Wondrous item, rare > While wearing this ring, your maximum hitpoints increase by 10 or 10 percent, whichever is higher. ### Returning to Astrid the Healer Astrid thanks the party, immediately administering medicine to the patients. Gray Gunnar and Liza Rendig are cured immediately. Astrid will ask about Brother Fallon and lament his death. She'll say the party should return his prayer beads to St. Hadwyn's Mission on the other side of the forest if they found them. (Party can return to the corpse and find them still there if not.) Her curse and disease removal services are now free. She also gives them five potions of healing. ### The Funeral When the party is in town after both clearing out Coilsbain for Kester Barclay and recovering the plagueshield for Astrid the Healer, they will notice the town having a funeral for Thaddeus Holn, the plague having passed. After the service, the Gunnar family will approach and offer the party half off on inn rooms. Cora of the Craft Hall offers a one-time 25 percent discount on any item she or Olin has to offer. Afterward, Thaddeus's tearful mother will approach the party, saying Thaddeus was full of hope right before he died, saying he just knew those new strangers would save the town. Its thanks to them that she's even alive right now. She bequeaths an old family heirloom that Thaddeus had been holding on to to the party. They receive the Scepter of Binding \columnbreak > ##### Sceptre of Binding >###### Wand, rare (requires attunement by a spellcaster) >This wand has 7 charges. It regains 1d6-2 (minimum of 0) expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1-9, the wand crumbles into ashes. > >**Spells**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). > >**Assisted Escape**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. \pagebreakNum # Many Happy Returns ## Returning to Brother Delf Brother Delf thanks the party, nearly weeping. He hands them 500 gold, saying he had taken up a collection around the mission. He also hands them a key to a chest in the Mission bunkhouse with some items from his old life that he doesn't need anymore. He tells them to make sure they open it away from prying eyes. The party opens the chest to discover 5 potions of Flesh Eater. Brother Egan will stop the party outside the Mission and shake their hands firmly, saying they don't know just how much good they've done for the people of the Faelands. > ##### Potions of Flesh Eater >###### Potion, rare > For a minute after drinking this potion, your weapon attacks heal you for half of the bludgeoning, piercing, or slashing damage that they deal ## Returning to Ochdran Fall at Shieldring Keep Returning to Ochdran, he will ask the party what they know of the lost expedition. He will accept the dead soldier's order papers as proof of their demise and pay the party 100 gold coins. If the party calls him out on his dangerous orders, he will offer to bribe them 300 gold to stay quiet. If they refuse and he cannot convince them to drop the subject, he will run out of the keep, never to be seen again. If they tell a ranking Warsworn first, such as Tine Delfric, he may be apprehended and put under investigation. If the party does not tell on him or accept the bribe, he stays on as quartermaster and opens his wares to the party. If he loses his station, the keep's blacksmith and his apprentice take over the shop, and the Warsworn give the party a 50% discount for their part in getting rid of their corrupt quartermaster. ###### Shieldring Keep's Wares (100% prices)
| Item | Cost | |:---:|:-----------:| | Breastplate | 500 gp | | Half Plate | 900 gp | | Plate | 2000 gp | | Shield | 8 gp | | Glamoured Studded Leather | 2000 gp | Item | Cost | |:---:|:-----------:| | Strange Fae Sphere | 1000 gp | | Gauntlets of Ogre Power | 8000 gp | | Rapier of Wounding | 2030 gp | | Scroll of Dispel Magic (3 left) | 100 gp
\columnbreak The Strange Fae Sphere turns out to be the tale of The Flames of Rhyderk, a mighty sword stolen by Bolgan giants and later recovered by the valiant efforts of Sir Airmer. *The party learns of the nature of these spheres by going through the House of Ballads quest line.* ## Returning to Glianal ### The Sphere from Uduath The sphere is a cairn, a device that holds tales of the House of Ballads. When inserted into an Echostone, it allows the holder to reenact those tales. The sphere holds the tale of The Shadow of Enfamanir, where Sir Farrara defended the first fae settlers of the magical fae capital of Ysa from a terrible threat. The location of this monster is in The Sidhe. These tales are of extremely dangerous levels. Glianal warns the party that while the rewards are great, the danger is severe. If they are below level 7, he will tell them they are not powerful enough yet. Glianal tells the party to bring back any other cairns they might find and use the Echostone to explore their stories and gain their treasures. ## Returning to King Wencen at The House of Ballads after Uduath The King welcomes the party back to the House. He tells them there happenings at Gorguath and Uduath trouble him greatly. It is time for the party to take on a ballad of their own, while Hallam the White is away trying to figure out these mysteries. He is sending them to the Ballads Library in Haxhi, a collection of all the great stories of the House. It is run by Tenwha, a reclusive fae with a penchant for the mortal invention of the ink and quill. He tells them Hallam the White told him to tell them to retrieve a story from the Library called The Hero and The Maid, although why he cannot fathom. The Storyteller's knowledge of the House's history surpasses even King Wencen's wisdom. \pagebreakNum ## Meeting Alyn Shir at the House of Ballads ### Glianal Alyn Shir is talking with Glianal the fae antiquarian when the party approaches. Glianal will say he is impressed: Alyn Shir speaks highly of the party and that is no small feat. He asks to see the Coddex of Destiny the players recovered from Dellach. The High King Titarion wrote wisdom in the codex and then gave it to the first fateweavers. Reading it, Glianal grows angry. He says it says there will be mortals who are exceptions to the rules of fate, that magic will change, and that immortals will die. He declares that the king would never write something so foolish, and accuses the player of giving him a forgery. He demands that he and Alyn Shir leave him be. ### Alyn Shir Speaking with Alyn away from Glianal, she tells you he is a fool. The Codex is real. But if Glianal will not read it, then the only other option is to have High King Titarion himself read it, since he wrote it. The problem, is that the High King is in Ysa, the hidden fae capital, and very few fae can give permission to enter it. However, she does know of one being that can grant access to Ysa. Nyralim, the world's oldest mortal, has that power. He resides at Caer Nyralim in the south of the Sidhe. She tells them they must go alone, as she and Nyralim do not get along. She tells them he is very wise, but not to believe anything he says about her. She vanishes after the conversation ends. ## Returning to King Wencen at The House of Ballads after the Ballads Library The Court of Enchantments is deathly cold as the party approaches. Inside, on the throne is an apparition of a Winter Fae woman, her armor lined with ominous formations that look like tree branches in the dead of winter, whose image burns with blue fire. She taunts the party, saying they'll never see the King again, and then she vanishes. Galin the squire is dead on the floor. Hallam the White bursts in. He says the Maid has taken the entire Court of Enchantments, including the King, Queen, Lady Oleyn, Airmer, Creth, and more. and he has no idea where they've gone or how to combat her strange new magic. The only person who might have some insight is Father Etair, a human Hallam has known for some 40 seasons. Etair is a powerful but humble alchemist with extreme levels of insight into the mysterious of the world. He resides at St Eadric.s Mission in the Sidhe. The Maid has taken control of the Hero and the Maid, the story of how King Wencen tricks the Maid by pretending to confess his love to the lovestruck enchantress and then striking when her guard is down. If she can use her strange new magic to change this, then all hope is lost. Hallam tells the party to return to him with any information they might find. \pagebreakNum # Lorca-Rane Lorca-Rane may have the largest ruins to forest ratio in all of the Faelands. The places is packed with pillars and old roads on all elevations A high road runs on old stone bridges past abandoned castles and temple, and the occasional Jottun clan. A low road runs deep into the region, shadier and packed with spiders and other dangers. ## Meeting Wyl Rendig at Warden's Bridge The players meet Wyl at the bridge, which passes over a lower road and bridges two large hills together. Wyl is not alone. Two other recruits, Curran and Brae are standing at attention with him, and Ost Ordura is giving instructions. Ost is impatient. There have been reports of demonic Niskaru in the area, and he wants to scout for proof. He orders everyone to spread out and look for clues. The party discovers that grass sheared as if run over by a sycthe, and then a little further away they see blood stains, and then further away they see impact marks of something heavy. On the third discovery, they hear a scream, and run back to everyone else to find Curran's body mauled beyond recognition by something razor sharp. Ost draws his sword and mumbles the word "pathetic." He tells everyone to be on the lookout, and to proceed. The party enters through a long and convoluted ruin with tight turns and high walls. They come across a skeleton that looks rather recent, with lacerations *in the bone.* It is at that point that Wyl's mangled corpse is slammed into the wall in front of them. Brae and Ost look around but there is no sight of the attacker. Ost yells at them to get into tight formation and they proceed forward together. Passing by some rotting wagons, Ost kneels down to check some tracks when a Niskaru bursts out from behind the wagon and decapitates Brae. Another comes around and attacks Ost, who tells the party to handle the other one while he tackles this. Roll initiative. If the party isn't already level 4 after defeating the Niskaru, they are now. Ost asks for a moment of silence for the fallen. Afterward, he announces that they've left a solid trail, and that he can track them from here. The trail leads to Brigand's Hall Cavern, which Ost says is a common place for bandits trying to gain notoriety and followers to move into. He and Tine have cleared out plenty of would be bandit kings from here in their respective generations. He tells them it's time once more for true Warsworn to clear out the scum from the Hall. Inside is a cavern with an extremely complicated door, but Ost just laughs and says they never change the locks, easily unlocking the mechanism. Inside, thieves and bandits are smeared against the walls, bones broken, throats cut. The Niskaru have been busy. Ost says this place is trapped as hell due to all the roguish types that abound. The party must make 3 DC 15 Dexterity saving throws before failing 3 times to pass by spike traps and tripwires to avoid taking 3d6 piercing damage. Ost tells them they'll make fine pledgeshields, and one day they'll be drinking and reminiscing about this strange day. He notices something up ahead and pulls them aside, saying he sees mages in the distance, using large amounts of bloody corpses to make sacrifices. He's not sure who these strangers could be. Not even Belen's Testament, a local death cult, would go this far. Rushing into battle, Ost cuts down mage after mage until a portal opens up behind him while he is mid sword swing, and an incoming Niskaru skewers him from behind, tearing him in two. The last mage cackles, saying they are the Fahrlangi, and they are uncqonuerable. He and the Niskaru attack. Roll initiative.
##### **Battlefield Adjustment:** *The Fahrlangi has Niskaru healing circles set up throughout the room, where the Niskaru regains half of its lost hit points when it sits there for a turn. Kill him to deactivate them.*
The party recovers a strange artifact that Fahrlangi notes nearby called The Heart of Sibun, a igneous rock in a metal half-cage that seems to pulse with malevolence. \pagebreakNum ___ > ## Niskaru >*Medium fiendish monstrosity, Chaotic Evil* > ___ > - **Armor Class** 13 > - **Hit Points** 110 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|16 (+3)|16 (+3)|11 (+0)|12 (+1)|13 (+1)| >___ > - **Damage Vulnerabilities** Ice > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Fire > - **Condition Immunities** Charmed > - **Senses** Darkvision 120 ft > - **Challenge** 4 > ___ > ### Actions > ***Multiattack.*** The Nisakru makes three attacks, one with its bite and two with its claws > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 1d8+3 piercing damage > > ***Claws.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d8+3 piercing damage \columnbreak ___ > ## Fahrlangi Mage >*Medium Humanoid, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 27 > - **Speed** 30, fly 50 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|10 (+0)|10 (+0)|14 (+2)| >___ > - **Challenge** 1 > - **Loot** 10d6 gold > ___ > **Spellcasting.** The Fahrlangi Mage is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) It has the following spells prepared. > > Cantrips (at will): *poison spray*, *firebolt* > > 1st level (4 slots): *charm person*, *chromatic orb,* *shield,* *expeditious retreat* > > 2nd level (2 slots) *scorching ray* > \pagebreakNum ## Cairn: The Flames of Rhyderk: 3 CR 8s Challenge The Blade of Rhyderk is being held by a group of Jottun Runelords, jottun who have mastered the art of ice magic, at an old ruin in Lorca-Rane Aery the fae will appear and warn the party if they are too weak to complete this if the DM determines the party cannot handle the challenge.
