CHILLY SKULL GAMING
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CREDITS
By Chilly Skull Gaming
https://paypal.me/tandumtransit?country.x=US&locale.x=en_US
Content Designer
Christopher M. Thompson
Graphic Designer
Christopher M. Thompson
Editing
DeAndrea Camille Thompson
Art Direction
Art inspiration from the works of: Jeff Easley, Larry Elmore, Jim Roslof, Clyde Caldwell, and more
Water Stain Page Gallery
Jared Ondricek
Interior Artwork
David Sutherland and Jonathan Ross
Cartography
Map art inspired by Mike Schley and others. Image concepts and assets purchased and modified, through picmonkey, by Michael Thompson
profiles of very powerful liches; masters of the arcane arts.
Sir Renwick Caradoon on the left, Siveril Orisys in the center,
and Queen Vlaakith to the right.
Based on the original game
of Dungeons and Dragons created by E. Gary Gygax
and Dave Arneson
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand. Player's Handbook, Monster Manual, Dungeon Master's Guide, and all other Wizards of the Coast product names, and their respective logos are trademarks of wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property or Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, and the author and artists where applicable.
Table of Contents
Chapter 1: https://www.dmsguild.com/product/443830/Lobediggol-and-the-Lich-Queen?term=lobed&
INTRODUCTION ...............................................
PROLOGUE...............................................Page 6
ADVENTURE SYNOPSIS...............................Page 7
UTILIZING THIS PRODUCT.........................Page 8
ADVENTURE OUTLINE...........................Page 9-11
Chapter 2:
WORLD BUILDING ...............................................
PLAYABLE SPECIES......................................Page 13
PLAYABLE CLASS ......................................Page 14
LOCATIONS .....................................Page 22
VILLAINY.......................................................Page 37
Chapter 3:
TIER 2...............................................
ADVENTURE HOOKS......................................Page 24
DRAMATIS PERSONA...............................Page 27
QUESTS..............................................Page 29
PROLOGUE
In the land of Faerûn, the third Mystra (formerly Midnight), monitors magic and magical beasts from all across Toril as she ponders, "What in Ao's name. The Illithid scourge may yet wipe life from the land - as a petulant one wipes it's mouth after eating stolen bread," turning to face her peers. "Do any of you have a cleric or a paladin to champion our cause?"
In the predecessory title, "Lobediggol and the Lich Queen," The Lady of Mysteries watched in quiet contemplation as our heroes confronted the growing threats in, and beneath, the Dessarin Valley. The previous title was set forth with a deliberately vague year, although context could be used to root it firmly sometime within late 1490DR. This was done for flexibility of roleplay and a narrative driven story, should the need arise for the adventures to take a sabbatical before the events of this book. The Year is 1501DR, "Year of the Shining Mythal." Peace settled over the region for a scant stretch of time. But not all was well for our heroes!
As the dust settles from the conflict wrought in the previous installment of this saga, a solitary power emerges from the shadows. A sinister force wades into the bleak void of Mind, left of the Elderbrain Lobediggol. The events, as they unfolded, martial the aberrations into an alliance with: Shothragot or The Red Magic Cult. The Elderbrain may also undergo a Myconid metamorphosis. Alternatively, in this book, you may choose to dismiss the aforementioned foes as the final villian of the saga. Choosing instead to clash with Queen Vlaakith's Githyanki forces from the naval dock, Sidereal Wayfairer Moor.
The Greyhawk Dragon Torthal, born Torthalindrarron and thought dead in the late 8th century DR, tells his Gith companion Zetch'el that the time is fast approaching to disperse his hoard. The soul-bonded Gith then uses boons, gifted to him by his aging friend, to adopt his alias "Raiyanko."
RAIYANKO|:: "A revelation of great import has come to pass. As fate would have it, your dying will have to wait. I've stumbled upon a foul colony of my enemy. The hidden enclave, a mind flayer colony lurking in the Dessarin Valley, will be the unifying clash to reunite all Gith. You'll see old friend. It would seem you shall live to witness both of our life pursuits come to fruition!"
ADVENTURE SYNOPSIS
The Triumvirates Tale is the second in a body of works and is intended for tier II play from levels 5-10. This book aims to expand upon the previously embarked upon adventure, while being independently usable and "content complete"; formatting and content design will be such as to not make the previous title a requirement for use of this product.
This book:
1. EXPLORES THE IMPLICATIONS
Lobediggol and his colony have been thwarted. However, this is cause for a new threat. If a player became a bacteriophage, then "The Carrion King's" many aspects gnaw and tear at the player's mind. To introduce a mechanic to this, consider using "Madness" (PG. 258 DMG) and a Sanity Score (PG. 265 DMG.)
The players seek out (unknowingly) a Steeldragon to help remediate the player or npc's condition. Torthal, having assumed a Githzerai alias, will impart the knowledge of a ritual know as "Vaulting." This will seal away the intrusive Psilofyr's mind and influence.
2. EXPLORE PLOT HOOKS
During tier 1, the players meet a variegated cast of Farûnian denizens. In this title - the quintessential points of those individuals will be touched upon.
- Assessing their relevance
- Recaping their backgrounds
- Establishing new objectives
- Showcasing character growth
While returning NPCs can be indispensable to the narrative, ensure they don't overshadow the player characters. The spotlight should be on the players and their agency in driving the story forward.
3. EXPRESS THE THEME
In the hierarchy of canonicity, this product (begun in 2020) shares many commonalities with Baulder's Gate Three," and attempts to not contradict it or established Realm's lore. "The Triumvirates Tale" is set in the year 1501DR, month of Hammer, "Year of the Shining Mithal." The themes are: Good VS. Evil, Power, and Life and Death. Additionally this product promotes player agency in similar fashion as did the WOTC product "Waterdeep: Dragonhiest."
4. OUTLINE
| YEAR | EVENT |
|---|---|
| 1480 | Yshiggol slain |
| 1485 | Red Wizards gain footing on Sword Coast |
| 1488 | Lobediggol is found by the Illithid |
| 1488 | elderbrain hemisphere moved from Noanar's Hold |
| 1491 | Tyar-Besil cleared of threats |
| 1491 | Red Wizards infiltrate "Lord's Alliance" |
| 1492 | Githyanki capture "Stardock" |
| 149_ | Lobeddigol (presumed) dead |
| LatLQ PLOT POINTS | ESCALATION THEREAFTER |
|---|---|
| Uthgardt Tribes assisted | Lizardfolk allied with the Gith begin skirmishing with the Uthgardt tribes |
| Zhentarim assisted | Establishment of a Mind Witness network is made |
| Bargewright assisted | Red Wizards construct Farûnian Warforged within the deep gnome mine |
| CAMPAIGN MODULE | ESSENTIAL INFORMATION |
|---|---|
| LatLQ | Establish Villian: Fungal Flayers, Ooze Aberrations, Undead Illithid, or Githyanki |
| The Triumvirates Tale | The Three Liches of the Campaign are compelled into further involvement |
| Apocalypse's Edge | Villian Finale: Fungal mind Flayer - Lobediggol assimilates with Araumycos and attacks the continent. Ooze Aberrations - Shar opens a portal for Lobediggol, to the Towers of Night, allowing the Elderbrain and Illithids into the Astral Sea. Githyanki - Githyanki disembark from Stardock and hurl a gargantuan, asteroid Gibbering Mouther toward Toril |
UTILIZING THIS PRODUCT
The Triumvirates Tale is an expository narrative. It is a metroidvania module, which tells it's story through the quests. The quests being the medium through which the story is told , makes each important to the over arching campaign; while an idea may not be fully fleshed out in this product, it may have relevance in one or each of the sequels. Unlike traditional narrative styles that emphasize character development, plot twists, and emotional arcs, the developer has chosen this medium of story telling in order to supply the DM with as much information as possible as to what the characters motivations could/should be. This module is couched in the rich lore of a setting which includes over 300 novels, and aims to tell the story collaboratively. The primary purpose of an expository story is to present facts, concepts, or ideas in a structured and coherent manner, often with the goal of clarifying complex concepts or shedding light on a particular issue. With that in mind, the variance in headings and sub headings is employed to break up dense amounts of information into small approximations, so that the product is easier to digest.
Heading One |
Heading Two |
Heading Three |
Heading Four |
Heading Five |
| This will generally be the title of the quest | Essential Information | Content with variance, multiples, manipulatives, ect. | Framework - Focus returns from one topical entry, back to quest. Ex.) ~lore, lore, lore, heading, task at hand | Designer information, typically referencing sourcebooks |
When a quest has reached it's conclusion, the following icon will be displayed on the page. Symbol of The Votarie Lurkers, representing the passage of driderdom into newness of life - in its subtle arachnid appearance. Stalking death - with its skull motif. Entrapment and hopelessness - by the web spun beneath:
The following page icons will be used to denote a given entry or quest, as having more relevance to one of four potential endings:
ADVENTURE BACKGROUND
In the land of Faerûn, not far from the Sword Coast, lies the fertile Dessarin Valley. It is in this fated land, that happenstance has divined for a band of courageous heroes to meet. In so doing, the relevance of their deeds becomes obvious. Their actions allow for co-occurrences between grandiose forces in the area; a powerful colony of foreign species, the Illithid, are poised to annihilate the realm. The players surceased their activities, but in so doing, wrought a far deadlier threat.
Listen up, because this is important. Our homes, yours and mine, are in serious jeopardy. And guess what? Not enough folks are clued in on the danger. There's a sneaky Mind Flayer threat lurking right under our noses, pulling strings and causing chaos from the Lowerdark to Hellgate Keep. They've even managed to tadpole some beholders to do their dirty work.
But fear not, because I've heard whispers of a solution. Word has it that there are some Gith out there in the valley who know a thing or two about dealing with these brain-sucking baddies. Let's hope reaching out to you pays off, because we're gonna need all the help we can get to squash this problem once and for all. So, buckle up, "Hero." We're in for a rough ride.
Multiple choice is a versatile and impactful storytelling tool. Having been presented with multiple factions and organizations, species and persons, "Lobediggol and the Lich Queen" offered players an opportunity to form alliances with an array of npcs with a vested interest in delving into the Underdark, to end the threat of the Mind Flayers. This immersive and interactive play experience culminates in this title, with new monsters and threats for the players to contend with.