##### **Battlefield Adjustment:** *The blade's magical flames illuminate the area, making stealth, hiding, and invisibility impossible.*
Winning grants an ability score improvement and the blade. After defeating the Jottun, the party will need to bring the blade to a blacksmith for repair. It costs 1000 gold to repair fully. > ##### Rhyderk >###### Weapon, longsword (very rare) (requires attunement) > >When you hit with an attack using this + 1 magic sword, the target takes an extra 3d6 fire damage, or 6d6 fire damage if they are a size or more larger than you. In addition, while you hold the sword, you have resistance to cold damage. > >The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \columnbreak ___ > ## Jottun Runelord >*Huge fae giant, Chaotic Evil* > ___ > - **Armor Class** 15 > - **Hit Points** 138 > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|17 (+3)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Cold > - **Condition Immunities** Grappled > - **Challenge** 5 > - **Loot** 1000 gold > ___ > **Spiked Pauldron.** Characters that hit the runelord with melee attacks take 2d4 piercing damage > > ### Actions > ***Multiattack.*** If it moves and then attacks, ahe chieftain makes one Jottun Charge attack and one Jottun Ice Hammer attack. If it does not move, it makes two Jottun Ice Hammer attacks. > > ***Jottun Charge.*** *Melee Weapon Attack:* +8 to hit, Reach 15 ft, one target. *Hit* 3d8+5 bludgeoning > > ***Jottun Ice Hammer.*** *Melee Weapon Attack:* +14 to hit, Reach 5 ft, one target. *Hit* 2d8 bludgeoning + 4 d8 cold damage \pagebreakNum # The Sidhe The Sidhe is an enchanted forest with no direct sunlight penetrating past the canopy. The shady forest is lit by strange magics and it dips lower and lower toward the center. Old ruins peak out of small but impossibly deep pools, and quiet streams and brooks criss-cross through out. ## Caer Nyralim Caer Nyralim sits at the southern end of The Sidhe. Large green fae lanterns hang from low branches of the mighty trees, marking the path. Large stone monoliths form an uneven pattern as the path narrows toward the entrance. The party continues down the path and around a treelined mountain bend. What they see next is breath taking. Caer Nyralim is not a castle. It is a landscape. A large waterfalls pours down into a brief plateau, and then again falls a much larger length into a wider river that stretches out of the faelands. On that brief plateu, an impossible large willow tree sits, its roots overlapping the vertical drop to the river below. The tree does not have one central trunk, but instead large secondary branches grow out of the exterior ring of the trunk, the interior trunk being an open space between shaded by the willow canopy More green lanterns hang from all its branches. The path runs parallel to the roaring falls for a while until it leads into a brief stretch of land separating the first drop from the second waterfall, and it leads all the way into the heart of the mighty tree. The party hears a powerful voice say "come closer, little curiosities. " At the plateau in between the mighty willow branches is a floating green collection of magic. "You have come looking for the fae, but you have met the World Tree, Nyralim." Nyralim is a giant tree whose branches stretch all over the Faelands, and he is ancient. Nyralim says the time of fae is coming to an end, and he must protect them as they experience this transition. His roots block the way to Ysa, and he is not sure if he can trust one with the power to shift fate to get close to the vulnerable fae. He says the nature of a fateless one is hard to judge, if they are true of heart or one who seeks destruction, much like Alyn Shir, who he says is an extraordinary mortal. Her dedication is impressive but her cause is unknown He says the party and Alyn Shir knew each other before the party died, or at least they thought they knew her. He does not know if the paths they walked together were dark or light. \columnbreak
##### **Note** If they have not yet destroyed the Eyes of Tirnoch with Agarth yet, Nyralim will say he cannot give them their test yet, as they are being watched. They must meet with Agarth in Didenhill and complete his task and then return.
A troll matriarch named Gnarsh has been corrupted by prismere, a magical substance that causes great power but also can corrupt those who have at least some true evil within them. If the party could slay her and be unaffected by the prismere in her lair, that could prove to Nyralim that they have good intentions, and wish to right the world for the better. Gnarsh has made a lair in the Haxhi dam. ### Returning to Caer Nyralim after Gnarsh is dead After Gnarsh is slain, the party will return to praise from Nyralim. They have forever changed the fate of Dalentarth for the better. But to Nyralim, fate stills says fae and mortal alike are doomed. He tells them to go meditate at the heart of the Sidhe, and if they are indeed outside of fate, the way to Ysa will appear. ### Meditating in the Sidhe Taking time to sit in the Sidhe and think causes a set of vines draped over a tree trunk that the party never noticed before to move aside. Through this tree and over a series of fae bridges, lies Ysa. [And it looks like this](https://www.gmbinder.com/images/PTCm7qh.jpg "title") \pagebreakNum ## St. Eadric's Mission St. Eadric's is a large campus built inside the walls of a fae ruin. The central courtyard and shrine are in a garden with beautiful flowers and gazebos. A well sits in the center. The brothers will welcome in the visitors and will gladly pray with them at the shrine to Mitharu, as well as trying to provide whatever help they can give. ### Father Etair Brother Aewin and other brothers milling about outside will point the party to the Mission's bunkhouse when asked about Etair. As ranking member, his private quarters are on the upper floor. Naturally, when the party reaches his room, it has been ransacked and destroyed, and Etair is dead on the ground. Searching the room, the party will find this journal entry.
##### Tuesday We broke through this morning. It was a grand adventure. I led the way, dangling from a series of cords and timbers, a puppet on a string. Exciting! I must confess that such breathtaking risks are not the usual labors of a mission father. Of course, what is but prayer? I would do it again in an instant. Exciting! The old well was in better condition than we'd anticipated. Brother Wulf and I were able to penetrate the collapsed stone within several hours of digging, and soon reached the lake beneath. Water levels were low, likely because of the endless heat we've been experiencing in Haxhi this spring. As we prepared the pulley lines and removed debris, the oddest thing happened. Beneath the earth, far in the depths of the well, Wulf made an interesting discovery. It was a crystal. I've seen a great many gems and stones, but I've never seen anything like this in all of my days. It is quite obvious to me that the crystal possesses magical properties, for its surface moves with a rippling aura, like light wavering over the water, but that is all I can gather without performing more experiments. My next few days will be spent in close observation.
Returning to brother Aewin and telling him will cause him to recoil in horror. He will say the Father and Brother Wulf had been arguing but he never thought it would turn to murder! He gives them a key to Father Etair's study and tells them to look for anything that might help them find the killer.
##### **Info** * Brother Aewin is a war vet whose war experience cleared his desire for war and glory * Father Etair was the one with the idea for the garden * Etair and Wukf had a father/son relationship * Wulf was Etair's apprentice
Inside the study, the party discovers a journal entry by Etair:
##### Saturday A strange maiden arrived today from beyond the Sidhe. She had come about the crystal. I knew at once who she was, despite who she claimed to be. Hallam has filled my head with enough fae tales for me to recognize the Maid of Windemere. If only I could have frozen the faces of my young charges as they watched this enchanted creature walk among them. Poor fools, they did not comprehend the danger they may face. The Maid is no mere woman, but a powerful magician who could kill any of us with the flick of her smallest finger. I lied to her about the crystal. I had no choice. She must believe that I'm either too smart to surrender the crystal, or too stupid to have discovered it in the first place. But make no mistake. She will return, and when she does there must be no trace of what has transpired here. I must dispose of the cursed thing as soon as possible. But where shall I do it? I beg you Mitharu, please gift me with the guidance to protect my sons, and to do the right thing.
\pagebreakNum ### The Well If the party deduces that they need to descend the mission's well, inspecting it will reveal a need for a rope or some other mechanism for safely descending. ##### **Room 1: The Entrance Guardians** At the bottom of the well, the party will be attacked by a clan of Amalurian Kobolds! Kobolds in Amalur resemble upright hairless hyenas, and are extremely violent. A DC14 Intelligence check adds that they are heavily fond of improvised explosives.
##### **Battlefield Adjustment** *The battle starts with 3 kobolds. After one dies, 1d4 kobolds show up every 1d4 turns until 25 total kobolds have been killed. The party starts in the center of the battlefield, and the kobolds approach from the fringes.*
#### **Room 2: Just keep swimming** The cave continues until it reaches a spot where it descends into a tunnel of water 6 feet deep. The party will have to swim to proceed. The water is murky, however, and if the party cannot illuminate it, they will have to make 3 DC 15 Investigation checks. Any time they fail, they must make a DC 15 Dexterity saving throw or take 3d6 piercing damage from a hidden spike trap. The save is made with disadvantage if the character does not have a swimming speed. A DC 18 Perception check will reveal the Venomous Greatsword. #### **Room 3: Plot Twist** Wulf is found lying wounded on a small plateau sticking out of the water, easily identifable by his Brotherly robes and the mark of alchemists on his clothes. His head is surrounded with the same greenish magic that was used as a forcefield on Tenwha at the College of Ballads. He is clearly under some form of enchantment Wulf will smile and wave over the party, in some sort of bizarre mental haze. Wulf will confess to killing Etair, saying he had to because Etair planned on destroying them. Etair had discovered the crystals enable the corruption of other magics. Etair had dropped the crystals down the well when a strange powerful woman had come asking about then, but the crystals had called to Wulf, told them he needed them and he could not resist returning to get them. He will say the crystals are naturally undetectable, but Etair had built a special whistle that revealed them. He will refuse to hand it over unless physically restrained or if the magic on him is dispelled. Dispelling the magic on Wulf will cause him to realize what he's done, be consumed with guilt over killing his father figure and slit his own throat. Wulf's body can be looted for a ring of lighting resistance The whistle looted, the party is free to return to Hallam. If the party blows the whistle, a crystal will appear nearby. They can crush the crysal to dispel the enchantment on Wulf. \pagebreakNum > ##### Venomous Greatsword > ###### Weapon, greatsword (rare) > This greatsword does an additional 2d6 poison damage on hit. > ##### Ring of Lightning Resistance > ###### Ring (uncommon) > While wearing this ring, you are resistant to lighting damage ___ > ## Amalurian Kobold >*Medium, Chaotic Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 13 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|12 (+1)|8 (-1)|7 (-2)|8 (-1)| >___ > - **Senses** Darkvision 60ft > - **Languages** Kobold > - **Challenge** 1/4 > - **Loot** 3d6 gold, Minor Kobold Bomb > ___ >**Explosive Targeting.** This kobold has advantage on attack rolls on any creature damaged by another kobold's bomb in the last turn >___ > ### Actions >**Bomb**. *Ranged Weapon Attack*: +4 to hit, range 5/20 ft., one target. *Hit*: 2d6 fire damage. > > **Spear**. *Melee or Ranged Weapon Attack*: +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit*: 1d8 + 1 piercing damage > ##### Minor Kobold Bomb > ###### Weapon (bomb) (uncommon) > This ranged weapon can be thrown to do 2d6 fire damage on a successful ranged weapon attack roll. It is expended after it is used. \pagebreakNum ## Cairn: The Shadow of Enfamanir: CR 13 Challenge The Shadow of Enfamanir cairn leads the party to a small hole in a cliffside to a hidden grove where all seems quiet, Then, an infernal portal opens, and pulling itself into the mortal plane is Enfamanir, a Niskaru Tyrant, a towering Niskaru made of sterner stuff than its counterparts. Aery the fae will appear and warn the party if they are too weak to complete this if the DM determines the party cannot handle the challenge.
##### **Battlefield Adjustment** The heat picks up and the party is now vulnerable to fire damage if they did not move during their last turn.
After defeating the Niskaru, the tale is complete and the air fills with golden light. Each player gets an Ability Score Improvement. \columnbreak ___ > ## Enfamanir >*Huge fiendish monstrosity, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 200 > - **Speed** 40 ft > - **Loot** 1200 gold >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+)|20 (+5)|22 (+6)|14 (+2)|14 (+2)|14 (+2)| >___ > - **Damage Vulnerabilities** Ice > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Fire > - **Condition Immunities** Charmed > - **Senses** Darkvision 120 ft > - **Challenge** 13 > ___ > **Magic Resistance.** Enfamanir has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The Enfamanir makes three attacks, one with its tail swipe and two with its arm stretch > > **Fire Breath.** Enfamanir releases a breath of fire in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. > > > **Tail Swipe.** *Melee Weapon Attack:* +10 to hit, Reach 5 ft, one target. *Hit:* 5d10+5 piercing damage > > **Arm Stretch**. *Melee Weapon Attack:* +10 to hit, Reach 5 ft, one target. *Hit:* 3d6+5 piercing damage > > ***Fire Outburst.*** Enfamanir will concentrate power and then cause an explosion with large radius surrounding him. Each creature within 5 feet of Enfamanir must make a DC 15 Dexterity saving throw, taking 9d6 fire damage on a failed save, or half as much on a successful one. \pagebreakNum # Ysa Mighty Ysa is alive with majestic ponds, towering trees, fae edifices that have been grown from the ground. fantastical faerie lamps, and all manner of mortal nobility walking amongst the fae. The party is greeted by Erawn, Chancellor to the High King. "Welcome to the Gardens of Ysa, home of the Summer Court, and the warm heart of the Faelands. It is a rare occasion for us to welcome a Child of Dust into Ysa, but it is equally rare that Nyralim chooses a champion! Pleased to meet you. I am Chancellor to the High King. I pray you enjoy our hospitality. Erawn lays out the different districts of Ysa: the Understyle, the western lower level of Ysa where the fae live, Felltown- the eastern mortal district, the Trellis, the middle level where petitioners of the High King wait to be heard, and the Font, where High King Titarion's palace sits far above the rest of the Gardens of Ysa. If the party has become Kings of the House of Ballads, all fae characters will address them as such and will show them great reverence and respect. ## Felltown Despite its dreadful name and the ostracized feeling of some of its residents, Felltown is just as beautiful and well-maintained as the rest of Ysa. ### Asker's Alley Asker's Alley is the local inn. It hosts humans, elves, fae, and gnomes alike. It was clearly orignally meant for fae use, as the bar sits at the center of a canverous fae rotunda, with benches spread out on the far walls, and a great deal of empty space between tables. There are three notable NPCs here- an Almain man drinking, a Ljosalfar running the bar, and a Dokkalfar shuffling cards. #### Riona Helt Riona Helt is the light elf bartender. She's the go-to for food, drink, and lodging. She's quiet pleasant and fresh-faced, and jovially tells the party that a dark elf named Cali Keen is running games of Hex if they're interested in increasing their bad luck. For a good time in the city, she recommends staying away from the Embassy Hall, which she considers a building full of awfully cruel people, with the Dokkalfar and the Varani at each other's throats constantly. The United Merchant's Delegation, the mortal market, seems much more pleasant to her. If they ask about the Almain man drinking, she'll tell them its the owner, Gerten Asker. He took her in 10 years ago when her parents were killed by Tuatha. She'll say the upper parts of the city are full of magic she doesn't understand, and that it's best to keep away from the easily offended fae of the Understyle. ### **Asker's Alley Prices** | Food | Price | |:---:|:-----------:| | Ale | 4 copper per mug | | Bread | 2 copper per loaf | | Cheese | 1 silver per hunk | | Wine | 2 silver | | Meat | 3 silver | | Room | Price | |:---:|:-----------:| | Standard | 5 silver | | Upgrade | 8 silver | #### Gertern Asker Gertern is an enterprising Almain man who gregariously embraces the party as they enter, introducing himself as owner of the establishment
##### Info The mortal ambassadors to Ysa had asked the fae for an inn for mortals. The fae had no idea what that was so they asked the Asker family, who had lived in the city for some time. Gertern had no idea how to run an inn but took advantage of the opportunity and learned on the job.
Gertern is a bit down, saying he wants to make Victor's Brew, a heavy ale that has become extremely popular in recent years thanks to its therapeutic use by soldiers returning from war. The problem is, the only place that makes it refuses to distribute it to him to sell at Asker's Alley. Fortunately, Gertern believes he has cracked the code. He asks the party if they'd be willing to find him some bristletongue, a rare herb that grows out of the Font, the mighty magic waters that pour down from the top of the city and nourish all of Ysa. He has two leads on where to find bristletongue. \pagebreakNum
##### Locations * The Lyceum Grove in the Understyle. They will need to persuade the font's tenders for this option. * The Font Gardens themselves. They will need to be discreet to evade the royal gardeners for this option. Gertern warns the party that this choice would be considered quite sacrilegious and offensive if the fae caught them in the act.
Gertern says while he is not allowed at the Font or the Understyle, he knows that the party is. Only important guests are allowed to carry weapons. He promises to greatly reward the party if they follow through, not just with coin, but with one of Ysa's best kept secrets. #### Cali Keen Cali is a smooth-tongued dark elf who will wave over the party as they get close. Cali doesn't have much to say besides that Ysa has gold just like any other city. She's running games of Hex, and it's real simple. The party makes a bet, and then chooses odd or even. She then shuffles 6 cards numbered 1-6 and draws- * If the party is wrong, they lose. * If the party guesses correctly on a 1 or 6, they win the bet. * If the party guesses correctly on a 2-5, they must ante equal to their original bet as Cali draws again from the remaining 5 cards. They then must guess whether or not the new card is higher or lower than the first. Winners collect, losers lose it all. ### United Merchant's Delegation The United Merchant's Delegation is a group of approved vendors that sell to the city's mortal residents. Weapon sales are prohibited by the order of the High King. ###### United Merchant's Delegation Prices | Item | Cost | |:---:|:-----------:| | Leather Armor + 1| 2508 gp | | Studded Leather Armor +1 | 2550 gp | | Breastplate + 1| 3000 gp | | Half Plate +1 | 3400 gp | | Shield +1 | 2508 gp | | Item | Cost | |:---:|:-----------:| | Potion of Greater Healing | 250 gp | | Potion of Heroism | 180 gp | | Potion of Vitality | 960 gp | | Potion of Speed | 400 gp | | Scroll of Dispel Magic (3 left) | 100 gp \columnbreak ###### United Merchant's Secret Menu | Item | Cost | |:---:|:-----------:| | Vicious Weapon (any)| 360 gp | | Giant Slayer Weapon (any axe or sword) | 7030 gp | | Sword of Wounding (any sword) | 2050 gp | | +1 weapons | 1050 gp | | + 2 weapons | 4500 gp | | Dagger of Venom | 2508 gp | | Potion of Poison | 100 gp | ### The Shrines Six shrines to six mortal gods sit in a semi-circular grove in a part of Ysa where kind trees and small rivers run under fae footbridges and vine-laden trellises. Each shrine provides a boon when prayed at, but only 1 god's boon may be active at a time. The bonus each shrine provides is a number of d6s equals to a particular attribute's modifier. | God | Benefit | Attribute Multiplier |:---:|:-----------:|:-----------:| | Belen, God of Death| You add xd6 to your next death saving throw | Any | Ethene, Goddess of Wisdom and Art | You add xd6 to your next Wisdom save or ability check | Wisdom | Lyria, Goddess of Magic | You add xd6 to your next concentration check or Intelligence ability check | Intelligence | Mitharu, God of Order| You add xd6 temporary hit points the next time you are healed | Constitution | Thyrdon, God of War | You add xd6 to your next attack roll | Dexterity | Ynadon, God of Justice | You add xd6 damage to your next hit| Strength \pagebreakNum ### Embassy Hall The Embassy Hall is where Almain, Varani, Ljosalfar, Dokkalfar, and Gnome diplomats have their offices. The Almain and Ljosalfar diplomats are away at the moment. #### Ambassador Keen The party will encounter Ambassador Keen, representative of the dark elves, in conversation with the gnome's representative. As the party approaches, the gnome notices an incoming gnome in formal gnomish attire, who he refers to as "Templar Jorielle." He excuses himself to talk with her in the next room while the party is left alone with Ambassador Keen. Keen is young for her station, but she is energetic and skilled at diplomacy. She appreciates the party's skill but cannot come to terms with the amount of violence they have caused. Ambassador Keen informs them she caught wind of their arrival to Ysa, and needs their help, and demands the party swear to secrecy. While the war rages on in Klurikon and the fae remain hidden in their faerie city, there is a new conflict brewing. The Varani are planning on attacking Ysa to depose High King Titarion and force the fae into joining the war. Although the ambassador would like the fae to join, she does not approve of the Varani turning Ysa into a military camp. The head of the Varani plot is the Varani ambassador, Ambassador Brenner. She is a former warlord barely skilled in the art of diplomacy, and most of her ideas are about war and aggression. Keen believes Brenner has been sent here by the Varani with the express purpose of preparing for the invasion- and she has proof. The Varani communicate through secret codes engraved on blades, and her associates have told her Brenner has a personal pair of daggers detailing all of Ysa's defenses and weak points. If those daggers leave the city, all could be lost. Brenner is known to take walks around quieter parts of Ysa at night. Keen asks them to kill Brenner while she walks alongside the encircling waters of Ysa, and dump her body in the river so that it flows out of the city and into the dark heart of the Sidhe. They are to destroy the daggers and then meet her at The Shrines when the deed is done. #### Ambassador Brenner Brenner is in her office if the players seek her out. She is brash and to the point, and has little affection for the Court of Summer. She resents them for not joining the war. Secretly, she has arranged for a Varani invasion to force the mighty fae warriors to fight their Winter brethren in the Crystal War. She will implore the players to think of how poorly the war against the Tuatha will end if the army does not have fae warriors of its own. If the party informs her of the plot to depose Titarion, she will ask them to instead lead Keen to the shrines late at night, and kill her there where no one will be watching. A Varani agent will be nearby to dispose of the body when the deed is done. They will receive further instructions from that agent. They are not to speak with Brenner again. #### Siding with Keen Stalking Brenner at night proves to be an easy task, the party members involved only needing to make a DC 9 Stealth check to sneak up and kill Brenner. Failing will cause her to flee and dive into the depths of the river, escaping the city. Keen will be disappointed and will tell them there are dark days ahead for Ysa with Brenner still alive. If the party kills Brenner, and meets with Keen at the Shrines, Keen will coldly congratulate the party, saying she's pulled some strings to give them a 1000 gold credit at the United Merchant's Delegation. She tells them she appreciates their service, but she despises the violence that they have committed, and that they are not to speak again. #### Siding with Brenner The pacifistic Keen will stand no chance against the party, falling to any attack. The Varani agent will take Keen's corpse and hand them two engraved daggers, saying they should be delivered to a man an Alvar in the town of Ayten in the Wolds region of the Plains of Erathell. The fae have put up a magical barrier on the path between The Sidhe and the Plains in an attempt to shield Ysa from the Tuatha, so they'll need to take a detour through Detyre. The party is given 500 gold each and are told to keep their mouths shut if they want to keep getting paid. Alvar will give them their next orders. \pagebreakNum ## The Understyle The party is kindly asked to refrain from entering the Understyle during their visit. Chancellor Erawn will note there is no reason for them to need to enter there. Entering anyway will reveal strange homes and worried looks from fae residents. ### Lyceum Grove The Lyceum Grove is a rather standard fae structure on the outside, but the inside is revealed to be a bizarre alchemy laboratory centered around a strange nest of roots #### Jakasen Jakasen, an older laid back friendly fae, greets the party as they enter. He is "the Steward of Tinctures and Elixirs, a meaningless title, one I gave myself, actually. But my work is vital, as is my role, to test the Font's magic." Jakasen is the alchemist on duty. monitoring the strength of the Font, the magical waters that nourish all of Ysa from their origin at the top of the city to where they meet mortal rivers as they flow into the Sidhe.