ADVENTURE OUTLINE
MONOMYTH
| 1st | STATUS QUO: Be this a sequel, or the start of a new campaign, the players are seasoned heroes. They have warded off threats in little hamlets before, but nothing equal to the threat they now face. |
| 2nd | CALL TO ADVENTURE: A Spore Druid, Barbarian by the name John Sonoco has called the party together. If this product is not played following the predecessory, he does this with great tact: John sprinkles Myconid spores over all the crops within 200 miles of the Westwood Forrest. The information should be given in "session 0." |
| 3rd | ASSISTANCE: The assembled adventurers must try to disrupt the telepathic network of the Illithid. To aide them in this endeavor, The Defender's Crest shifts the party to the plane of Limbo. There they receive additional training, and access to the City of Portals. |
| 4th | DEPARTURE: The party, having arrived at Sschindryn, acquire the necessary components to thwart the Mind Witness communication network: Jasmal Crystals. With the material components in their possession, they find themselves ready to depart the Underdark and return to an above ground settlement. |
| 5th | TRIALS: Multiple factions confront the party at every turn. The threat of death looms over the party as they meet numerous villians, entrenched in the entire valley and within every level of the dread Underdark. |
| 6th | APPROACH: As the party nears a new settlement, they must be leary of the nefarious influences that persist therein. |
| 7th | TREASURE: Satisfied that the Elderbrain Lobediggol could no longer glom up the palaver, Siveril Orisys reveals himself to the party. |
| 8th | RESULT: The party accede to help the Belnorn in his time of need. In return, he will aide the party in the coming conflict. |
| 9th | RETURN: The threat of Lobediggol ought receive a rejoinder. |
| 10th | NEW LIFE: Armed as they now are, the heros - changed the the crucible of past trials - must bolster their courage for the aliances that their enemies have fomented. |
| 11th | RESOLUTION: The culmination of the partys' efforts lead in one direction, of which there were many possible outcomes |
RUNNING THE ADVENTURE: Your players are "Heroes of the Realm." No strangers to peril or danger, the following are a few generic player motivations that do not rely on "LatLQ" to prompt the characters into the UnderDark:
- An anthropomorphic shark (Charcarion) pirate tells the players of a Dire Shark siting from the upper Underdark.
- A refuge at Tyar-Besil knows of a red dragon hatchery.
- It is believed that a powerful necromancer is attempting to summon a Cadavar Collector, from the plane of Acheron, to the battlefield of Dess'aiyndoll.
Factions - Players can choose a connection to one of the five factions: The Harpers, The Order of the Gauntlet, the Emerald Enclave, the Lord’s Alliance, or the Zhentarim. All five factions would have good reason to confront the looming threats. None of them know how dire the situation has become.
Setting Specific Factions
Within the world of Dungeons&Dragons, numerous factions vie for competition, consequence, and control. All with their own unique goals, ideologies, and methods, they help shape the landscape of the game and offer players a chance at perturbation! Shenanigans and story-telling opportunities are never in short supply when the players align themselves with larger operations. This module presents a few plot specific factions:
- The Defender's Crest - Gith only
- Renwick's Reparators (Triumphant Followers of Reparations)
- Kinghts of Samular
- The Votarie Lurkers - Aranea PCs only
PLAYABLE SPECIES
HUMBLEKAINEN (Homunculus)
- Size: Humblekainen are small creatures, standing about 2 to 3 feet tall. Your size is Small.
- Speed: Your base walking speed is 20 feet.
- Languages: You can speak, read, and write Common and one additional language of your choice. Alternatively, if you were made into a Humblekainen, you retain all languages previously known.
HUMBLEKAINEN NAMES
Most likely you are the creation of an artificer or wizard. In rare cases, such as in areas exposed to Far Realm magic or the Underdark radiation known as Faerzress, a living soul may become attached to a construct. In the former, your creator usually bestows you with a name. In the later, your name is typically that which you had in life. Is there a reason why it would change? If not, keep it the same.
TRAITS
- Ability Score Increase: Your Constitution score increases by 1.
- Alignment: Typically chaotic
- Construct Resilience: You have advantage on saving throws against magic that would put you to sleep, and you are immune to poison and poison damage.
- Fabricated Nature: You are considered a construct rather than a humanoid. You do not need to eat, drink, or breathe, and you are immune to disease.
- Living Puppet: Humblekainen are constructed with a certain level of autonomy. You have proficiency in either the Deception or Persuasion skill.
- Artificer's Creations: You have proficiency with one artisan's tool of your choice.
Subrace: Homunculus have different designs and functions based on their creator's intent (or the ensorcelled construct to which you become bound.) Choose one of the following subraces:
WOODEN HUMBLEKAINEN
Ability Score Increase(s): Your Wisdom score increases by 1.
Nature's Resilience: You have advantage on saving throws against being frightened and have resistance to necrotic damage.
Wooden Body: You can cast the entangle spell once per day (Wisdom is your spellcasting ability for this spell) but you have vulnerability to fire damage. If fire damage reduces you to zero hit points, once per day in such an instance, the nature of your binding allows you to roll one hit die. If the sum of the roll is below the average, you take the average instead.
CLAY HUMBLEKAINEN
Ability Score Increase(s): Your Strength score increases by 1.
Earthbound Resilience: You have advantage on saving throws against being petrified and have resistance to acid damage.
Sculptor's Hands: You have proficiency with mason's tools, and you can use them to craft simple objects or make repairs to structures.
PORCELAIN HUMBLEKAINEN
Delicate Resilience: - You have advantage on saving throws against being charmed and have resistance to psychic damage.
Porcelain prowess: - At 3rd level, you can cast the animate objects spell once per day as a 2nd-level spell. Intelligence is your spellcasting ability for this spell.
PLAYABLE CLASS
UPSTART
Creating an Upstart
When creating an Upstart, make sure to ask yourself, "why this class?" Upstarts are a dime a dozen. They are not meant for adventure, but an adventure has envolped them. Conflict, tensions, and escalations may lead to catharsis...or you could be killed in your first tavern brawl. Should you somehow survive past the first monster encounter, why then is this character still a "you or I," rather than a Fighter or Barbarian.
The Saurians would be jimhickey examples of upstarts; seldom to never leaving their colonies. Other good candidates well suited to this module would be: some Duergar, a Humblekainen, or (alternatively) a player character may at any point - die - finding themselves transformed into a Humblekainen. In this instance or any similar, TCoE (PG. 8,) offers rule variants that may be used to implement a well suited, temporary, class alteration.
The Everyman
Upstarts typify the archetypal epitomes of the common person, navigating life's ordinary challenges, joys, and struggles that resonate with individuals from all walks of life; their experiences are almost universally relatable. They are the brick and mortar of society, reflecting the diverse and shared experiences that connect us all.
Stately & Stoic
Upstarts are the backbone of society, defined by their decisiveness and resilience. In the ebb and flow of life, they depend on the bountiful harvests of each year to secure their meager existence through the seasons, come and go. But their lives are far from idyllic; the pages of their lives are often stained with the ink of loss and pain.
Plague and disease loom like specters, while creation and providence threatens to abandon their efforts. The constant fear of maraudins and the lurking presence of thieving monsters cast long shadows over their simple lives. Yet, through it all, Upstarts exhibit an indomitable spirit, an unyielding determination that propels them forward, day by day, as they wrestle with the cruel hand fate has dealt them.
Mysticism
The concept "God of the Gaps" centers around the notion that whenever there are voids in understanding, these gaps attest to the existence of the gods and divine intervention in the natural world. A classic illustration of the "God of the Gaps" argument is where the absence of a scientific explanation is seen as a validation of God's presence or involvement. Everyone holds a flippant, quirky belief or tall tale they hold true based on where they hail from.
| d6 | TALL TALE |
|---|---|
| Spellplague Resurgence | In the aftermath of the Spellplague, there are some that believe that transmission takes place, and is rekindled by, couching. Such individuals try to keep 6'ft of distance from others when possible. |
| Maskgate Scandal | All ruling class and nobility are rakshasa in disguise, echoing the real-world identity conspiracies. |
| Dragongate Leaks | In (character place of origin) a series of leaked documents exposed a secret alliance between dragons and powerful mages, mirroring the real-world WikiLeaks revelations. |
| The Prophecy of 1502DR | A doomsday prophecy foretelling the end of the world circulated through various scrolls and books in Candlekeep, paralleling the 2012 "end of times" belief. |
| Open Lord Conspiracy | The belief that the masked Lord's conspired against and framed Dagult Neverember, after the events of Dragonheist, and staged a coup. Disposing Dagult, thereby appointing Laeral Silverhand, this parallels the 2020 "election scandal." |
| Web of Lies | an illusionist cabal is weaving duplicitous magic, altering people's perceptions; villagers whisper about nobles who were never really assassinated and wars that never truly occurred. This mirrors the deepfake and misinformation concerns of the real world in the 2010s. |
Class Features
Hit Dice: 1d8 per Upstart level
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Upstart level after 1st
Armor: Light armor
Weapons: Clubs, daggers, quarterstaffs, slings, and improvised weapons
Tools: One set of artisan's tools of your choice
Saving Throws: Strength, Constitution
Skills: Choose two of the following: Animal Handling, Athletics, Insight, Persuasion, Religion, and Survival
As an upstart, you start with the following equipment:
- (a) leather armor or (b) a backpack and shortbow, complete with a quiver and 20 arrows
- (a) club or (b) a sickle
You can make an Upstart by using this suggestion: Make Constitution your highest ability score, followed by your Wisdom. Optimal backgrounds include the folk hero or guild artisan background.
UPSTART
| Level | Proficiency Bonus | Features | Legends |
|---|---|---|---|
| 1st | +2 | Guile, "Fringed&Fained," Livelihood | — |
| 2nd | +2 | Reliable Choice, Legends and Anecdotes | 2 |
| 3rd | +2 | Livelihood Feature | 2 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Backbone | 3 |
| 6th | +3 | Enduring Adversity | 4 |
| 7th | +3 | Expert Artisan | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Resilient Determination | 5 |
| 10th | +4 | Livelihood Feature | 5 |
| 11th | +4 | Uncommon Achievement | 5 |
GUILE
You have grown accustomed to a life of toil. At 1st level, you gain a pool of Guile Die, d4s, to represent your doggedness in the face of challenges. Whenever you make an attack roll, ability check, or saving throw, you can expend a Guile Die up to your Wisdom modifier (minimum of 1), roll, and add the total result to your roll. You can expend Guile Die after you roll, but before you know if you succeed or fail. You have a total number of Guile Die in this pool equal to 1 + your Upstart level. You regain all of your expended Guile Die each time you complete a short or long rest.
FRINGED & FAINED
You may not be the most nimble and agile, the burliest or the most educated, but you've paid for all of life's lessons; thats tuition. Starting from 1st level, you can use your Constitution, in place of Dexterity, when you calculate your Armor Class when you are wearing armor. Moreover, when you are wearing no armor, your Armor Class is equal to 10 + your Constitution modifier.
LIVELIHOOD
Also at 1st level, you choose an occupational background from the list below that best represents your livelihood and how you spent your days: Blue Collar, Village Elder, Miner, or Bazaar Worker. The Trade you choose grants you features at 1st level, and again when you reach 3rd, and 10th level in this class.
RELIABLE CHOICE
You might not possess the aptitude to conjure remarkable spells or handle deadly weapons of war, but you are cozy and comfortable with the tools of your Craft. At 2nd level, you select one tool or weapon proficiency acquired through your line of work. This tool or weapon becomes your Reliable Choice; you can wield it as a weapon due to knowing how the weapon is balanced, it's heft, and your general familiarity with it as a tool.
When you opt for a tool proficiency, you can utilize tools from that set as makeshift weapons that inflict 1d6 bludgeoning, piercing, or slashing damage upon hitting. If you choose a weapon, its damage die transforms to 1d6 if it was not previously larger. While wielding the Reliable Choice, you can substitute your Strength, and instead use your Wisdom, in both its attack and damage rolls.
LEGENDS AND ANECDOTES
As an individual from humble beginnings, you have been exposed to numerous myths throughout your life, each containing fragments of wisdom. At 2nd level, you acquire knowledge of two Anecdotes of your choosing from the list at the end of this class description. The Anecdotes section of the Upstart table indicates when you can learn additional Anecdotes of your preference.
When you attain an Upstart level, you can exchange one Anecdote you know with another Anecdote of your choosing.
ABILITY SCORE IMPROVEMENT
At 4th level, and again at the 8th level, you can enhance one ability score of your choosing by 2, or increase two ability scores by 1 each. You cannot elevate any of your ability scores beyond 20 using this feature. If your game employs the optional rule for Feats, Upstarts are not qualified to adopt a Feat instead of an Enhancement of Ability Scores.
BACKBONE
You are finally beginning to grasp the intricacies of an adventurous life and can utilize your Guile in combat. Starting at 5th level, upon a successful hit with your Reliable Choice, you can utilize Guile Die, roll them, and add the outcome to your damage roll.
Your rugged life has also toughened your resilience. Whenever you endure damage, using your reaction, you may roll a Guile Die and reduce the damage by an amount equivalent to your Die roll plus your Constitution modifier (minimum of +1).
ENDURING ADVERSITY
The school of hard-knocks has taught you how to take one on the chin; commencing at the 6th level, when you are exposed to a spell or another effect that permits you to make a Constitution or Wisdom saving throw to only incur half damage, you sustain no damage upon a successful saving throw and only half damage upon a failure.
~
EXPERT ARTISAN
You can impart your straightforward wisdom to others. Starting at the 7th level, when a creature within 30 feet, capable of hearing you, attempts an ability check or saving throw, you can utilize your reaction to add your Wisdom modifier (minimum of +1) to his or her roll. You can perform this trait a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your depleted uses once you complete a long rest.
RESILIENT DETERMINATION
Adventuring has fortified your resolve; you can endure any adversity you may encounter. Beginning at the 9th level, when you commence your turn with no Guile Die remaining in your pool, you instantly regain one expended Die.
UNCOMMON ACHIEVMENT
You have reached the highest point that an Upstart can. Upon achieving 11th level - your Guile Dice transform into d6s. This module concludes at Level 10, after whih time the designer advises the player (with the guidance of the DM) to use the rule variants found in TCoE, to adopt a new and more appropriate class. This scenario is ideal if a "Humblekainen" detaches it's soul from it's construct, and into a new body.
LIVELIHOOD
BLUE COLLAR
Robust as cattle, workers are any Upstart who utilize their skills to maintain their homestead's operations. Carpenters, woodsmen, masons, and blacksmiths all fall under the category of blue-collar workers. Typically, workers in their chosen tools (and not much else), a genuine worker isn't hesitant to put their physique at risk to see a task to completion. When a challenging job needs to be done accurately, a blue collar worker is the Upstart you want on your team.
STURDY
1st-level Blue-Collar feature
Devoting your days to manual labor has toughened you, much like the mighty beasts of the fields. At 1st level, and each time you advance a level in this class, both your hit points and maximum hit points increase by 1
You also qualify as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
AUTHENTIC CRAFTSMEN
1st-level Blue-Collar feature
As a blue-collar, physical tools are very much in your wheel-house. You gain proficiency with mauls, sledgehammers, hatchets, and shovels. However, the weapons you have honed your skills with resemble simple tools rather than true weapons of war.
You also acquire proficiency with two of the following tools: carpenter's, mason's, smith's, or woodcarver's tools. When you make an ability check utilizing these tool proficiencies, you can double your proficiency bonus for the roll.
BUILDING
3rd-level Blue-Collar feature
You can ply your fluency of construction to fabricate uncomplicated structures using wood, stone, and iron. While you have access to your Authentic Craftsman tools and the corresponding materials, you can construct fortifications. For every short rest, you can create one basic Medium structure primarily made from wood or stone. These structures possess an Armor Class and hit points equal to 10 + your Upstart level.
FOREMAN
10th-level Blue-Collar feature
You've studied to show yourself approved; a worker that needeth not be skeptical. While you have access to your Authentic Craftsman tools and the relevant materials, you can dedicate 10 minutes to replicate the effects of the passwall or wall of stone spell.
WORK FORCE
Blue Collars are one of the most prevalent types of Upstarts found in the world, and their selection of Authentic Craftsman tools determines the type of labor they undertake:
- Carpenter's: Wheelwrights, architects, shindler, and carpenters.
- Mason's: Glazers, bricklayers, dredgers, builders, and stonemasons.
- Smith's: Blacksmiths, locksmiths, and armorers.
- Woodcarver's: Alderers, fowler, basket weavers, lumberjacks.
ELDERLY
You are a weathered elder of your town or village who has witnessed many winters. Although, "you're only as old as you feel," you are easily one of the oldest settlers from whence you came. With your many years comes wisdom, but also a strong aversion to anything that appears to be modern.
GEEZER
1st-level Elderly feature
Over the years, you've accumulated a unique amount of rural wisdom. You gain proficiency in one type of artisan's tools of your choice, and you learn to speak a number of languages equal to your Wisdom modifier (minimum of 1).
FULL-OF-FACTS
1st-level Elderly feature
You have acquired a plethora of knowledge over the years. You can't resist sharing this wisdom, even when it's not sought. You gain proficiency in History, and when you make an Intelligence (History) check, you can add your Wisdom modifier (minimum of +1) to your roll. Additionally, you learn the guidance spell, and Wisdom serves as your spellcasting modifier for it.
HEDGE MAGE
3rd-level Elderly feature
You can tap into your discernment of the natural world to perform minor magical spells, akin to how a Druid does:
Spell Slots: At 3rd level, you acquire two 1st-level magic slots. To cast a Druid spell you have readied, you utilize one of these magic slots. You recover all magic slots upon completing a short or long. As you progress in levels, your magic slots increase in level, as indicated on the Elderly Magic table.
Readied Spells: After completing a long rest, you compile a list of spells available for you to cast from the Druid spell list. You can prepare a number of spells equal to your Wisdom modifier + half your Upstart level. The spells you prepare must be of a level for which you have magic slots.
Spellcasting Ability: Wisdom is your proficiency for your Druid spells, using the wisdom you have amassed over your numerous years to execute your spells. You utilize your Wisdom when a spell mentions your spellcasting proficiency, determining the save DC, or making a spell attack roll.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
ELDER MAGIC
| LEVEL | SPELL SLOTS | SLOT LEVEL |
|---|---|---|
| 3rd | 2 | 1st |
| 4th | 2 | 1st |
| 5th | 2 | 1st |
| 6th | 2 | 1st |
| 7th | 2 | 2nd |
| 8th | 2 | 2nd |
| 9th | 2 | 2nd |
| 10th | 3 | 2nd |
| 11th | 3 | 2nd |
RURAL WISDOM
10th-level Elderly feature
Your magic is more adaptable than that of conventionally trained mages. You can alter your list of prepared Druid spells each time you conclude a short or long rest.
MINER
Tough as Toril, miners are Upstarts who dedicate their skills to extract valuable resources from the depths of the Toril. Whether they quarry the mountains or delve into the Underdark, miners work to harvest minerals and ores. Often equipped with sturdy tools, they are unafraid to face the challenges of the subterranean world. When you need someone to extract hidden treasures, a miner is the Upstart you want by your side.
SOLID
1st-level Miner feature
Forfeiting your days toiling in the depths has made you robust and resilient like the rocks you work among. At 1st level, each time an attempt is made to push you down or knock you prone, you may reroll for the attempt. You can either use the roll yourself, or force the other person in this contested roll to use the new roll. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
ROCK and AWE
1st-level Miner feature
Your experience in mining grants you an uncanny ability to extract valuable ores efficiently. You can extract twice the usual amount of ore within the same timeframe when mining. Additionally, you can identify the quality and potential value of extracted ores with remarkable accuracy, allowing you to make informed decisions about their use or trade.
You also gain proficiency with two of the following tools: blacksmith's, gemcutter's, prospector's, or jeweler's tools. When you make an ability check that uses these tool proficiencies, you can add double your proficiency bonus to your roll.
GRID ROCK
3rd-level Miner feature You possess a wealth of knowledge about geological formations, which allows you to access the plentiful natural resources in your vicinity and find areas of relative safety. When you're in underground environments or near mineral-rich areas, you can use your action to sense the presence of valuable resources - such as ores, gemstones, or other precious materials - within a radius of 100 feet, as well as areas free of threats. This ability allows you to pinpoint the location and approximate quantity of these valuable resources, aiding you in your mining endeavors. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all uses after completing a long rest.
~
TERRAFORGE
10th-level Miner feature You are so deeply yoked with Toril, you have the ability to temporarily infuse your weapons or those of your allies with the raw power of the planet. As a bonus action, you can touch a: rock, gem, or mineral - to a weapon you are holding or that an ally is holding, imbuing it with the essence of your resource for 1 minute.
- The weapon deals an additional 1d6 bludgeoning damage on a hit.
- The target gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks (touching armor).
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend 5 Guile Die to use it again.
~
BAZAAR WORKER
Highly adaptable, bazaar workers are Upstarts whose social graces make them skilled to facilitate the operations of shops and businesses. Shopkeepers, cashiers, salespeople, and customer service representatives all fall under this category. Proficient in handling transactions and managing the demands of diverse customers, a bazaar worker has the flexibility to innovate in the changing atmospheres his or her customers may bring with them. When you need someone to manage the hustle and bustle of a store or business, a bazaar worker is the Upstart you want in your team.
INFAIRYMATION
1st-level Bazaar Worker
When you need to convince a rough individual of something, your silver tongue could sell holy water to an abyssal demon. As an action, you can spend Guile Die to mimic the effect of one of the spells on the table below. It specifies how many Dice you must spend to mimic each spell.
| Guile Die | Spell Effect |
|---|---|
| 1 | friends, guidance, vicious mockery |
| 3 | charm person, heroism, hideous laughter |
| 6 | calm emotions, enthrall, suggestion |
| 8 | catnap, enemies abound |
Saving Throws: Some Infairymation spells require your target to make a saving throw to resist their effects. Based on your Wisdom, their saving throw DC is calculated as follows:
Infairymation save DC = 8 + your proficiency bonus + your Wisdom modifier.
NEVER MEET A STRANGER
1st-level Bazaar Worker feature
Those in your line of work are often free therapy for others. When you choose this Livelihood you gain proficiency in Insight and: brewer's supplies, and cook's utensils. Whenever you make an ability check with these proficiencies, you can treat a roll of 7 or lower on the d20 as a 10.
TARADIDDLE
3rd-level Bazaar Worker feature
You are a collector of people's stories, though you do have trouble remembering them all. Whenever you finish a long rest in a tavern or inn, you can replace one Legend and Anecdote with another of your choice.
FOOD BABY
10th-level Bazaar Worker feature
Throughout generations, much importance has been placed on camaraderie and bonding done over shared meals. You and any creature that completes a short or long rest with you, after sharing: a meal, a drink, or a short "role-play scenario," gains temporary hit points equal to your Upstart level + your Wisdom modifier (minimum of 1).
While a creature has these temporary hit points, it cannot be charmed or frightened, and it gains a bonus to its saving throws equal to your Wisdom modifier (minimum of +1). Finally, the Guile Die cost of your Infairymation spell effects are reduced by 1 (to a minimum cost of 0 Guile Dice).