##### **House of Ballads Perk** If the party has been honored as the Kings of the House of Ballads, then Jakasen will be honored by their presence and offer them the bristletongue as soon as they ask for it. He still will offer the potion if they're interested, though.
Jakasen sees no reason not to give the party the herb; they are trusted guests of the High King after all. Still, he does need some help with something, so he offers to trade access to the herb for their assistance. Jakasen is the assistant alchemist to Fontmaster Nomeron, but he wants to make his own mark. He is testing a powerful fae potion, the effects of which he's not entirely sure of. He's very interested in seeing what it does to mortals. If the party would imbibe the potion and report to him the effects, he'd be more than happy to supply the bristletongue. He does, unfortunately, want to see its results across a variety of subjects, and so he insists that ALL the party members partake. #### The Potion The potion is of a welcoming light blue color, but analYzing it only reveals it is of mystical fae origin, and probably has a strong aftertaste.. Jakasen watches them intently as they imbibe, magically assisting in pouring down their throats if the purposefully or accidentally do not actually drink. It seems to do nothing for a moment, and Jakasen frowns. Then everything turns to black. The party awakens in a shallow pool being fed by a quiet waterfall somewhere in the wilder parts of Ysa. They all smell of whiskey but will discover the bristletongue packed away in their pockets with a thank you note from Jakasen, which also says he spent most of the 16 hours they were out by chasing them through Ysa, trying to stop them from accidentally hurting themslves. By the time he was able to track them down, he figured they'd be better off sobering up where they ended up. Each party member then rolls on the effects chart to see what has happened to them. These effects last as long as the DM wants.
| d8 | Effect | |:---:|:-----------:| | 1 | You grow a beautiful ginger beard down to your knees. | | 2 | Your hair turns the color of the potion you drank.| | 3 | Your head becomes invisible | | 4 | Your veins seem to rise to the top of your body briefly. They leave dark purple and blue markings across your skin which will remain as tattoos | | d8 | Loot | |:---:|:-----------:| | 5 | You grow an extra toe on each foot.| | 6 | You can hover an inch above the ground. | | 7 | You believe you have turned into a frog | | 8 | You turn a deep green and can photosynthesize |
### Returning to Asker Asker will thank the party profusely and will give them each 200 gold, and will also tell them he has arranged for them to access the Secret Menu at the United Merchant's Delegation. He also provides them with a bottle of Victory Brew he has been saving. He hands them a mysterious envelope and asks them to take it to a bar in Rathir, all the way on the coast, if they ever go there. They will be paid handsomely on its arrival, surely. > ##### Victory Brew > ###### Potion, uncommon > > Drinking this potion grants advantage on saves against fear until your next long rest. \pagebreakNum ## The Trellis The Trellis is an elevated part of the city home to nobles and the elite. It looks out over all of Ysa except for The Font. It's also home to sanctuaries belonging to the three great houses of the Summer Fae. ### Ballads Sanctuary The Sanctuary is tended to by Saramer, an elderly fae of the House of Ballads. He will be startled by seeing mortals on the Trellis, but will welcome them in. He can speak of the House of Ballads to the party if they have not yet interacted with the House, and will explain this is where the knights of the House live while visiting Ysa. Saramer himself is the High Loresage, and is responsible for explaining the House to all the other fae. He's afraid he doesn't have much to offer the party, but he wishes them well on their journeys. As they leave, he will comment on how he wanted to get some mortal money to try some of the strange human pastries now being sold in Ysa, and will offer to train them in Arcana for 250 gold each. Those who take him up on this will gain a permanent +1 to Arcana checks.
##### **House of Ballads Perk** If the party has been honored as the Kings of the House of Ballads, then Saramer will grant his training for free and will offer complimentary lodging as befitting their status as well. In addition, he will provide them with the fae cairn Cureseeker, and will offer up the use of his Echostone for beginning the tale.
Saramer can also answer questions about the other houses, saying the House of Seasons has been defunct for a very long time, even by fae standards. The House of Valor fell in the last century, when disgusted fae abandoned their homes in Detyre due to the violent barbarism of some new encroaching human neighbors. ### Seasons Sanctuary The sanctuary has been abandoned but it seems surprisingly well maintained. Venturing inside, the party can encounter a small mysterious fae, sweaty and disheveled from gardening, meditating in the overgrown interior. She is Kerrinan, a fateweaver, and says she knows they have not come to Ysa for her. She will, however, provide fateweaving services if asked. Kerrinan says the House of Seasons has stood empty for a long time, and no one seemed to mind when she decided to live there during her visit to Ysa. She will say the House of Ballads has more life to it, and the House of Valor feels like a crypt. \columnbreak ### Valor Sanctuary The Valor Sanctuary is abandoned and sealed off. If the party breaks in somehow, they will find a Potion of Maximum Power amongst the dust. ### Nomeron As the party travels across the Trellis, a fae will burst out of the roaring falls of the Font, flying in a stream of watery magic off to some unknown destination. If the party has stopped the Narca curse in Alserund by defeating Halcyor, Nomeron the Grandmaster of the Font will descend in a powerful watery explosion to greet the party if they ever return to Ysa. He will praise them on their dedication to the purification of the Font, and award them a Decanter of Endless Water. \pagebreak ## The Font The uppermost level of Ysa is its grandest. A massive palace sits on a impressive front yard that hosts walled gardens and a mighty fae fountain. Guards patrol the area. ### The Court of Summer The fae court is assembled and the High King is on his throne when the party enters. Chancellor Erawn instructs them to present the Codex of Destiny to the King, who is in a preparatory trance. Agarth is present as well. #### The Moment A pedestal rises in the middle of the room, with a socket that would fit the Codex exactly. Titarion sits contemplatively and watches. He arises from his throne when the Codex is released, and he walks over to it and places his hand on it. The party notices Alyn Shir watching from the corner. Then King begins to speak, and the party begins to have a vivid vision. | Words | Vision | |:---:|:-----------:| | "Conceived in Chaos, birthed in stolen Magic. Torn from Fate." "| The party sees corpses hung above the Well of Souls | | "Treacheries in treacheries. Winter is broken. The Puppet King upon his throne, drinking flattery and lies."" | The party sees what appears to be a throne room that looks a lot like the one they're in, except the warm colors of SUmmer have been replaced with the coolness of winter. On the ground lay many Winter Fae bodies, including one with a crown. Gadflow stands above them with a prismere sword.| | "The power that grows in him is not his own. | Gadflow sits on this throne and suddenly his eye turns red and he screams out in madness and agony | | "In the East (In the East), it did begin (it did end). As it will end (As it will begin). From behind the veil she screams. | The party slowly gets closer and closer what appears to be an impossibly cavern lined on all walls with red prismere and a impossibly large something in the shadows beyond | | "Madness and Rage. Madness... And Rage." | The party's visions fade and now they see High King Titarion once more, finishing the speech with dread. | \columnbreak #### Titarion The High King will announce that the magic of the fae is waning. The Great Cycle is shifting, and the time of the fae is coming to an end. It is too late for them. Gadflow's war will destroy them all. The Winter Fae havea already been consumed by the war, and the Summer shall surely follow. But it may not be too late for the mortal races. He can see now why Nyralim feared the party. They are mortals with the power of a god. And there can be no mistake, their story is directly connected to Gadflow's mysterious source of power or god in his fortress in Alabastra. Getting to him and uncovering the truth must be their ultimate goal. He has seen many heroes be born, rise to power, and fade in their time. And they all were in need of support from their allies. He grants them his boon, the Staff of Fate, and leveling them to 7 if they were not already. He tells them to speak to their allies (Alyn Shir and Agarth), for the road ahead will be perilous and they will need to be mighty and prepared to face what is waiting for them across the river. Speaking with Titarion more will reveal his great sorrow at the fall of his Winter cousins. He misses their calm and cool tranquility. The late Lord Ohn, his Winter counterpart, who was assassinated by Gadflow, was one of his best friends. #### Agarth Agarth will tell them he didn't understand half of what the King said, but that he has good news. He's caught the trail of an old friend. It's Fomorous Hughes. He believes the old gnome is still alive. Every gnome scholar is sponsored by a Templar, and Fomorous' superior Templar Octienne has been trying to track down and rescue him as well. Octienne has followed the trail to the Hollowlands in Detyre. Agarth believes finding Hughes will be integral in discovering the mystery of the party's resurrection and their connection to A;abastra. #### Alyn Shir Alyn is impressed. Agarth is looking for an escape, Nyralim is looking for a savior, Titarion is looking for a champion, and the party seems to be accomplishing all three. But the party alone cannot vanquish the Tuatha army. In fact, they'll need an army, and a leader to go with it, and Alyn has just the person in mind. After they are done with Agarth's task in Detyre, she instructs them to find her in the town of Emaire in the Western Forsaken Plain in the PLains of Erathell. There's no point in heading to the Plains now- Titaron has shielded the path from Dalentarth into the Plains, so they'll need to go through Detyre anyway. If asked, Alyn will mention it's General Tilera, a legendary leader who was defeated by the Witch Knight Malywn 10 years ago, and has been retired in shame ever since. Alyn says the party might be just the thing that gets her back into the game. \pagebreakNum ### The Font Gardens #### Arthagall The Font Gardens are protected by a fae warrior named Arthagall. If spoken to, he will explain the Gardens are off limits to all but the King and his entourage. He explains that he guards the garden during the day and that an impenetrable magical ward shields them at night. Arthagall takes his job very seriously and will not be persuaded to let anyone in.
##### **House of Ballads Perk** If the party has been honored as the Kings of the House of Ballads, then Arthagall will make an exception for them out of reverence and will allow them the bristletongue, but will ask them to keep his name out of any future tellings of this story.
#### Daytime Bristletongue Heist The party will need to make a DC 20 Stealth check to elude Arthagall and grab the Bristletongue. If caught, he will admonish them and say they would have been exiled if they were not the King's honored guests. He seals away the Gardens indefinitely, and the party must go to the Lyceum Grove if they want to get bristletongue. #### Nighttime Bristletongue Heist The party will discover the garden is magically shielded at night and cannot be entered > ##### Staff of Fate > ###### Staff (quarterstaff), very rare (requires attunement) >This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. > > **Altered Outcome**. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. > >If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. > >Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it. \pagebreakNum ## Returning to Hallam the White after retrieving the crystals ### The House of Ballads Returning to the House of Ballads, the apparition of the Maid of Windemere once more shows, angry that Hallam the White and the party are scheming to stop her. She says if the House wants its king back, it'll need to send its greatest warrior, which is a shame, because she has all of those. She disappears. Hallam says there's no time to waste. The Maid feels threatened now she knows that the party is fateless. As the last knights of the House of Ballads, they're the only hope left. The Maid will be in her ancient home of Windemere to the north east. Hallam cannot foretell what will happen. This is a new story. He gives them a fae resurrection potion, saying it could come in handy. (It does not work on mortals) He wishes them good luck, telling them they'll need to be extremely prepared for this journey. Aery the fae will appear and warn the party if they are too weak to complete this if the DM determines the party cannot handle the challenge. ### Windemere #### **Room 1: Entrance Guardians** After traveling through a secret passage into a small region north of Odarath, the party hears a mysterious voice telling them to heed its words. The legendary Wall of Thorns blocks the passage into Windemere. The party will need the armor of a knight of the House of Ballads to enter, for that is how the Maid's lands are always entered in the stories of her defeat. And indeed, looming ahead is a tunnel through a mighty earthen wall blocking off the rest of Windmere sealed by magical thorns. Waiting in front of Sir Creth and Sir Airmer. They are surrounded by the Maid's Enchantment, and are about to duel, for there can only be one who deserves her affection. Sir Elswin, the Maid's long time defender, was a challenger for this role, and so Airmer and Creth dispatched him mercilessly. Their eyes, they say, have been opened to the Maid's beauty and righteousness. Airmer and Creth demand for the party to pick a side. \columnbreak
##### Choices * If the party can dispel the magic on one of the fae, the other disappears, and conflict is avoided. The freed fae will thank them for their help, and will award them a set of House of Ballads robes, hood, boots, and gloves, saying the actual armor would not take well to their mortal constitutions. * If the party resigns themselves to let the two fight, then Airmer will win handily, and will then turn on the party, saying he is executing his new duty as the Maid's official defender. * If the party picks a side, the fae they do not pick will spring into action to fight them, and a crudok will show up and keep their allied fae distracted.