Legends and Anecdotes
Here are various Legends and Anecdotes that an Upstart can acquaint themselves with. Whenever an Upstart gains a level in this class, they can exchange one known Legend or Anecdote with another of their choosing, relinquishing all the skills and advantages of the replaced tale.
The Tale of the Mighty Leviathan
Once upon a time, a seasoned sailor shared the gripping tale of their encounter with a monstrous sea creature, a leviathan. An Upstart gains proficiency in water related concentration checks, if they take damage whilst holding their breath or are casting a spell, whilst underwater. Additionally, when near a body of water, they can sustain themselves and their companions for a day per their Wisdom (survival) modifier, per class level. Moreover, once a day, they can regale willing listeners with this story, giving them advantage on their next survival check.
The Tale of the Enchanting Minstrel
From their earliest days, the Upstart was enthralled by the story of a wandering Bard whose melodies celebrated the valor of heroes. An Upstart that knows this anecdote has advantage on saving throws required by a spell cast, with an instrument as it's magical focus, a number of times equal to his or her Upstart class level.
The Tale of the Cunning Deceiver
Enveloped in the narrative of a crafty trickster who outwitted an entire village, the Upstart learns the art of deception. Proficiency in Deception and disguise kits are gained, allowing Wisdom (Deception) checks instead of the usual Charisma (Deception) checks. Additionally, they can create a dual identity during a long rest, complete with a disguise, enabling them to assume this persona.
The Tale of the Roaming Forester
Inspired by tales of town-protecting woodsmen, the Upstart gains proficiency with shortbows and their choice of Perception or Survival. Furthermore, in bountiful lands, they can successfully hunt enough wild game to sustain up to three medium sized creatures.
The Tale of Chauntea's Chosen
Passed down through generations, the legend of a courageous farmer who stood against a great oppressor shapes the Upstarts's resolve. If the Upstart has eaten consumables that exclude any meat (vegetarian) for the day, he or she may - for a number of times equal to half of their Upstart level - treat any roll of 19 as a critical success and reroll any rolls of 1.
The Tale of the Fearsome Mercenary Troupe
Inspired by tales of a brutal mercenary company, the Upstart gains proficiency in shields and a chosen gaming set. They learn enough to convincingly impersonate a member of this notorious group, reaping the associated benefits.
The Tale of the Eerie Specter
Elders in the village shared chilling stories of malevolent monsters haunting the graveyard. Embracing this tale imparts proficiency in Religion and Intimidation. Wisdom (Intimidation) checks can be augmented using this tale. Moreover, when recalling information about evil or undead creatures or necromancy magic, they can add their Wisdom modifier to Intelligence checks.
The Tale of the Midnight Pilferer
A neighbor once regaled the Upstart with the tale of a legendary thief. Whenever they enter a new settlement, they can discern dens of criminal activity or thieves' guilds. Additionally, proficiency in thieves' tools is granted, alongside the ability to comprehend, read, and communicate in Thieves' Cant.
Battle For The Underdark
Amid the sunlit lands of Faerûn, folktales echo in taverns about narrow passageways perfect for Halflings to slip through. The Underdark! Lightless, foreboding, and home to all manner of irreverent and blasphemous species. Cave systems open up to mirror miniature versions of the surface; with their hills, valleys, underground rivers, and lakes. The denizens of this domain traverse the walls and ceilings as easily as one might the ground. They make use of natural or magical flight, levi-tation, or even beastial mounts like giant spiders and certain lizards.
The Underdark harbors primeval mysteries and endless warfare. It is a world hidden from the knowledge of commoners, where cruel masters rule over hopeless slaves and monstrous races (that predate humans) thrive. A dreary realm of fungus, rot, and slime. The Underdark's reputation is so dire that mothers warn their children to behave, fearing that dark elves might abduct them.
With Tymora's favor, fortunate merchants have found profitable trade but many others have met dreadful fates. This dark realm consists of three levels. The upper Underdark (Upperdark) lies closer to the surface, facilitating interactions with surface races. The middle Underdark (Middledark) views surface dwellers as property or food, while the lower Underdark (Lowerdark) is an astonishingly strange place with peculiar societies hostile to outsiders.
Unlike the surface world's safe havens illuminated by daylight and civilization, the Underdark conceals peril at every turn. Dark tunnels and lightless seas witness fierce competitions for dominance among the illithids, drow, and aboleths. These rivals employ slaves, ancient magic, and mind-shattering psionics in their struggle for control over the labyrinthine tunnel systems, caverns, and voids scattered beneath the realm of Faerûn.
This book offers a fantastic realm for your characters to explore, and within these pages, you'll find tools to craft thrilling adventures in the depths, encompassing tunnel systems, extended caverns, vaults, gaps, and nodes that riddle Toril beneath Faerûn.
UPPERDARK
MIDDLEDARK
The temple's entrance beckons travelers, an enticing maw of darkness ready to consume the soul. As the air grows heavy and suffocating, married with the malodor of dust and mold and stillness. Flickering torches line the corridor - their dim flames offering little comfort or warmth.
In the western expanse, ensconced fifty miles from the formidable fortress-city, lies the dwelling of Siveril Orisys. An intriguing figure, he stands as an undying Wardnorn, an esteemed guardian of the Elven populace of Eaerlann. Though known amongst the Lore Keepers of the Emerald Enclave, tracing information about him requires dedicated research, often spanning several tendays. However, the very artifact that he dedicates himself to safeguarding has faded into the annals of time, shrouded in obscurity.
Within his domain, Siveril Orisys stands resolute, a sentinel of great significance. Before him rests an awe-inspiring sphere, radiant like the sun itself. This globe, spanning a remarkable 150 feet in diameter, holds within its heart the life giving waters of the Saurian colony, swirling and churning beneath its luminous surface. It is itself the very thing that makes for a comfortable life to their race (a substitution for Sol in Toril's Underdark.) A spectacle that demands attention, this wondrous artifact is a testament to his dedication and the magnitude of the forces he safeguards.
The Mythal, a manifestation of both power and mystique. A force that Siveril Orisys tirelessly shields, its presence is undeniable and its significance vast. As it casts its mesmerizing glow, it intertwines with the guardianship of the undying Wardnorn, creating a tableau of grandeur and an enigma that resonates through the ages.
Underdark Levels (CONT.)
LOWERDARK
The Saurians' settlement is a wild and uncultivated wilderness, hidden away from the prying eyes of untrained adventurers who might unknowingly stumble upon its secrets. For those who do, upon arrival, a peculiar
sensation envelops them: an uncanny emotion and
lingering awareness of perpetual displacement. Like
a fish out of water. Explorers unskilled in navigating
this type terrain find themselves maladapted to their surroundings, akin to a seal stranded on a
sunbaked beach.
The colony's location is deep within the Lowerdark. Rockbed and the land's crust are a barrier to both help keep them hidden away and provide the Illithid with the everyday comforts of life. Cavern walls buckle and heave with trepidation, as if recoiling from the presence of these otherworldly beings. The eerie silence is occasionally disrupted by strange sounds or the haunting cries that echo through the shadows.
The Illithid within the colony possess an unsettling appearance. They are a ghastly amalgamation of once-proud creatures, twisted into aberrant forms. Their eyes glow with an otherworldly light, hinting at the unimaginable Far Realm powers that course through their veins.
ADVENTURE HOOKS
NEVER VAULT BETTER
The party encounters a unique non-player character (NPC), (or the Seppuku Servant, A suicidal servant of Psilofyr - LatLQ) who is grappling with the invasive mind of the Myconid Deity. It is clear that the individual's sanity and sense of self is at peril. The Githyanki Raiyanko, having orchestrated the Mycelium Metamorphosis, brings this quest hook to the players.
In summary, the players' interaction with the ailing NPC, or player character, catalyzes a captivating and multi-layered narrative. Their journey to the realm of Limbo unveils a monistic order steeped in mystery, leading them towards the prospect of encountering an ancient master who holds the key to staving off the encroaching madness. This immersive narrative invites players to engage with themes of spirituality, unity, and the transcendence of reality in a way that resonates on both emotional and intellectual levels.
HEROES of the REALM - PG.49
ENTICE FOR ELHICE
Rychell Elhice represents the Red Magic Cult. Driven by incentives that extend beyond the surface, Rychell's desire is to secure a crucial and delicate meeting with none other than Sir Renwick Caradoon, a significant player in this module.
Through a series of unintended magical misfires, Hamun Kost has unwittingly transformed himself into a proto-demilich. A complex fusion of life and undeath, power and vulnerability.
HEROES of the REALM - PG.49
CHIONĒ CEREMONY
Chione Trilloris, a female Dryad, holds the key to an ancient horticultural ritual. A rare and potent technique that holds the pledge of health to none other than Turlang the Treant, a guardian of the woods facing the throes of a dire plight.
The key component of this intricate solution lies in a place far beyond the mundane boundaries of the material realm—the Feywild. Within this realm of enchantment and danger stands a Baobabs tree. This entity is bedecked with extraordinary properties. The waters that flow through it's roots possess a life giving quality; a wellspring of rejuvenation that holds the power to mend even the most ailing of creatures.
HEROES of the REALM - PG.49
PLANT UP RAGE
Iraton Lightspark, son of Rosla Lightspark, has his second go around in life. Unbeknownst to him, he suffered a fatality that ended his life. His mother resurrected him with the help of Filthy Ann Mukmind. He is a creation born from the blight itself, a twig clone given deceptive form. His existence, while seemingly well-intentioned, harbors a sinister twist – he is Gulthias, a being driven by a malevolent urge to consume the life essence of other sentient beings.
The quest giver's words evince the dire nature of this creature's origins. Though crafted so there would be no mis-step in the youth's life, the boy's true identity is one that evokes evil and death. His actions are far from his own volition; rather, they stem from the insidious compulsion to feed on the blood of astute creatures. In these moments, he is bereft of agency, consumed by a force beyond his control.
HEROES of the REALM - PG.49
A REPTILE DYSFUNCTION
The Uthgardt tribes of the valley are being assaulted by Lizardfolk, allying themselves with the Githyanki. Amidst the turmoil, a glimmer of opportunity emerges to work alongside the Aarakocra, a bird-like species from the Sumber Hills. They, too, have suffered the cruel blowbacks of this unexpected alliance, facing grim casualties as they struggle to fend off their shared foes. Their crisis serves as a reflection of the broader conflict that threatens to engulf the valley in darkness.
HEROES of the REALM - PG.49
LABSE IN JUDGEMENT
Hushed and hopeful tones carry news that more and more Deep Gnomes of Bargewright are returning home, after what were reported as casualties within their mining network. In reality, it is the work of the Crimson Syndicate. Their latest creation, an eerie fusion of magic and mechanics reminiscent of a technology foreign to the realms of Faerûn. They have created automatons; a Farûnian Warforged. Deep Gnomes who had met untimely and violent deaths within the depths of a mining shaft have been transformed into these uncanny machine replicas, to resume the slain's life and pilfer the resources of Bargewright and add them to the Red Magic Cult's coffers.
HEROES of the REALM - PG.49
DARKNESS MY OLD FRIEND
Beneath the cloak of secrecy that sheathes the Zhentarim's covert activities, a dire breach has occurred—one that threatens the network they use to move contraband. This "underground railway," has fallen victim to the relentless intrusion of an insidious force: the mind flayers, eldritch entities known for their malevolent intellect and psychic prowess.