##### **Battlefield Adjustment** *An extra crudok will enter the fray on turn 3, bursting in with a poison mist that confers the poisoned condition on any player who fails a DC 10 Constiution saving throw on the beginning of the remainder of their turns. If one of the fae dies, the armor will change when taken into mortal hands into a set of House of Ballads robes and other clothes.*
#### **Room 2: Roleplaying Challenge** The Wall of Thorns will part once the armor is in hand, and the party will be free to advance. Stepping into the valley of Windemere, the mysterious voice will speak to them once more: up ahead is the Weeping Gorge. It cannot be crossed except by one who has slain Sir Elswin, the Maid's original defender. The problem is, that he is already dead, and the world of the Faelands is no longer reliably reviving fae through the Great Cycle when they pass. So far, the world of the Maid resembles Odarath. The party will indeed see a gorge some 120 feet long and impossibly deep, with the body of Sir Elswin laying nearby. Sir Elswin is a grey skinned summer fae with bright red hair. The party can use the potion supplied by Hallam the White to revive him, at which point he will shoot into the air, levitating above the party, asking them what has happened. If the party can explain the need for him to die, he will accept it handily. Otherwise, another fight ensues. It will be difficult to convince him, however. Elswin has been the Maid's pawn for a very long time, and his connections to Ysa and the Summer Fae have long since faded away. \pagebreakNum #### **Room 3: Roleplaying Challenge** After defeating Sir Elswin, a long rocky bridge will materialize across the gorge, giving further access into the heart of Windemere. Waiting for the party is Sir Airmer/Creth, if either of them survived Room 1. Once again, dispelling their enchantments causes them to thank the party and flee Windemere to recover. Otherwise, they attack.
##### **Battlefield Adjustment** *A crudok stalks the outer edges of the battlefield, looking for prey. It will attack the character with the least amount of hit points remaining each turn.*
#### **Room 4: The Reveal and the Skills Challenge** The trail continues forward to a small village sitting at the base of a hill. At the top is a mighty fortress, its door covered in an imposing glowing blue ward. It is swarming with an army of sprites, brownies, boggarts, threshes, leanashes, and trolls. The voice beckons the party to find a certain house with a red roof in the village, telling them they will not be harmed as the pass through the village. Indeed, this proves true when they party approaches. Inside the red building, they meet the owner of the voice: a purple Winter Fae, the original Sir Sagrell. Not the one killed recently, but the very first. The Maid has made him her chancellor, and he has been raising the army the party saw outside on her behalf. He commends them on their progress and their ascension to his role, saying he resents the Maid but like the others is compelled by her magic. Dispelling will do no good here, she has controlled him ever since he was resurrected from his first death through the Great Cycle. His entire life has been under her magic, and he cannot directly disobey her. He tells the party that the Maid has been severely corrupted by a large prismere crystal. The Maid had always been a villain but she had never sought to change the narrative of her tale until now. He tells them that the door to her fortress is warded and will not open until they find and destroy the hidden crystals spread through out the village. The whistle is the key here. Sagrell offers to accompany them, saying each time they use the whistle, the monsters closest to it will no longer be charmed by the Maid's magic. The battalions of monsters are massive, and there is no use trying to fight them. The party will need to be quick There are many crystals through out the village. The party must make 3 average DC 16 Athletics checks before failing 3 DC 16 Athletics check to succeed at sprinting from place to place, smashing hidden crystals and fleeing before the growing wile fae army destroys them. Each time the party fails, Sagrell will use his heroic might to fight them off. If the party fails 3 before succeeding, Sagrell will be swept up by the army, yelling at them to run for the door. He will not survive. If the party succeeds, Sagrell will accompany the party into the fortress, him keying the ward back into action as the fae army just misses the party as they slam the door behind them. #### **Room 5: The Castle** The castle is dank and overgrown on the inside. Luminous fungi and plants poke through the dirty broken floor tiles. Massive overgrown fae roots wrap in and around the walls, floors and ceiling. A sickly green aura and a sewerish smell permeates the area. Inside, Sir Farrara is waiting. A forcefield blocks the way behind him. He tells the party that their treachery against the Maid has saddened him, and it will please him to strike them down. Once again, the party may dispel him in order to skip the encounter. If Sagrell is dead, He tells them he will watch the door to protect against the fae army. If Sagrell is alive, he will accompany the party through the dungeon. If the party does not dispel his enchantment, then he will attack. If Sir Sagrell is alive, he will clash swords with Sir Farrara, saying that the original Farrara fought much better. He will tell the party to run as he magically blasts the forcefield away. The party will later find both of them dead. If there is no dispelling, and no Sagrell, Farrara attacks.
##### **Battlefield Adjustment** T*he forcefield's power presses against the party. At the beginning of each turn, they must make a DC 14 Strength check or have their speed halved for that turn. If they fail by more than 5, they are knocked prone as well.*
After Farrara is taken care of, the party and any eligible followers encounter Lady Oleyn, entranced by the Maid's spell. She greets them warmly, saying that she hopes the Maid does not torture the poor mortals before their deaths. She then walks toward a mighty pool of deadly acid, attempting to prevent herself from being manipulated further by the Maid. \pagebreakNum The party can dispel her, or make a DC 18 Persuasion check to stop her from killing herself or a DC 18 Athletics check to run and catch her before she jumps or whatever. The DC for whatever check the DM determines relevant to stop her is reduced by 2 for each allied fae accompanying the party. Saving her undoes the enchantment. The party's allied fae will stay behind to protect her. The party encounters a vile stream of green poisonous liquid flowing through the next hall. Swimming through the poison will be Sir Creth and/or Sir Airmer, if they were dispelled. If one was dispelled, they will lower the DC of the next check by 5 by partially cleansing the waters with fae magic. If both are present, the waters are cleared completely. They must make a DC 15 Constitution check to avoid gaining the poisoned condition. Failing by more than 5 results in contracting Sewer Rot. Sewer Rot causes 1 level of exhaustion and healing is only 50 percent effective on that character. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. Waiting at the far end of the area is King Wencen, who is chained to the wall. He will ask about the others when saved, and will say they will need him to reach the Maid, as is the legend. Going further into the castle, the party encounters the corpse of Queen Belmaid, pinned to a high wall by a dozen spears. Sir Airmer and the King will look in horror. Sir Creth will simply shake his head and move on. The way forward is warded by a forcefield. The King will approach it, saying his token is needed to pass through. He shakes his head, saying he had always fought her in the past when it was preordained for him to win. He is feeling cowardly, but he cannot bring himself to face her when the future is uncertain. He will throw down the King's Token and flee. #### **Room 6: The Maid** Sir Creth and/or Airmer will accompany the party into the Maid's grand chamber at the heart of the castle. Upon entering the chamber, two large plants on either side of the door with Venus Fly Trap maws clamp down on the party. The party must make a DC 12 Dexterity check or take 8d4 piercing damage. This damage is reduced by 4d4 for each allied fae present. The fae will dive in front of the party to fight of the plants, but they wil be dragged away through crevices in the wall by powerful vines until the battle is over. The Maid awaits ahead. She speaks of how a great change is coming to the Telling, how Autumn will arrive as summer falls. She asks the party if they have enjoyed her justice, her righteous vengeance for being trapped in the role of the loser for thousands of years. She says she and the party are the same, both changing what has already been preordained. The Tuatha have simply shown her that change can only come from destruction, and that prismere is the key to the destruction she craves. She attacks!
##### **Battlefield Adjustment** *The borders of the battlefield and some places in the middle are lined with more ravenous plants. Getting too close to them will result in being hit for 4d4 damage.*
When the Maid is defeated, time slows and the party all summon spectral faeblades into their hands, rushing at the maid and striking her at great speed, shattering her fate and blasting her corpse through several stone walls. Any remaining fae allies will appear now, and will take the party's hands, stepping through shadows as they teleport the group back to the House of Ballads. If no one has survived, the ghost of Sir Sagrell will do so before smiling and disappearing. If the party is not already level 7. they are now. ### Aftermath Hallam the White and the entire population of the House of Ballads will be awaitng the party as they arrive back at the House. He will acknowledge their great victory, and will declare that there is a further title to be given. King Wencen has fled the Faelands, and now a new King must be appointed. The party is awarded the title of Kings of the House of Ballads. All party members receive 750 gold and a +1 to attack and damage rolls made with faeblades. \pagebreakNum In addition, they can each choose from one of the following boons of royal ascension. Note that there is only one available Wand of the Wilderness. > ##### House of Ballads Fae Tattoo > ###### Wondrous Item, very rare (requires attunement) >This tattoo resembles the harmonious and mystical tattoos of the Summer Fae > > >**Fae Power.** The tattoo has 3 charges, and it regains 1 expended charge daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: > > You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. > You can’t be grappled or restrained. > ##### King's Gem > ###### Wondrous Item, very rare (requires attunement) > While attuned to this fae gem, when you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn. > ##### Faeblades of Speed > ###### Shortswords, very rare > You gain a +2 bonus to attack and damage rolls made with these magic weapons, which have the finesse property. Whenever you make an attack with these weapons using a bonus action, you have advantage on the attack roll. In addition, when you make an offhand attack with your faeblades as a bonus action, you attack twice. > ##### Wand of the Wilderness > ###### Wand, very rare (requires attunement by a spellcaster) > This wand has 6 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. > >The wand regains 1d6 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1-9, the wand crumbles into ashes and is destroyed. \pagebreakNum \columnbreak > ##### House of Ballads Robes > ###### Wondrous item, rare > These robes are reinforced with strange fae magic, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. > ##### House of Ballads Hood > ###### Wondrous item, rare (requires attunement) > While you wear this hood, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. > ##### House of Ballads Boots > ###### Wondrous item, very rare (requires attunement) >While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. > >When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. > ##### House of Ballads Gloves > ###### Wondrous item, uncommon (requires attunement) > These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. \pagebreakNum ____ ___ > ## The Maid of Windemere >*Medium fae, Chaotic evil* > ___ > - **Armor Class** 19 > - **Hit Points** 127 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|16 (+3)|18 (+4)|17 (+3)|13 (+1)| >___ > - **Damage Resistances** Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Grappled, Frightened > - **Senses** Darkvision 60 ft. > - **Challenge** 10 > ___ >**Fey Step.** As a bonus action, the fey can teleport up to 30 feet to an unoccupied space it can see. > >**Innate Spellcasting.** The fey’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: > >**Magic Resistance.** The fey has advantage on saving throws against spells and other magical effects. > >At will: *fog cloud, gust of wind* > >1/day each: *cone of cold, ice storm* > >**Winter's Presence.** Any non-fey creature that starts its turn within 60 feet of the fey must make a DC 13 Wisdom saving throw or become charmed for 1 minute, gaining disadvantage on ability checks and saves. The charmed creature can repeat the save at the end of each of its turns or when the fey does damage to it, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. > > **Prismere Resilience (3/Day)**. The Maid can reroll a saving throw she fails. She must use the new roll. > > **Prismere Charged (1/day)**. As a bonus action, The Maid can regain 15 hit points. > ### Actions > ***Fae Slash.*** *Melee Weapon Attack:* +4 to hit, Reach 5ft., one target. *Hit:* 1d10 force damage > > ***Cold Blast.*** *Ranged Weapon Attack:* +4 to hit, Range 150/600 ft., one target. *Hit:* 1d8 cold damage > > ***Summon Sprites.*** (Recharges after 1d4 turns). The fae summons 1d4 sprites to her side. > ### Reactions > ***Frigid Rebuke.*** When the fey takes damage from a creature the fey can see within 60 feet of it, the fey can force that creature to succeed on a DC 16 Constitution saving throw or take 11 cold damage ___ ___ > ## Sprite >*Small fae, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 22 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|13 (+1)|13 (+1)|14 (+2)|16 (+3)| >___ > - **Damage Resistances** Fire, Cold, Lightning, Acid > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Prone > - **Challenge** 2 > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft, one target. *Hit:* 2d4+3 bludgeoning damage. The sprite takes half the damage it deals. \pagebreakNum ## Cairn: Cureseeker Cureseeker is the tale of how Queen Belmaid restored life to the Faelands after it had been corrupted. The party finds seeds inside the cairn that must be planted at 9 of the following locations: * Gorhart * Didenhill * Canneroc * Ysa * Emaire * Mel Aglir * Rathir * Ayten * Tirin's Rest * Whitestone | Seeds Planted | Rewards | |:---:|:-----------:| | 1 | A point of Inspiration | | 2 | A point of Inspiration, Potion of Healing | | 3 | A point of Inspiration, Periapt of Health | | 4 | A point of Inspiration | | 5 | A point of Inspiration, Potion of Greater Healing | | 6 | A point of Inspiration, Amulet of Health | | 7 | A point of Inspiration | | 8 | A point of Inspiration, Potion of Superior Healing | | 9 | A point of inspiration, Manual of Bodily Health | \pagebreakNum # Detyre The trip to Detyre is long and arduous, as the forests of Delntarth give way to more onerous flatlands, and eventually the winding desert cliffs and red rock canyons of the new region. Giant cacti grow around canyons and plateaus in this strange and hostile place. ## Aselrund Detyre is a long canyon with many twists and turns. By the time the party settles into the hot valley, Dalentarth has long since faded on the horizon. Old flags and broken symbols can be interpreted with a DC 10 History check as that of the long lost fae House of Valor. ### Enter the Narca As the party enters the region, they notice a strange figure levitating up ahead. When they get close, it is revealed to be a fae sorcerer, and he turns around to reveal a twisted deranged look on his face. He charges the party, screaming. Roll initiative.