They have established a network of their own! Using Mind Witness, the Illithid weave their tendrils through the entirety of the Swoard Coast as well as the larger Dessarin Valley.
The Duergar, Stoutfolk of the Underdark, can assist in countering the insidious designs of the mind flayers. These stalwart and resourceful beings, driven by their own motives and survival instincts, have allies that can be entreated to repel those occupying the mines.
HEROES of the REALM - PG.49
JAWESOME
In Womford, Caldas's (Male Triton) life intersected with that of Reeve Ossenna Dhaghulath, a human woman of strength and resilience. They formed a deep bond, leading to the birth of three children, all daughters. To those in Womford, Caldas appeared as a mild-mannered figure, and no one suspected the darkness that festered within him.
Caldas was not the man he pretended to be. He fostered a connection to the sea goddess Umberlee, a relation steeped in dark rituals and macabre sacrifices. Through a network of hidden cenotes, Caldas would steal away unsuspecting travelers to a subterranean cavern, masked from the prying eyes of the world above. In this forsaken chamber, he conducted gruesome sacrifices to appease Umberlee's insatiable hunger for blood and death. The victims were fed to dire sharks, nightmarish creatures he had summoned and controlled through unholy rites.
HEROES of the REALM - PG.49
SHADOWS ON THE WALL
As your coin purse steadily swells with the spoils of your recent endeavors, an insatiable hunger for acquisition begins to gnaw at the corners of your mind. You find yourself aroused by an irresistible urge—a burning desire to procure, to collect, to possess. It's as if a feverish oniomania has seized you.
Within "The Underfoot," you begin to perceive inharmonious whispers that seem to emanate from the very walls themselves. The unsettling murmurs grow louder as you approach the stairs and the third floor of the shop, your curiosity piqued.
HEROES of the REALM - PG.49
F.O.M.O. - RIAN
As the players traverse the treacherous Upperdark, they stumble upon a mortally injured giant-kin, a wretched Fomorian twisted by malevolence and torment. This fallen giant, once a horror dekko, now lies broken and vulnerable.
His strength spent, the players are faced with a moral and tactical dilemma—do they extend a hand of mercy to the fallen giant, forging an unlikely alliance that could reveal vital insights and aid them on their quest? Or do they leave the Fomorian to his fate?
HEROES of the REALM - PG.49
GRELL THREAT
Deep within the unfathomable depths of the Underdark, where the boundaries between reality and the alien realms blur, sinister forces collude. A small Grell colony exists, and it may be possible to pit the Mindflayer and the Grell against one another.
HEROES of the REALM - PG.49
BEHIR OR FAR
The relentless gales that sweep through it's exposed perch carry the tempestuous might of hurricanes, a force that keeps Chaulssin's inhabitants in a perpetual state of vigilance. At the bottom of this chasm is a Behir colony. With it relative closeness to Dschungel dichter, the huge monstrosity are quite comfortable within the climate.
The challenge before you is one of unparalleled audacity—to venture into the treacherous domain of the Behir colony and recruit one of these monstrous serpents as an ally. Your objective: to attack the Githyanki compound which they stripped from the Aarakocra, a place steeped in danger and guarded by formidable adversaries.
HEROES of the REALM - PG.49
LICH INFIX
Fate's tapestry is woven by the choices of heroes. This quest, with it's dynamism and intrigue, awaits in three different variations. The player's actions and choices throughout their perilous journey shape this final adventure hook.
As you delve deeper into the heart of this multifaceted quest, you'll quickly discover that the path ahead is not set in stone, but rather an ever-evolving labyrinth of possibilities. Your choices, both bold and subtle, will shape the narrative, leading you down diverging trails with implications for the rest of the unfolding saga.
HEROES of the REALM - PG.49
TIER 2
HEROES of
the REALM
Story Overview
Over the course of all four products, the campaign follows the three-act structure basis. It unfolds as follows: The first (4) four player levels are an introductory and world building stage. Levels 5-10 will be rectifying some of the turmoils wrought by the Githyanki and the Illithids in the previous installment, as well as reactionary quests that are to be undertaken in response to the growing power of Shothragot. and the Red Magic Cult.
The Party enters a Dessarin Valley that appears to be on the cusp of peace times. Unbeknownst to them Shar, and various other entities are attempting to exploit their every move.
Quests
Each quest presents elements that lend themselves to the more expansive themes of the campaign. The designer of this module wishes to give the shell of the adventure, communicated through the adventure hooks, with the expanded upon quests giving you (the DM) narrative control and authority in a world where the players agency and actions change large brush strokes of the odyssey.
That, coupled with the future installment of the campaign, is causation for only select few of the adventure hooks having the substance of ready made quests.
Aliisza Mizzrym
"Mistress of the Eternal Night, hear my groaning in this opportunity forsaken forest. The Lolthian Drow, those woven in the silken lies of the Spider Queen, they are feeble, their spirits brittle as the webs that ensnare them. But am I a joke to you? To be entangled in a facade of an alliance with these pitiable wood elves, whose vulnerability and naivety are hot coals laid on my soul.
How long, Lady of Loss, must I endure this charade? How long must I cloak my true intentions behind a mask of false unity? The alliance, a chain that binds me to their weakness, threatens to suffocate my ambition.
This prayer, whispered in hushed tones beneath the weight of the Underdark's ceaseless darkness, speaks of a Drow torn between her loyalty to Shar and the necessity of an alliance she perceives as a mask for her own aspirations. She feigns an alliance with the Drow that have fled to the surface, and the Wood Elves of the High Forrest. Her true allegiance is to the forces of Shar and the foot soldiers of Ghaundaur, the Votarie Lurkers.
In recognition of her unwavering devotion and service, the deity Shar has made a solemn vow to grant Aliisza Mizzrym, dedicated female Drow, her request to resurrect Kaanyr Vhok. This difficult promise is intertwined with the unique alliance forged between Shar's followers and the entity known as Ghaundaur, whose otherworldly, eldritch powers hail from the Far Realm. Through this complex alliance, the impossible is more attainable; resurrecting Kaanyr Vhok, once thought to be beyond her reach, becomes a tantalizing possibility.
DARK JUSTICAR
Chosen
Aliisza embarked on a transformative journey, leaving behind the familiar realms of West Faerun to traverse the Far Hills, and the shadowed city of Sshamath. Far from familiarity within these eerie and distant lands, she embarked on a path that would forever alter the course of her reality. She found herself under the sway of the unfathomable doctrine of Shar, the Mistress of the Night.
Shar whispered instructions that led her to the Elder Orb of Ooze, a grotesque temple beneath the Spires of Mir. In the cavernous depths of this hidden lair, Aliisza acquired motifs of forbidden magic—vestiges of darkness that would serve well for Shar's misanthropic designs.
Through her harrowing ordeal within the treacherous labyrinth of Ghaundaur's temple complex, Aliisza was converted into something more than a faithful—she became a "Dark Justicar," an embodiment of Shar's will, and the chosen vessel for her dark purposes. The trials she endured, the traps she outwitted, all were stepping stones towards becoming the instrument of Shar's desires, a role she embraced. She wanted to burn the world to the ground ...and she saw herself well on her way.
Aranea
The derivation of the Aranea trace back to a dark chapter in history known as the Night Wars. It was during this tumultuous era that Calishite mages, wielding formidable arcane prowess, made their hubris evident. They delved into forbidden arts to craft a new race, distinct and arachnid in nature. In like manner, the tale of the Votarie Lurkers shares the same outcome. Once Drider, beings trapped in the twisted amalgamation of Drow and spider, their transformation into Aranea came about through the eldritch machinations of none other than Ghaundaur, a deity of formidable power who harnessed eldritch energies channeled through the Yochlol.
Within the ranks of this formidable faction of warriors, individuals who have undergone a profound transformation from the harrowing state of Driderdom to embrace a renewed existence, is the unifying bond of unquenchable thirst for battle and conquest. They are deadly adversaries to any who stand against them. Such is the depth of their commitment that they would readily exert their influence not only upon the lands of Toril but also upon the very essence of the Positive Planes, all in the name of their deity, Ghaundaur.
They work to diminish the forces dwelling within and protecting the High Forest, these warriors carry with them the legacy of their transformation, an indomitable will to serve Ghaundaur's inscrutable agenda, and a readiness to reshape the destiny of not only themselves but also the realm. Their allegiance to their cause is unwavering, and they are a testament to the depravity, both in body and spirit, one succumbs to in the service of an eldritch and enigmatic power.
Adventure Hooks
The background information should be useful in roleplay scenarios, as well as in creating random encounters. The Votarie Lurkers are in constant pursuit of the adventuring party. When the players travel to different planes, they make every attempt to strand them there.
A
Reptile Dysfunction
BACKDROP
In the heart of an acrimonious Dessarin Valley, a pall of unrest hangs heavy in the air. For months, the once-peaceful region has been plagued by the threat of a coming war. The region has been under threat of the insidious Mind Flayer, as well as the ire of the Githyanki, believed to be due to the increased Illithid activity.
The local populace speaks in hushed tones of the Aarakocra, the Wind Dukes, who found purchase on the outlying of the Sumber Hills. The avain race skirmished with the Githyanki, lost, and now reside in the Sighing valley of those same Hills.
The Githyanki have grandiose plans for the area, and have fomented an alliance with the Lizardfolk. The later know the whereabouts of (and guard) the Githyanki's Red Dragon Hatchery at Lance Rock.
SETUP
SPL is 5 - In the event that the party is beginning play at level five, consider the following as a possible "Hark! Adventurers needed:"
In the cradle of the Sword Mountains, stout-hearted Dwarven clans have long maintained their traditions, but a murmur of distress ripples through the rock-hewn settlements; one John Sonoco told the Heads of the Dwarven families to keep a keen eye for those who would answer his summons. The newly assembled team of adventurers disembark from their mountains, by way of the Kheldell Path, a tenday ago. They are charged with inquiring of the Wind Dukes of Sumber Hills, if the Aarakocra have any information.
The optimal approach to this quest, regarding the road most likely traveled, is to account for their starting vantages:
| Departed From | Most likely Path |
|---|---|
| Beliard | Stone Trail |
| Womford/ Bargewright | Cain Road to Long Road |
| Red Larch | Long Road |
| Triboar | Long Road |
| Underdark | DryGulley Tunnel to Jundar's Pass |
- Grey Wolf
- Griffon
- Tree Ghost
For this Quest to be best executed, the designer recommends that the players and their player characters be informed that the Aarakocra whom they seek, have suffered heavy casualties from the Astral pirates, the Githyanki. This information can be given during "session zero." Tenderly enmeshed in the information of the Mind Witness network.
Read the Following to the players:
You find yourselves in the heart of the Dessarin Valley, surrounded by rugged terrain. The sun sets in a blaze of red and orange hues, casting long shadows across the rocky landscape. The Sumber Hills rise ominously in the distance.
The terse, hot evening breeze carries a faint scent of parched earth and rust, intermingled with a faraway metallic tang that pricks at your senses. Unease settles in your stomach, an intuition that danger lurks in the shadows, yet unseen and undefined.
Roll stealth for the encounter. Mindful of mechanics in operation (Ranger overland tracking features, survival feats, ect.,) in this contested roll Stealth VS. Passive Perception, if the stealth roll exceeds that of the party's highest accounted for Passive Perception, then the Lizard folk get a surprise round.