##### Battlefield Adjustment *Party members not used to extreme heat will have disadvantage on attacks made while not standing in the shade.*
#### Frama A greying Almain woman in tears will approach the party after the fight is won. She will plead with them to help her. She and her husband were traveling through the region when he fell ill. The fae of the region suddenly attacked and took him hostage when he was too weak to fight back. She's tracked them to a hidden refuge through a tight tunnel nearby, but now she doesn't know what to do. She begs the party to help her leave this terrible desert with her husband alive. #### The Circle of Engard If the party takes Frama up on her offer, they will find their way through a tight tunnel into a minature canyon hidden in the center of Aselrund. A strange transparent ward sits at the entrance to the fae camp. A DC 14 Arcana check will reveal it to be a benign spell meant to keep out curses, diseases, and ravenous predators. Entering the camp, the fae will show no sign of hostility. Indeed, one of them is tending to the husband's wounds. When asked what is going on, a fae named Florion will step forward. He will say they detained the human because of a peculiarity: a maddening curse though to only affect fae has struck him ill, although he only experiences pain, not madness. Florion states there is only one known cure for this disease, and they cannot reach it. As former members of the House of Valor, they can no longer enter into places sacred to their former champion, Engard, ever since he was defeated and replaced by a mortal. But as mortals, the party certainly can. The House of Valor stood for withstanding challenges and ordeals, and so the medicine needed is contained in the Caverns of Ingress, a dungeon meant to strain the very limits of the House's knights. Florion promises great mortal rewards if they seek out the Caverns and bring back the leaf that will cure the man. He also is available for fateweaving and curse/disease removal services. He warns them that the test is meant to be strenuous, and that they should be prepared for anything. The Narca, the afflicted fae, could be anywhere and everywhere.
##### **Further Info** * These are members of the Circle of Engard, the last remaining knights of the House of Valor * They revere Engard, the fallen champion of the House of Valor * Engard lost his life when battling a human champion, and according to the laws of the house, that made the human the new ruler of the House * The new human expelled the fae, and then eventually let the House decline into nothingness * Now Florion and his compatriots wander Detyre endlessly.
### The Caverns of Ingress The caverns sit near a small oasis shaded from the brtual Alserund heat. If you are using the optional travel rules, play the journey to Ingress as a short trip. #### The First Challenge Entering the cave, the party must consent to the challenge before the magic present allows them to continue. Once they assent, their damage output is halved. Ahead of them is their first test- to fight through a horde of boggarts and open a magically warded chest before being overwhelmed. 4 boggarts block the long hallway, and 1d4 arrive next and every 1d4 turns afterward. The chest itself takes a *dispel magic* spell or an Arcana check of DC 18 or higher during the boggart rush. Failing confers a Curse of Rigidity, which halves the party's Dexterity scores until the curse is removed. \pagebreakNum #### The Second Challenge After dispelling the chest and the boggarts flee, the party will find a key inside, which will resonate with a stone wall and cause it to slide aside, revealing a winding Erathi ruin. As they pass into the sunken catacombs, they become cursed to receive disadvantage on all checks. Narca Sorcerers on a high up ledge begin pelting the party with magic attacks. The way forward to safety requires a DC 15 Dexterity check to avoiding taking 4d6 force damage, but going for all-or nothing and swinging a DC 20 Dexterity check will allow the party brief access to a Shrine of Thyrdon, which will cleanse them of the previous two curses. Failing the optional DC 20 check, however, will result in a Curse that halves the failed character's maximum hit points. #### The Third Challenge Reaching the end of the area where the Narca can ambush the party, they can take a breath before heading on to the next challenge- a leanashe attacks, and the party becomes vulnerable to all damage! Leanashe possess bat-like wings and hands, ending in claws; Leanshees or Leanashe have a vaguely humanoid torso, with their lower half splitting into tentacles. They range in color from beige and gray to purple and green. Along with poison and dark magic, Leanashe emit a terrible gurgling shriek while fighting. Leanashe are attracted to the atmosphere and ambience of decay and corruption. Leanashe grow more powerful as they age, and some ancient individuals are particularly dangerous. #### Aftermath The party will be relieved of their curses and will find the magic leaf needed to heal Frama's husband. Upon returning, the fae will gladly administer it to the man, who immediately gets up and sprints to his wife. The anxious couple run out of Detyre, never to be seen again. Florion gives the party 700 gold and asks if they'd do him another favor. There is a flower called the Fellfire Bloom, which while far too potent to be used an individual medicine, maybe be just the thing needed to cleanse the land of this madness. The bloom grows in a burning hot cavern brimming with magma and hot steam. It is the only plant that can grow there, but Florion believes he may be able to weaponize it to delete the diesase polluting the minds of his kin. ### The Fellfire Pit The Pit is located on a high rock where a cliff rises into the sky. The pit descends into the depths of the rock. If you are using the optional travel rules, play the journey to the Fellfire Pit as a short trip. \columnbreak #### **Room 1: The Locals** Some sort of Kobold diplomacy or war or something is going on as the player enter. A large coalition of two kbolod groups are meeting atop a large rock jutting over a magma pit, either debating or having a wedding or declaring war or peace or something. A DC 15 average Stealth check will enable the party to skip the encounter, otherwise they must each make a DC 15 Athletics check to sprint away from the agitated Kobold book club. Failed saves result in 1 level of exhaustion as the effort from fleeing is overwhelming. Alternatively, clever players may find a way to somehow talk their way out of this... #### **Room 2: The Weather** Magma crawls through this room through divets and low ravines, hot steam emitting from the dangerous molten rock. All of a sudden, it boils and hops on the pathway, threatening to engulf the players. A DC 15 Dexterity check or something similar is needed to avoid taking 8d6 fire damage. Characters accustomed to extreme heat roll with advantage. #### **Room 3: The Prizes** Ahead, the party sees the lone plant growing in an otherwise delicate and red hot cavern. As they approach, a mighty Nisakru Tyrant pulls itself out of the ground and attacks!
##### **Battlefield Adjustment** *The floor is falling apart, giving way to magma. When a character leaves a 5 by 5 foot square he entered his last turn in, there is a 50 percent chance that the floor there is disintegrated into the magam, which will now confer 8d6 fire damage to anyone who enters that square or ends their turn there.*
After defeating the tyrant, the party can pick the leaves off the Fellfire Bloom, and leave. They can also retrieve the longbow, Hailstorm. A DC 16 Investigation check will reveal a hidden door, behind which is a chest with Faeblades of Ravening in it. ### Aftermath Returning to Florian, he will award the party 700 gold and ask them if they're ready to end this. They will need to travel to Caer Elatha, where Pura, the guardian of the Amulet of the Sun awaits. She must be defeated in honorable combat to gain the Amulet, which will grant access to the Crossing, a mystical fae hollow from which the Fellfire Bloom can be used to purify the Font of Aselrund \pagebreakNum ### Exit the Narca #### Caer Elatha Caer Elatha is a warded haven in the side of a cliff face. Inside, Pura, the trainer of the Keepers is waiting. She has a sacred duty from which she has never faltered- to train fae warriors to take on the eternal role of protecting the Crossing, an extremely potent source of magical energy in Alserund that all Fae draw from. To enter the Crossing, one must defeat Pura. She then grants the victor the Amulet of the Sun, which allows for passage into the Crossing. ##### The Welcome Party As the party arrives, they are attacked by 3 Narca Novices and one Narca Firestorm! ##### The Test After defeating the Narca, Pura will let the party inside Caer Elatha, where she tells them those were her former students. Fae train for hundreds of years to be Keepers, and there will now be hundreds more before the current ones can be relieved. It is highly unusual for someone, espeically mortals, to seek the Amulet of the Sun without needing it for Keeper responsibilties, but she accepts their challenge. Pura summons 1d4 boggarts and attacks!