The silence is shattered suddenly by a clamorous shifting of rocks and bramble that is accompanied by a low, croaky chanting that seems to emanate from the rocks around you. Your instincts scream danger as lizardfolk, cunning and vicious, emerge from their hidden vantage points. They leap from the cover of rocks and thickets, closing in swiftly and surrounding your party.
~
ENCOUNTER
- One Lizardfolk Battalion
- Two Lizardfolk Archer
The combat encounter begins as the players enter (or attempt to bypass) a small sheepdrove road through two immense craigs. The path, at it's widest, is 7.5'ft. The two Lizardfolk Archer have positions opposite one another on their respective cliffs, flanking the road. The Lizaedfolk keep the spoils of their victims within the southern most craig, in the area on the map that is visibly darker by direct contrast, as a clear demarcation of their den.
Treasure
The encounter can bequeath the following, if the players search the area and discover their den:
- coinage: 4d6sp, 12d6gp, 6d6pp
- common clothes (x10)
- chain shirt
- Potion of Healing(x2) & Superior Healing(x1) (PG. 187 DMG)
- Dwarven Plate, (PG. 167 DMG)
- Halberd +1, PG. 213 DMG)
- Any other equipment you wish the players to have
The Party can loot (or harvest) the following equipment from the encounter. Successful harvesting requires a Medicine Check, so as to not ruin the biological components:
| DC | Loot | Value | Weight | Expiration |
|---|---|---|---|---|
| 5 | Lizardfolk Tail (x6) | 8cp each | 3 lbs. | 3days |
| 12 | Lizardfolk Skin (x6) - (x3) if the targets sustained slashing damage | 4gp each | 2 lbs. | 12days |
| LFB1 | coin purse, 1 heavyclub and 4 javelin | 5d6cp, 8cp | ||
| LFB2 | waterskin with fermented animal blood | 7sp | 5 lbs. | - |
| LFB3 | 2 heavyclub and 6 javelin | 6sp | 24 lbs. | |
| LFB4 | 1 heavyclub and 4 javelin | 4sp | 12 lbs. | |
| LFA1 | Quiver & 14 arrows | 1gp | 1 lb. | |
| LFA2 | Quiver & 9 arrows | 1gp | 1 lb. |
Imagine this as a dramatic vignette, where the ebb and flow of time is orchestrated by your narrative baton. You might opt for brevity, subtly redirecting the narrative stream, portraying the weariness etched on their countenances after the skirmish. "Wearied and worn from the clash - you contemplate whether this den, now purged of threats offers a haven for respite, or if there looms a tangible risk of impending reinforcements."
However, if the players wish to immerse themselves in this scene, embodying their personas, this can unfurl into an hours-long sojourn. An intermission where they tell fragments of their characters' pasts, and through their words and actions, explore their respective backgrounds.
The following scene will have variations of branching dialogue, depending on the characters past actions and whether or not this is played as a sequel to the predecessory title.
If the adventuring party has a player who kindled the bacteriophage (LatLQ)
You all take slow and deliberate steps toward the camp of the Aarakocra, doing your best to appear non-threatening. Some have weapons brandished and pointed in your direction. After a moment, a tall yellow-skinned individual breaks the tension of the moment.
RAIYANKO: How delightful it is to behold your countenance again friends! Alas, it appears the trial of Dess'aiyndoll has taken its toll on you (gesturing toward the player with the Myconid template.) Tymora be praised, for our paths have crossed again - not by chance.
My compatriot and I were in discourse about bygone conflicts, reminiscing upon the passages of our shared history. We'd come to a mutually beneficial agreement. Should you align yourself with our cause, extending your aid in this pursuit, you shall earn the privilege of accompanying me to my home. In his wisdom, my dear friend and ally may possess the means to alleviate the afflictions that currently plague you.
RAIYANKO: Hold your hands (spoken to the Aarakocra,) stay them from causing harm! These individuals before us are allies; champions of good. Greetings, dear friends! It warms my heart to once again stand in your presence. Pray, what news have you of the Seppuku Servant, the avatar of the tireless endeavors by the G'lathk and the Myconid Rot Priests? The laborious toil they endured in sculpting the deteriorative essence within the very cells of the Bacteriophage must have exacted a toll upon their being.
Our triumph owes its existence to him/her. If a flicker of compassion sparks within your hearts for their plight, I beseech you to join me once more. Stand at my side in this noble quest, and together, we shall assist our fellow, aiding them in casting off the chains that bind them from the harrowing tribulations they have endured.
This product builds upon the events of "LatLQ." If the npc to take the template upon themselves were a Githyanki - they may be present in the Aarakocra camp. Otherwise, they were likely one of Freyja Theylas's paladins of the Triumphant followers of Reparations." If the later is true, then the individual is under Renwick's care in Tyar-Besil. In either case, the npc will need to be collected upon completion of this quest, to embark upon the following quest. If the players have never ran the predecessory title, it is easier to have an ailing Githyanki, in need of the player's help.
Create a generic "call to action," wherein this unknown Githyanki suffers a peculiar aliment. If a player character has chosen a "Circle of the spores" druid, then he/she and the npc share similarities in appearance.
Once a determined marching order is established, the party embarks on their journey towards Lance Rock. Whilst on their travels, Raiyanko, bearer of tales of the previous title, regales the PCs with the saga of the Battle at Dess'aiyndoll. Thereby chronicling the triumph over the half-Elderbrain, Lobediggol, a victory earned through valor and tenacity.
Raiyanko then explains the quizzical scene, a Githyanki welcomed within the Aarakocra's presence, identifying himself as Sha'sal Khou — a union of Githyanki and Githzerai into a single community. After which, he prepares the players for his sudden coming change; his appearance abruptly changes, and he is wholly a new individual. Donned in the guise of "Zetch'el." In this alternate persona, the fluidity of movement between the Gith cultures is helpful to him as he can operate in either Gith society.
The purpose of the players expedition: a fetch quest to acquire a gate key. A tuning fork to the plane of Limbo. Historically, the Wind Dukes had fashioned them during the conflict with Miska - general to the Queen of Chaos - for travel between Limbo and Pandesmos, on Pandemonium. With it, their Githyanki adversaries lose access to this resource, and the players receive the opportunity for aide from Torthal in Limbo.
The tuning fork was being worn/carried by an Aarakocra, her being eaten by Red Guard Drake (PG. 158 VGtM.) Since the material component is magical, Zetch'el speculates that it has likely been passed through the drake, or that it has melded to the drake after consumption - such as with the practice of Dragons consuming their magical artifacts.
~
LANCE ROCK
To the northwest of the humble hamlet of Red Larch, there lies a striking landmark known as Lance Rock. This slender menhir, constructed of unadorned gray granite, stands as a beacon visible for many miles across the rugged terrain. Its unique hue, a stark contrast to the encompassing limestone formations, lends itself to the larger story of its placement - it was in this very spot, many years prior, that an ancient green dragon dropped this rock upon a young red dragon for it's intrusion into her territory. The impact slew the less formidable red dragon.
Located a hundred feet to the south of this secluded stone sentinel, a dense crevasse full of brush erupts. It's tangled vegetation conceals a trail. It winds and captivates stalwart travelers to delve into this wilderness. The trail leads to a neatly painted sign. Read the following to the players:
~
In the Common tongue for the benefit of all who may venture too close to this forbidden place, we, the Githyanki, issue this dire proclamation:
Turn back now, or be prepared to face the consequences of your audacity. We will show no mercy, nor shall we offer any quarter to those who challenge our dominion. Our blades are sharp, our spells are potent, and our resolve is unwavering.
The path continues its descent, leading seekers to a concealed cavern entrance. Beyond the admonitory sign, the mouth of a cave enterance opens wide. If the characters enter, proceed with the "Red Dragon Hatchery" encounter that follows.
Red Dragon Hatchery
The Githyanki use this location to incubate and hatch the clutches of eggs, belonging to their red dragon steeds. They themselves are not here - leaving the protection of this area to Lizardfolk and Guard Drakes. Raiyanko knows this area well, as it was here that he first interrogated a mind flayer hostage. It was that encounter which lead to the discovery of Dess'aiyndoll.
L1.
The skull of a long dead Red Dragon permits entry. The danger is trumpeted by deep snarls from within. The inner sanctum confers a variegated, untamed terrain, where the ground beneath and the ceiling above fluctuate erratically in jagged contours.
The passage extending westward, its width constricting as it travels deeper. The corridor is magically trapped:
Ensorcelled Arrows
3rd level Transmutation
- Casting Time: 1 action
- Range: 5' ft
- Components: V, S, M (four or more arrows or bolts)
- Duration: until triggered or dismissed
You conceal six pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Once the spell's "trigger" requirements are met, the arrows are released simultaneously. The triggering creature(s) must succeed on a Dexterity saving throw (DC13) or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell then prompts any other chained effects to activate.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
The ensorcelled arrows are activated by an invisible, magical glyph. It's magic is released when stepped upon, and is found directly beneath the overhead ledge (from whence the arrows will fire.) Once triggered - arrows will fire into the 10'ft square directly beneath the leadge(2,) as well as from each of the cavern walls into the 10'ft space behind that space (2 from each side.)
Their are countermeasures in place to protect against magically circumventing the traps; the layered magic in this area is first concealed by the glyph - attempts to detect magic will reveal only the glyph. Additionally, dispelling the magical, triggering glyph instantly releases the held magic.
Quicksand
3rd-level Transmutation
- Casting Time: 1 action
- Range: 60' ft
- Components: V, S, M (A pinch of mud)
- Duration: Duration
You designate a 10 ft. by 10 ft. square of solid, natural ground centered on a point you can see within range, turning the area into quicksand. Any creature in that area must succeed on a Strength saving throw (DC 18) or sink into the ground and become restrained. While restrained in this way, creatures cannot take the Attack or Dodge actions or cast spells requiring somatic or material components.
A creature can use their action to perform a Strength saving throw against your spell save DC, (13) freeing themselves on a success. The creature can be dug out with 10 minutes of work by at least one other creature.
As a variant rule, you may wish the outcome to be less "predetermined." As a reward for clever and circumspective gameplay - a player casting find traps, dispel magic, or any other measure by which the party negates the magical glyph - describe magic therein being released and suffused into the player. After casting any spell of third level or lower, the spell recharges on a roll of 5 or six on a d6 (recharge 5-6.)
L2.
Beyond the overhead ledge, the chamber becomes spacious, boasting an elevated dome-shaped ceiling. It hosts two relatively slender egresses, one to the north and the other to the south. In the room's center - a massive, flat boulder. Measuring six feet in width, eight feet in length, and standing at three feet in elevation, the stony monolith has chained to it a decayed Young Red, Zombie Dragon.
Once the players trigger the trap beneath the overheard ledge, a Lizardfolk Shaman (PG.205 MM) enters L2. from the southern egress, and a Lizardfolk accompanied by a Red Guard Drake (PG. 158 VGtM) enter L2. from the northern egress, all of which begin to bear down on the players.
The young red, zombie dragon is enthralled by the shaman; it is not hostile to the Lizardfolk Shaman or it's companions, but if the shaman is defeated, it will attack the creature nearest to it.
L3.
Nestled further in within this cavern, lies a sprawling cradle of darkness. The snaking path forward exudes an aura of discomfiting power; the air is heavy with the innate, magical energy that simmers with the room ahead. There are two dimly lit lanterns at the post of this area.
The entirety of the room cradles crimson-scaled eggs. The obsidian-red orbs lie in clutches, some hatched - while others wait to free themselves. The chill of the chamber is punctuated by the intermittent stirring of the embryonic dragons, a disquieting prelude to the malevolent potential they harbor.
L4.
The southern passage opens to reveal a deep puncture into the earth. Nestled in the bottom of this crater is a Carrion Crawler (PG. 37MM.) Remnants of those who once trespassed into this dragon's lair now find their final resting place. Twelve lifeless husks occupy the bottom of the pit. Four of these pitiful souls have been reduced to bone. The Githyanki flay and cure the meat of their victims and stolen livestock, storing what they can, to feed the incubating dragons once they hatch. That which they have no use for is discarded here. The cavern is 500ft' deep, with the Carrion Crawler visible only to those who can see out to that range in darkness. There is a partition that serves as a ledge to the walk-way, round about the room. A very steep incline is visible to the west.
L5.
The reverberation of a shared meal, jubilation, and revelry resounds through the passage approaching this chamber. The room is 50x220' ft. Two Lizardfolk Battalions are in this chamber - one group is reclining around the tables at the eastern most part of the chamber, while the others are training with or worshiping the Red Dragon Wrymling (PG.98 MM) perched on the ledge at the rear of the room, opposite the staircase. A Gish is visible in the rear of the room. He will flee to "L6" as soon as combat begins.
Northwest in this chamber, a staircase ascends to an overlook. There is a narrow passage way into a room with two makeshift carts. At the top of the stairs, a lever releases the wheel wedge - sending the carts careening down the incline. The occupants of this cavern use this method to hurl the cadavers of their victims to the Carrion Crawler in L4.
L6.
The oval cavern opens here, forty feet wide and sixty feet long. Yellow tapestries with depictions of Vlaakith and previous Githyanki exploits are proudly hung about the room. This room has a peculiar dias in the center - with a yellow sapphire embedded within it -cupboards on both the western and eastern walls, and a large shallow in the northmost wall that is crammed with scrolls and potions.
The Gish guarding this location is unaware of the gate key, or it's current location - in the stomach of the Carrion Crawler - irregardless of the current party composition, (whether or not the friendly Gith is Raiyanko or Zetch'el) he only speaks to (and in) Gith; he will speak no longer than three quips or exchanges between the two of them (or until attacked) after which time combat will ensue, if his attitude/ alignment is not magically altered.
Treasure
The encounter can bequeath the following, if the players search the area:
- coinage: 971 cp, 7992 sp, 2520gp
- potion of animal friendship(x3) (pg.187 DMG)
- potion of clairvoyance pg.187 DMG)
- 3rd level spell scroll(x5) - Create Food and Water (pg. 202 DMG)
- Book entitled "Dragon Rearing" - (pg.151 PHB) (See Appendix B for relevant game mechanic.)
Encounter Details
After the gate key is retrieved, he instructs the party to meet him within the Defender's Crest - once all of their outstanding obligations are met - for the next leg of their journey.
RAIYANKO
Medium (6'2"), Chaotic Good
- Armor Class 15 (Leather Armor)
- Hit Points 54 (8d6 +16)
- Speed 30'ft
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 14 (+2)
- Saving Throws Dex+5, Con+2, Int+6, Wis+1, Cha+3
- Skills Acrobatics +5, Athletics +2, Perception +3, Stealth +7
- Senses Darkvision 60 ft., passive Perception 13
- Languages Gith, Common
- Challenge 7 (2,900)
Sneak Attack: Once per turn, with advantage on the attack roll or when an ally is within 5'ft of the target, deal extra 2d6 damage with a finesse/ranged weapon.
Thieves' Cant: Has an understanding of secret mixes of jargon and dialect known only to the rogues. Can use this language to convey secret messages.
Evasion: Can nimbly dodge out of the way of area effects, such as red dragon's fiery breath or an ice storm spell. When subjected to an effect that allows one to make a Dex saving throw to take half damage, instead take no damage on a successful save, & half damage on a failed save.
Cunning Action: Can take a bonus action on each turn in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Soul Blades: As a bonus action, manifest psychic blades - appearing in the caster's hands - & cannot be lost. Can use them as finesse weapons, & they deal 3d6 psychic damage on a hit. These blades have the light and thrown properties with a normal range of 60'ft & a long range of 120'ft. They return when thrown. Dexterity is the ability modifier for both the attack & damage rolls of these blades.
Actions
Multiattack. Raiyanko attacks twice, once with his rapier and once with his dagger (or soul blade if summoned)
Rapier Attack. Melee: +6 to hit, Reach: 5'ft, one target. Hit: 1d8+3 piercing damage
Psychic Blades Attack. Melee: +6 to hit, Reach: 5'ft/ Range:60/120 one target. Hit: 3d6+3 psychic damage
Sneak Attack (Ranged or Finesse Weapon). Melee: +6 to hit, one target. Hit: 3d6(sneak attack) + weapon damage (varies by weapon.)
ZETCH'EL
Medium (5'11), Chaotic Good
- Armor Class 15 (Mage Armor)
- Hit Points 54 (8d6+16)
- Speed 30'ft
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3)
- Saving Throws Dex+2, Con+2, Int+3, Wis+4, Cha+4
- Skills Arcana +5, Insight +3
- Senses Darkvision 60 ft., passive Perception 11
- Languages Common, Gith
- Challenge 7 (2,900)
Sorcerer's Origin: Psionic Soul - can expend sorcery points to gain exercise psionic abilities. (8/8 Sorcery Points) Metamagic: You know two Metamagic options.
Psionic Talent: Can use Psionic Talent to cast the mage hand & mage hand ledgerdemain spells. Can also cast Detect Thoughts once, & regain the ability to do so after completing a long rest.
Tides of Chaos: Has the ability to roll a d20 to gain advantage on an attack roll, saving throw, or ability check. After using this feature, must finish a long rest to use it again.
Sorcerous Restoration: After a short rest, can choose expended sorcery points to recover, up to 4.
Sorcerer Spellcasting: Knows 7 sorcerer spells & can cast 4 cantrips.
Actions
Personalized Spell List
Psychic Blast (Ranged Spell Attack:) +3 to hit, range 120'ft, one target. Hit: 2d8 psychic damage.
Magic Missile (Ranged Spell Attack:) +3 to hit, range 120'ft, one target. Hit: 1d4+1 force damage per missile
+1 Staff: +1 to Hit, reach 5'ft, one target. *Hit: 1d6 +1 bludgeoning damage.
N
ever Vault Better
BACKDROP
In this quest, the players set out to find a solution to the Rot Priests biological weapon - intended for use against Lobediggol - unaware of the significance of their chosen path. In their search, they unwittingly seek the counsel of a Steeldragon named Torthal, who assumes the guise of a Githzerai.
Attacked late 8th century DR, and thought to have perished, by his sister Rauvrahreene - Torthal manipulated one of Rauvrahreene's magical, dragon slaying traps. Suffused as it was with the word of power for the banishment spell, he used it to open a portal to the plane of Limbo.
Five centuries later, he has achieved the status of Great Wrym, but lives a humanoid guise - as do all Steel Dragons. His goal within his current life is the unification of the two cultures of Gith society, to reconcile as one. From Kith'zeren, located within the Pinwheel of the churning chaos of Limbo, he trains Sha'sal Khou.
SETUP
SPL is between 5 & 6 - This quest is best undertaken immediately following "A Reptile Dysfunction."
Making all of the necessary preparations, the party makes their way to "The Defender's Crest."
Once an imposing central tower encircled by formidable protective walls, Scarlet Moon Hall stands as a remnant of a bygone era. Those walls, now reduced to crumbled ruins, have given way to the quiet hum of ongoing reconstruction on the central tower. Amidst this rampart, several salient attributes are present throughout the site.
Defender's Crest
The Defender's Crest stands as a tranquil enclave that beckons those seeking refuge from the tumultuous world beyond. The Gith therein inveigle those within the tranquil compound - a serene refuge from the relentless struggles of the Dessarin Valley - to work hard and live simply, owing to the monistic lifestyle of the Githzerai. It is dappled in sunlight, upon its heart. Even terrain, fringed by bodies of water that are easily accessible, and there is the safety of numbers.
Any player with the Commoner class may acquire a new skill or proficiency from this location, a number of times equal to half their character class rounded down, given the necessary:: time, research, training, coin, ect (the requirements being halved for commoners vs. that of others.) Following the supplemental rules provided in Xanatahr's Guide to Everything, you may allow other player's to pick up skills and traits from this location as well. An annotated map is provided on the following page, to allow you - the GM - to designated respective locations and areas as fullfilling a specific niche within the commune.
The players are expected, having set out on a previous quest for this express purpose, so they are received warmly by the Sha'sal Khou. Following the Battle at Dess'aiyndoll, a teleportation cirlce is routinely established from here to Tyar-Besil.
Teleportation from The Defender's Crest (H7 within the tower) is the most convenient form of "fast travel" to and from the Dessarin Valley and the Upperdark. As the campaign progresses, the player's will eventually find themselves in "the city of portals, Sschindryn."
Alternatively, the upperdark can be reached through:
- DryGulley Tunnel (High Forest)
- Resap Amherst, Myconid Colony (Westwood Forrest)
- Crimson Syndicate (Temple of black earth in previous modules.)
Leap of Faith
The Sha'sal Khou's solution? The Yurt immediately infront of the tower, toward the south, is actually Hallucinatory Terrain (PG. 249 PHB.) The structure has real walls, up to 6'ft, concealing the teleportation Gate placed there. Beyond that, the rest is magic meant to fool the eyes.
By committing to a Swan Dive from "H4" of the tower, the party can successfully reach Kith'Zeren.
REWARDS THROUGH ROLEPLAY
| Class | NPC | Rewards |
|---|---|---|
| Seppuku Servant | Torthal | Vaulting Technique |
| Monk | Zetch'el | Necklace of Fireballs |
| Druid | Unath | Elemental Gem |
| Paladin | Vond | Giventhar |
~
WORKSHOP
This quest is designed to encourage and reward immersive, creative, and engaging roleplay within the game. Instead of exclusively relying on traditional experience points gained through combat or completing quests, as the players deliver compelling character interactions that effectively portray their character's: personality, beliefs, and flaws, while actively contributing to the story and world-building, the player is rewarded with prestige or skill or equipment. Don't be afraid to give something a specific date or time in which to be completed. Very rarely are things done, in any professional capacity, with an ambiguous time of completion set forth. Torthal will tell the party that they need to acquire crystal Jasmal from an Underdark city, in order to effectively disrupt the Illithid's telepathic network.
Although these scenarios feature npcs previously published in Lobediggol and the Lich Queen, the DM can implement his or her own custom npcs if preferred (excluding Torthal.)
Upon arrival, the monastery stirs to activity. Approaching Raiyanko/Zetch'el - the unmistakable presence of his fellow monk, Torthal, a seasoned master of the monastery's ancient techniques. Torthal's weathered face softens into a knowing smile, his eyes radiating a sense of camaraderie as he pulls the other into an embrace.