##### **Battlefield Adjustment** *If any boggarts are alive, Pura cannot be grappled and has melee attacks against her have disadvantage. Pura cannot die. After being defeated, she simply grants them the Amulet of the Sun, allowing them to enter the Crossing..*
#### The Crossing The Crossing is anotehr fae hollow in the midst of the Detyre deserts. Inside, however, it is just as grassy and magical as its counterparts in Dalentarth. ##### The First Keeper Inside, the party is approached by Maxen, a Winter Fae clad in golden armor. He introduces himself as one of the two guardians of the crossing. Winter and Summer Fae are always paired together to protect the Crossing, and they put aside other commitments and concerns for their tenure. He says he had never spoken to a Summer Fae before he became a guardian, but now he trusts his Summer Fae counterpart, Halcyor, implicitly. The two have been here in solitude for centuries. Halcyor resides in the depths of the hollow, and they must travel to him to take care of their task for Florian. The path to Halcyor is a troubling swiim through the Font, making the party needing to pass a DC 15 Athletics check or other solution to avoid two levels of exhaustion. ##### The Second Keeper ##### Returning to Florian \pagebreakNum ___ ___ > ## Narca Sorcerer >*Medium fae, Chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 120 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|21 (+5)|16 (+3)|14 (+2)|12 (+1)|18 (+4)| >___ > - **Damage Resistances** Acid, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** Darkvision 60 ft. > - **Challenge** 10 > ___ >**Fey Step.** As a bonus action, the fey can teleport up to 30 feet to an unoccupied space it can see. > >**Innate Spellcasting.** The fey’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: > >**Magic Resistance.** The fey has advantage on saving throws against spells and other magical effects. > >At will: *charm person, Tasha’s hideous laughter* > > 3/day each: *confusion, enthrall, suggestion* > >1/day each: *hallucinatory terrain, Otto’s irresistible dance* > > ### Actions > ***Multiattack.*** The fey makes two weapon attacks > > ***Narca Slash.*** *Melee Weapon Attack:* +7 to hit, Reach 5ft., one target. *Hit:* 1d8 + 3 slashing damage plus 1d8 psychi damage > > ***Narca Derangement Field.*** *Ranged Weapon Attack:* +6 to hit, Range 150/600 ft., one target. *Hit:* 1d10 + 2 force damage plus 1d8 psychic damage > ____ ___ > ## Leanashe >*Medium fae, chaotic evil* >___ > - **Armor Class** 17 > - **Hit Points** 135 > - **Speed** 10 ft., Fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|9 (-1)|15 (+2)|18 (+4)|15 (+2)|18 (+4)| >___ > - **Saving Throws** Con +6, Int +8, Wis +6 > - **Senses** darkvision 120 ft., passive Perception 20 > - **Languages** telepathy 120 ft. > - **Challenge** 10 >___ > ### Actions > ***Multiattack.*** The leanashe makes three tentacle attacks. > > ***Tentacle.*** _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 2d6 + 5 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute. After 1 minute, the creature can't regain hit points. > > ***Enslave (3/day).*** The leanashe targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the leanashe until the leanashe dies. The charmed target is under the leanashe's control and can't take reactions, and the leanashe and the target can communicate telepathically with each other over any distance.
> Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. > ### Legendary Actions > The leanashe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leanashe regains spent legendary actions at the start of its turn. > > **Tail Swipe.** The leanashe makes one tentacle attack. > > **Psychic Drain (Costs 2 Actions).** One creature charmed by the leanashe takes 10 (3d6) psychic damage, and the leanashe regains hit points equal to the damage the creature takes. \pagebreakNum ___ > ## Boggart >*Small fey, Chaotic Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 9 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Lightning, Poison > - **Challenge** 1/2 >___ > ### Actions > > ***Somersault.*** *Melee Weapon Attack:*: +4 to hit, reach 5 ft., one target. *Hit*: 1d4+2 bludgeoning damage + 1 poison damage. The boggart takes half the damage it deals. > ___ > ## Halcyor >*Medium fae, Neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 100 > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|21 (+5)|16 (+3)|14 (+2)|12 (+1)|18 (+4)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Grappled, Frightened > - **Senses** Darkvision 60 ft. > - **Challenge** 10 > ___ > >**Fey Step.** As a bonus action, the fey can teleport up to 30 feet to an unoccupied space it can see. > > **Magic Resistance.** The fey has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The fey makes two weapon attacks > > ***Faeblade.*** *Melee Weapon Attack:* +8 to hit, Reach 5ft., one target. *Hit:* 2d10+4 slashing damage ___ ___ > ## Pura >*Medium fae, Lawful neutral* >___ > - **Armor Class** 15 > - **Hit Points** 100 > - **Speed** 30 ft, Fly 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|11 (+0)|17 (+3)|12 (+1)|11 (+0)| >___ > - **Saving Throws** Int +6, Wis +4 > - **Challenge** 10 >___ > >**Fey Step**. As a bonus action, the fey can teleport up to 30 feet to an unoccupied space it can see. > > **Magic Resistance**. The fey has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Pura is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
>
> Cantrips (at will): _fire bolt, light, mage hand, prestidigitation_
> 1st level (4 slots): _detect magic, mage armor, magic missile, shield_
> 2nd level (3 slots): _misty step, suggestion_
> 3rd level (3 slots): _counterspell, fireball, fly_
> 4th level (3 slots): _greater invisibility, ice storm_
> 5th level (1 slot): _cone of cold_ > ### Actions > ***Faestrike.*** _Melee or Ranged Weapon Attack:_ +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 1d12 + 2 force damage. \pagebreakNum ___ ___ > ## Niskaru Tyrant >*Huge fiendish monstrosity, Chaotic Evil* > ___ > - **Armor Class** 16 > - **Hit Points** 200 > - **Speed** 40 ft > - **Loot** 1200 gold, Hailstorm >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+)|20 (+5)|22 (+6)|14 (+2)|14 (+2)|14 (+2)| >___ > - **Damage Vulnerabilities** Ice > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Fire > - **Condition Immunities** Charmed > - **Senses** Darkvision 120 ft > - **Challenge** 13 > ___ > **Magic Resistance.** The Niskaru Tyrant has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The Niskaru Tyrant makes three attacks, one with its tail swipe and two with its arm stretch > > **Fire Breath.** The Niskaru Tyrant releases a breath of fire in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. > > > **Tail Swipe.** *Melee Weapon Attack:* +10 to hit, Reach 5 ft, one target. *Hit:* 5d10+5 piercing damage > > **Arm Stretch**. *Melee Weapon Attack:* +10 to hit, Reach 5 ft, one target. *Hit:* 3d6+5 piercing damage > > ***Fire Outburst.*** Niskaru Tyrant will concentrate power and then cause an explosion with large radius surrounding him. Each creature within 5 feet of Niskaru Tyrant must make a DC 15 Dexterity saving throw, taking 9d6 fire damage on a failed save, or half as much on a successful one. ___ > ## Narca Novice >*Medium fae, Chaotic evil* >___ > - **Armor Class** 17 > - **Hit Points** 58 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Challenge** 3 >___ > ### Actions > ***Multiattack.*** The Narca makes two faeblade attacks and one faeblade follow up strike. > > ***Faeblade.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1d10 + 3 slashing damage > > ***Faeblade Followup .*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1d6 + 3 piercing damage. ___ > ## Narca Firestorm >*Medium fae, Chaotic evil* >___ > - **Armor Class** 13 > - **Hit Points** 27 > - **Speed** 25 ft, Fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|12 (+1)|13 (+1)|16 (+3)|13 (+1)| >___ > - **Challenge** 2 >___ > > ***Spellcasting.*** The narca is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).It can innately cast the following spells, requiring no material components: > > Cantrips (at will): _fire bolt_
> 1st level (4 slots): _cure wounds, guiding bolt_
> 2nd level (3 slots): _scorching ray, spiritual weapon_
> 3rd level (2 slots): _fireball, spirit guardians_ > ### Actions > ***Faestrike.*** _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 1d6 force damage. \pagebreakNum > ##### Hailstorm > ###### Longbow, rare > > You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. > ##### Faeblades of Ravening > ###### Shortwords, rare > > You gain a +1 bonus to attack and damage rolls you make with these magic weapons. When you hit with them, you have a 15% chance of regaining an expended first level spell slot. > ##### Sandals of the Keeper > ###### Wondrous item, rare (requires attunement) > > Whenever you deal fire, lighting, or cold damage, add 6 of that damage to the total. \pagebreakNum # The Plains of Erathell \pagebreakNum # Optional Travel Rules: ## Intro These are stolen from the Adventures in Middle Earth system. They facilitate the feeling of separation between Amalur's regions. Otherwise, the daunting and dangerous world of Amalur feels a little too safe and easy to traverse. ### Stages Traveling is broken down into 3 stages. The first stage represents the party embarking on the journey: plans are made, supplies gathered, maps studied and routes agreed upon. The party decides between them who will undertake which tasks on the road. But there is more to this stage than simply preparations. It also represents the party’s ability to stay the course, to keep their spirits high and may take into account the fickle nature of weather. In broad strokes, it gives a feeling of the overall tone of the journey from its outset. The second stage represents events arising, and the tasks carried out by members of the party during the course of the main part of the journey. Depending on the length of the journey, the party will make one or more Journey rolls. The third stage of the journey represents the party’s arrival at its destination. The Guide makes a roll. Some situations and events may cause an adventurer to gain Misery points, representing the growing burden of grief, doubt, weariness and self-interest during a lengthy journey. If a creature has 3 Misery points, it becomes Miserable and cannot gain Misery points. It loses the Miserable condition and all Misery points after it completes a long rest. ##### NEW CONDITION: MISERABLE * A miserable creature has disadvantage on attack rolls. * The creature automatically fails Charisma checks. ### Step 1: Embarking The four roles are 1. **Guide**. In charge of decisions concerning route, rest, and supplies. Guides rely on Wisdom (Survival) and Charisma (Persuasion). 2. **Scout**. In charge of setting up camp, opening new trails. Scouts rely on Dexterity (Stealth) and Intelligence (Investigation). 3. **Hunter**. In charge of finding food in the wild. Hunters rely on Wisdom (Survival). 4. **Lookout**. In charge of keeping watch. Lookouts rely on Wisdom (Perception). More than one character may be assigned to the same task, except for Guide, but no character may assume more than one role at the same time. If more than one person is assigned to a task, nominate a leader. That character is the one who makes the test and has advantage on their task. If a task goes unfilled, any relevant rolls for that task have disadvantage. The Guide makes a Wisdom (Survival) check based on the starting location of the trip. On a success, the Guide rolls 1d6 on: Embarkation (Weal). On a failure, the Guide rolls 1d6 on: Embarkation (Woe). | Type of Terrain | Description | |:---:|:-----------:| | Easy Terrain (DC 5). | Mild/familiar terrain, extensively mapped with well-traveled roads, and/or frequent settlements. (Odurath, Glendara, Kandrian, the Tywili Coast, Galafor/Acatha, Apotyre, The Wolds) | | Moderate Terrain (DC 10). | Broken terrain, scattered paths and trails. (Alserund, The Red Marches, Lorca-Rane, Haxhi. Tala-Rane) | | Hard Terrain (DC 15). | Unfamiliar areas, deep forest, trackless wilderness. (The Hollowlands, Menetyre, Webwood, Ettinmere, Windemere, The Forsaken Plain, The Sidhe, the Cradle of Summer) ### Step 2: Journey During the journey, members of the party may have to overcome a challenge alone whereas at other times several party members may need to work together to be successful. On a short journey, the party will be faced with 1d2 events, on a medium journey, 1d2 events (+ 1 event for every region crossed) and on a long journey, 1d3+2. The number of events is influenced by the terrain type of the journey, with more dangerous journeys leading to a higher number of challenges. For Journeys through Easy Terrain reduce the number of events by 1 to a minimum of 1. For Journeys through Hard Terrain add 1 event To determine what happens in each event, the DM rolls 1d12. The DM consults Journey Events, and narrates the event to the party.
##### Note: Quest Completion Perk If players successfully end a threat on the Journey chart, such as destroying the Red Legion or ending the Narca threat, rolling that event is now a free roll and causes nothing to happen
\pagebreakNum | Journey | Length | # Events |+Events | - Events |:---:|:-----------:|:-----------:|:-----------:|:-----------:| | Short | Moving to a difficult to reach spot within a region | 1| | Medium |Moving between two or more regions | 1 event for every region crossed | +1 for every Hard region | | Long | Moving between megaregions | 1 event for every region crossed plus 2d2 additional events| +1 for every Hard | -1 for every Easy ### Step 3: Arrival As the party completes its journey, they make a roll to determine their overall mood and demeanor. The Guide makes a Charisma (Persuasion) check to see if they can keep the party’s spirits high after the travails of the journey. The DC is the same as that of the Embarkation roll, modified by any relevant journey events. On a success, the Guide rolls 1d4 on: Arrival (Weal). On a failure, the Guide rolls 1d4 on: Arrival (Woe). | Embarking Roll | Weal Results | |:---:|:-----------:| | 1 | The party sets out upon a path with good auspices that will likely show them forgotten wonders. The first ability check for a test in each event is made with advantage. Roll 1d6 + 6 for the last journey event | | 2 | The party embarks resolute and determined to cleave to their path, regardless of hardship. All rolls made by each PC have advantage until there is a failure. | | 3 | The party has wisely chosen a path that will conceal it from the attentions of all but the most determined and alert of foes. The first ability check for a test in each event is made with advantage. Roll 1d10 + 2 for the last journey event. | | 4 | The party has planned a route that will allow the party to travel swiftly to its destination. Decrease the journey event DC for Wisdom (Survival) checks by 2. | | 5 | The beauty of nature always seems present in the weather surrounding the party, creating majestic and breathtaking vistas. Ignore the first level of exhaustion. | | 6 | The party's meals during this journey are a thing to be anticipated with joy, and to be remembered for days after. +1 to all ability checks during the journey. | | Embarking Roll | Woe Results | |:---:|:-----------:| | 1 | The party’s path is likely to lead them through places both ancient and terrible. The first ability check for a test in each event is made with disadvantage. Roll 1d6 + 6 for the last journey event. Begin with 1 point of Misery. | | 2 | The party sets out under a sense of foreboding and oppressive menace seems to loom at every turn.All rolls made by each PC have disadvantage until there is a success. Begin with 1 point of Misery. | | 3 | The party has the misfortune to have chosen a path upon which fell creatures and evil men are more likely to be encountered.The first ability check for a test in each event is made with disadvantage. Roll 1d10 + 2 for the last journey event. | | 4 | The party finds that their start and path beset with obstacles, dead ends, and difficult terrain., Increase the journey event DC for Wisdom (Survival) checks by 2. | | 5 | Dreary and pitiless weather assails the party, making rest hard to find, sleep elusive, and every mile walked feel like three. Gain 1 level of exhaustion. | | 6 | The meals eaten during this journey have a tendency to be tasteless or just foul, leaving the party unsatisfied.-1 to all ability checks during the journey. | | Arrival Roll | Weal Results | |:---:|:-----------:| | 1 | Their fatigue slips away like mist on a summer morning, leaving them refreshed and invigorated. Remove one level of exhaustion. | | 2 |The party has arrived precisely where and when they intended, as fortuitous events seem to unfold around them. Various boons or benefits representing ease of arrival at destination. | | 3 | The party arrives with their spirits high and their thoughts filled with fine memories. Advantage on all Charisma checks made to interact with another creature until they complete a long rest.| | 4 | The Journey has reaffirmed the party’s dedication to each other and to their struggles. Gain Inspiration. Remove 2 pts of Misery.| | Arrival Roll | Woe Results | |:---:|:-----------:| | 1 | They arrive at their destination feeling the pangs of hunger gnawing relentlessly at them. Gain one level of exhaustion. | 2 | The party’s arrival is poorly timed or it may be that they are unsure if they have even arrived at the correct destination. Various results or tests representing hardships at destination.| | 3 | They are beset by foul moods and short tempers that they must work hard to throw off. Disadvantage on all Charisma checks made to interact with another creature and advantage on initiative until they complete a long rest | | 4 | The journey has taken a heavy toll on the spirits of the party. They arrive tired and without hope. Wisdom save to avoid gaining 2 pts of Misery | \pagebreakNum
##### Journey Table | Journey Roll | Event |Action| Result 1| Result 2 | Result 3 | Result 4 |:---:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | 1| The party meet a fellow traveler or a group of travelers. |**Scout**: Stealth test to avoid, or Persuasion check. .|If Persuasion is used, success results in advantage on the first roll of the next event.| Failure results in disadvantage | 2 | The party finds signs of easily foraged food or useful herbs at a fortuitous moment, perhaps as their own supplies are running low. |**Hunter**: Survival.| On a success, everyone removes either 1 level of exhaustion or restores 1 Hit Die. |Failure results in +1 to Arrival DC. | 3 | Fallen trees, a fast-flowing river, a rockslide, or a fallen bridge block the path ahead. The party must work together to clear their path. |**Group**: Survival or Athletics.| All succeed: -1 to Arrival DC.| Half or more succeed: No modifiers. |Less than half succeed: Everyone gains 1 level of exhaustion. |All fail: Everyone gains 1 level of exhaustion and +1 to Arrival DC. | 4 | The party discovers a small settlement beset by woes. The party may choose to help them, or not.| **Group**: If the party chooses not to help, Wisdom saving throw to avoid gaining a point of Misery. If they choose to help, they must complete 3 ability checks, each by a different party member. |If at least one succeeds, -1 to Arrival DC. | If at least half succeed, one character chosen by the party also gains Inspiration. | If all succeed, every party member gains Inspiration. |If all fail, +1 to Arrival DC. | | 5 | Hostile scouts or hunters cross the party’s path, this may even be a sharp-eyed spy, gathering news for the enemy. | **Lookout**: Perception. | Success allows the party to surprise the enemy, defeating them and gaining the loot for the encounter |Otherwise the enemy surprises the party and each member gains a level of misery and exhaustion while escaping the a,bush. | | 6 | The party finds itself presented with a spectacular vista. A sunset, a forest glade, a mountain range. |**Group**: Wisdom check. | Any succeeding may remove a level of exhaustion. | Any failing receive a level of exhaustion. | All succeed: -1 to Arrival DC. | All fail: +1 to Arrival DC. | 7 |The Hunter sees signs or tracks left by some game that would likely prove a far better meal than their traveling rations, perhaps at a point in the journey where the party’s supplies are running low, or when their spirits seem to be flagging. | **Hunter**: Survival | Success by 5+: All characters may remove 1 level of exhaustion and -1 to Arrival DC. |Success: All may remove 1 level of exhaustion.| Fail: All gain 1 level of exhaustion. | Fail by 5+: All gain 1 level of exhaustion and +1 to Arrival DC. | | 8 | The Scout has spotted a location to make camp. Perhaps a sheltered glade, close to a stream, or maybe an existing campsite already stocked with firewood and canvas. It may even be an ancient building, easily defensible. |**Scout**: Investigation.| Success by 5+: Long Rest, plus remove 1 level of exhaustion and -1 to Arrival DC.| Success: Remove 1 level of exhaustion. | Fail: Everyone gains 1 level of exhaustion. | Fail by 5+: Everyone gains 1 level of exhaustion. and +1 to Arrival DC
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##### Journey Table | Roll | Event |Action| Result 1| Result 2 | Result 3 | Result 4 |:---:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | 9 | The party discovers a relic of past ages. A statue, a building, the remains of an ancient settlement, perhaps even some finely wrought trinket half-buried in the earth. | **Group**: Wisdom check. | If half or more succeed, -1 to Arrival DC. | If more than half fail, +1 to Arrival DC. |Anyone who succeeds gains Inspiration. If they succeed by 5 or more, they can also remove 1 level of exhaustion. | Anyone who fails, must succeed on a Wisdom saving throw or gain 2 points of Misery. If they fail by 5 or more, they also gain 1 level of exhaustion.| | 10 | The essence of something dark and terrible lingers here. That said, even the darkest of shadows may hide something bright and good. | **Scout**: Investigation. | Success by 5+: All have Inspiration, remove 1 point of Misery, and -1 to Arrival DC. | Success: -1 to Arrival DC. | Fail: All must succeed on a Wisdom saving throw or gain 1 point of Misery. | Fail by 5+: Combat with something dark and powerful. | | 11 | Monsters or other enemies are moving through the area. It will be challenging to avoid them. | **Lookout**: Perception. | If successful, the party notices the enemy in advance and avoids the enemy.| If the Lookout succeeds by 5 or more, the party can attempt to ambush the enemy.| On a failure, the party stumbles into the enemy. | If the Lookout fails by 5 or more, the enemy notices the party in advance and ambushes them. | | 12 | The party has encountered a traveler upon the road, but all may not be as it appears. This is no ordinary wanderer, but a Winter Fae. The DM rolls a d20 in secret to determine the NPC’s allegiances. On a roll of 10 or below, the fae wishes them no harm. On a roll of 11 or higher, they are an agent of the Tuatha. If the Embarkation roll was made on the Woe table, the roll is made with disadvantage. If it was made on the Weal table, the roll is made with advantage.| **Lookout**: Insight. |On a failure, the party is unable to determine the nature of the individual they have found. The initial description of this encounter should then be played out as if it was a result of 1 on this table. Interaction with the figure may reveal its true nature.| On a success, the Lookout reveals the nature of the NPC. If the NPC is a force for good, they get -1 to Arrival DC. If the NPC is a force of evil, the party has no recourse but to avoid the figure and gets +1 to Arrival DC. Each PC must make a Wisdom save to avoid gaining 1 point of Misery. | If the roll succeeds by 5 or more, each party member may also remove 1 point of Misery and gains Inspiration.| If the roll fails by 5 or more, the party discovers their mistake too late and must flee in haste. The party also gains 1 point of Misery and a level of exhaustion |
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##### Dalentarth Journey Event Reference Table | Event | Odurath | Webwood | Ettinmere | Haxhi |Glendara | Lorca-Rane | The Sidhe | Windemere |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1: Potential Travelers | Merchants headed to Gorhart with healing potions for Nanne, Warsworn patrols with wounded soldiers, Brothers headed to St. Odwig's | Silkfarmers, Mysterious strangers who seek the dark of the Webwood, Lost caravans from Didenhill | Gnome scholars headed into the field to study the swamp, Travelers leaving Holnstead, family members looking for lost kin | Merchants headed to Detyre, Bounty hunters looking for trolls, , Intrepid souls who just wanted to see the Dam| Travelers heading to the mall, villagers fleeing the Blood Plague, Fishermen heading to the lake | Refugees fleeing west to Didenhill, explorers navigating the old ruins | Summer fae wandering The Sidhe, pompous nobles on their way to Ysa, | None | — | — | | 4: Settlements in peril | A family homestead has been assaulted by Boggarts, and now they're trapped in their house on all sides by a poison moat | A family's pet dog has been stolen away by spiders and strung up in a high web | A group of Gnome Academics are quickly sinking into the swamp | None | A solitary Fateweaver reveals she has seen her death in the cards | — | — | None | None | — | — | | 5: Hostile Scouts | Red Legion, if undefeated |None | Ettin| Red Legion, if undefeated | Red Legion, if undefeated, Jottun, if undefeated | Jottun | Priests of Vraekor | Threshes | — | — | — | — | — | | 9: Relic of the Past | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 10: Something Dark Critical Fail| None | Crudok | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 11: Monsters | Wolves | Spiders, depending on Canneroc quest ending | Brownies | Trolls | Barghests | Bears | Leanashe | Sprite Champions | — | — | — | — | — | — |
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##### Detyre Journey Event Reference Table | Event | Alserund | The Hollowlands | Menetyre | Apotyre | The Red Marches | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1: Potential Travelers | +2 | Something | — | — | — | — | — | — | — | — | — | — | — | | 4: Settlements in Peril | ─ | | — | — | — | — | — | — | — | — | — | — | — | | 5: Hostile Scouts | Narca, if undefeated | ─ | ─ | Darkvari/Zungar/Cynric if undefeated| ─ | — | — | — | — | — | — | — | — | | 9: Relic of the Past | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 10: Something Dark | | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 11: Monsters | Sprites | Sons of Laz | Kobolds | ─ | ─ | — | — | — | — | — | — | — | — |
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##### Plains of Erathell Journey Event Reference Table | Event | Tala-Rane | The Wolds | Forsaken Plain | Cradle of Summer |Galafor/Acatha | Kandrian | Tywili Coast |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1: Potential Travelers | +2 | Something | — | — | — | — | — | — | — | — | — | — | — | | 4: Settlements in peril | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — | | 5: Hostile Scouts | Freeman bandits if not defeated | ─ | Bolgan | ─ | ─ | — | — | — | — | — | — | — | — | | 9: Relic of the Past | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 10: Something Dark | ─ | Crudo | ─ | ─ | ─ | — | — | — | — | — | — | — | — | | 11: Monsters | ─ | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
\pagebreakNum # Bestiary for Journey Events