1.) TORTHAL
The brave adventurer, groping to unravel the web woven by the invasive entity Psilofyr, approaches Torthal with a sense of trepidation.
Torthal, his eyes gleaming with wisdom, welcomes the Bacteriophage with a serene smile.
"Greetings, traveler of the mind. I sense the turmoil within you, a conflict that tears the mind and splits the will. Follow me to the Grotto. To navigate this labyrinth, you must understand the path of unblocking, the way to reconnect with your true self."
-
Describe After Each Check: After each skill check, vividly narrate the situation's developments, providing players with visual cues and inspirations for their next move.
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Progressive Failure: Even on a failed skill check, ensure the narrative continues, albeit at a slower pace or with added challenges. Only in exceptional cases should failure halt the adventure's progression.
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Varied Penalties: Introduce unexpected penalties for failure that align with the challenge's theme, but need not be foreshadowed. This allows for greater narrative flexibility.
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Adjust DC Appropriately: Tailor the difficulty class (DC) to match the relevance of the chosen skills. Skill choices should be character-appropriate, and players should not be overly discouraged from using their character's natural abilities.
-
Allow Multiple Attempts: Permit different characters to employ the same skill sequentially, especially if the situation favors it, enhancing narrative consistency and character expertise.
These supplementary rules enhance the depth and immersion of skill challenges in your D&D 5e campaigns.
PVP
The player must confront Psilofyr, the invasive entity, during the skill challenge. This encounter can represent the inner battle for control over the character's mind. Here's how you can integrate combat: The other participants - playing the attackers - can choose between the following options:: 1.) Play as a Myconid Guard (PG. 200 Monster Manual Expanded,) or 2.) roll 5d8 hp and use their character, with the new hp, excluding their inventory, & with the template provided in appendix _. Consider giving the Challenger a minion, in order to balance action economy and survivability.
- Root Connection (Survival): As the player meditates in the "Grotto", he/she is suddenly attacked by Psilofyr's manifestations (the other players - not their genuine characters.) This initiates a combat encounter. The player makes a Wisdom Survival check, DC 15, to against Psilofyr's attacks. Success in both the skill check and combat allows the player to move on to the next challenge.
The aforementioned skill check should produce an effect, positive to the player taking the action. It can be restorative - allowing that character to role a hit die to replenish health, or it can be debilitating to his/or her opponents.
- Guilt Threads (Exploits): After successfully dealing with the combat from the previous challenge, the player now makes a Charisma Persuasion check, DC 15, to acknowledge and release guilt threads. However, Psilofyr's influence intensifies, and the combat encounter continues.
The players - with the main player's approval - or the DM, through an NPC opponent, should make reference to the characters flaws (if permitted to know them) generated during character creation. Alternatively, individuals may refer to the character's past exploits. Take the opportunity to underscore ulterior motives to the player's actions or inconsistencies of character.
- Shadows of Shame (Willpower): Following the Charisma check, the player is again attacked by Psilofyr's manifestations. They make a Wisdom Insight check, DC 16, to overcome shadows of shame while fending off the attacks. Success in both the skill check and combat enables progression.
Shadows of Shame
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You project your thoughts and emotions toward a creature you can see within range, targeting their feelings of guilt and shame. The target must make a Wisdom saving throw. On a failed save, the target becomes overwhelmed by feelings of self-doubt and regret.
For the spell's duration, the affected creature has disadvantage on all Wisdom (Insight) checks and Wisdom saving throws. Additionally, whenever the target takes damage from any source, it takes an extra 1d6 necrotic damage as the shadows of their shame seem to devour them from within.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful, it is immune to this spell for the next 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra necrotic damage increases by 1d6 for each slot level above 2nd.
| d4 | complication |
|---|---|
| 1 | The Votarie Lurkers have tracked you to this location, and are assalting the monastery |
| 2 | This meditative trance has brought on a Sanity Check |
| 3 | The Spore Template rent itself from you, sentient, and shambled away (creates a villian with player's character sheet under the DM's control) |
| 4 | Add your Player Level + your proficiency bonus. Roll a d100 - If the roll meets or is greater than the total that was added, apply the following: You've lost your connection to The Weave/ Ki. It can only be restored by a Wish Spell |
Amidst the ethereal whirl of metaphysical turmoil, the player's character, after their triumph over the grueling challenges set by Torthal, and doing battle with Psilofyr's manifestations at every step, find themselves donned with ritualistic magic. The invasive entity's influence has been challenged, and their true self now stands liberated. The character thereby - with the aide of Torthal - Vaults. Magic known only to Steel Dragons, the vaulting process seals away mortal lifespans lived by the Dragon. In so doing, the caster can enter into a new life - unencumbered by the biases of the last. In the Players' case, this process liberates them from the intrusion of the Myconid hive-mind, sealing away the influence of Psilofyr. The Player Can Keep or Renounce the Spore Template
2.) ZETCH'EL
Born in Zerth'ad'lun, a Githzerai stronghold known for its discipline, martial prowess, and philosophical enlightenment. Zerth'ad'lun is the seigneury of Limbo and enemy to the Slaad. Raised in an environment where order was imposed upon the chaos through rigorous training, Zetch'el was instilled with a deep sense of self-discipline and an understanding of the inherent balance within the chaotic plane.
The ceaseless changes in Limbo granted a unique perspective on the transient nature of reality. When a badly wounded Steel Dragon erupted into the plane, centuries prior, he found himself impressed with the will of the Githzerai - to subdue Limbo. Him not being deceased, but living among the Githzerai, Zetch'r' sought Torthal out. The kinship between the two would prove so strong, that Torthal would become Soul-Bound with the Gith.
Owing to the love of the Sha'sal Khou, in their tireless effort to unify the race, Torthal would be able to release his hatred for his own sister Rauvrahreene.
Exploring the monastery, you eventually find your travel companion Zetch'el.
"Greetings, Monk. I've observed your discipline and the depths of your focus. Those such as myself often have a quite place of espial that we are are trained to defer to - so as to learn those with whom we keep company."
I believe it is time for you to explore another facet of your potential. The mind holds as much power as the body. Would you be willing to learn from me?
The sorcerer and the monk may have contrasting skills that, when combined, make a given character more well rounded and formidable. The sorcerer extends a challenge of Strength, Intelligence, and Charisma.
The sorcerer sees potential in the monk. By training him/her, the sorcerer can unlock the monk's latent abilities, which could be of benefit to both parties.
The player makes a Stength Check, (DC15,) to strike and demolish the projectiles. If the player fails the check - and is subsequently hit - it counts as a failure.
This is a skilled adventurer using a non-primary ability score (that is, one they most likely wont increase with ability score increases). The creator of this module assumes they have a 12 in the ability scores. Raise or lower the DC to fit your own designs.
For the second portion of the challenge::
The player is surrounded on all sides by the rubble (or the wall and another solid surface.) It begins to assemble - attempting to cut through the player's space and encase him/her. The player makes a Charisma Check (DC 12.) On a success, the player's Ki responds to the chaotic nature of Limbo, toppling the stone.
Encased In Stone- |
Toppled Stone |
| Player driven Intelligence Check (DC 18) to progress. | Player driven Intelligence Check (DC 18) to attack Zetch'el or another creative action |
| Complexity | Success | Failures | Rewards |
|---|---|---|---|
| 1 | 4 | < 2 | Magical Tattoo, Hands of Kith'Zeren |
| 2 | 5 | < 2 | Magical Tattoo, Eternal Mountain |
| 3 | 6 | < 2 | New Feature, Telepathic Speech |
As a reward for their endeavors, the player earns a Necklace of Fireballs (PG. 182 DMG.)
M
AGIC REWARDS
ore Than a Statement Piece
Magic tattoos imbue the wearer with magical abilities. This magic appears, in some cases, after an individual's personal achievement - or when enlightenment is reached. Damage or injury does not impar the tattoos function, even if it is defaced.
Hands of Kith'Zeren
- Magical Tattoo, very rare
This magical tattoo can be etched onto any area of your skin. Expend 2 Ki point to utilize the following benefit:
Effect: Your strikes are infused with the chaotic energy of Limbo. You have a font of strength that replenishes when you take a long rest. With that latent strength, you can add a sum total of damage, equal to your monk level x 1.5, throughout the day.
Additionally, you can expend 7 points from your total: if someone falls unconscious, you can strike the individual in the chest - above the heart. The burst of adrenaline brings the individual up, and up to 1hp.
Eternal Mountain
- Magical Tattoo, very rare
This magical tattoo can be etched onto any area of your skin. Expend 1 Ki point to gain the following benefit:
Effect: You can spend 1 ki points to cast stoneskin, targeting yourself. Concentration, up to 1 minute.
Stoneskin: This spell turns your flesh as hard as stone. Until the spell ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
Telepathic Speech
- Acquired Feature, very rare
Expend 1 Ki point to gain the following benefit:
Effect: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll 1d6. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.
3.) UNATH
Unath of the Defender's Crest is a Sha'ir. With a vacuous glint in their eyes, these tread a treacherous path, aware of the eerie undertones of their arcane discipline. They embark on a quest that, under a different light, would seem like a dauntless form of enslavement. The Sha'ir's every interaction with Djinns exude an unsettling symbiosis, as they compel their captives to an evocative obedience.
A midst the gloom and moral ambiguity that pervades the studies of the Sha'ir, there is a glimmer of hope. Some - awakened by their empathy - seek to liberate Djinni from those who would enslave them. These rare few understand the dubitable constraints placed upon the genie beings. They strive to forge true partnerships, for the preservation of unity between those who would endeavor to share experiences and cultures with these powerful elemental beings. Unath is one such that dislikes the unforgiving quicksand that is attempted mastery of Djinn.
A strange incandescence overhead catches your eye, and you resolve to inspect this - once you clear your head of the nictation. Ascending the tower, you observe a Gith in elaborate robes. He is practicing a particular fluidity of movement: Chōwa no toreta renshū
Spotting you - concentration broken - the air in the room sizzles. Unaware of your approach, Unath looks to you apologetically.
I did not anticipate your enerugī. Forgive my lack of hospitality! - Unath entreats, as he makes a wide sweeping gestures and snapping motions. As he does so, he is encircled in smoke. As quickly as it appeared, it dissipates.
Unath confides to the player that, presently, he is trying to mollify an Efreeti - a native to the elemental plane of fire - syphoning energy from Limbo. That, due in part to some repressed anger or hostility, the player's energy disrupted his renshu.
Brave the Elementals
As with the previous challenge, the character(s) attempts skill checks to multiply a number of successful skill uses before he/she accumulates to many failures. This heavy role play challenge can be vague and ambiguous, or the player may incorporate his/her: background, ideals, bonds, and flaws. Unath prys into the character's life. Asking if their is anything about which he/she carries regret.
This takes place in the "tower." Unath and the player stand in an open tourelle, with corbelling supporting the roof, providing a vantage with which to pear out into the expanse of the plane. All of the supports feature magically lit torches (10 in total.)
Unath requests that the player mirror his movements -
The player makes a Performance Check, (DC15,) to emulate his form. On a failure, all of the torches are snuffed out. In either case, ask the following questions to the player - requesting the appropriate skill check::
From Unath to the player::
- What dominates your mind?
- If I could listen to your inner self, what is he/she saying? - Insight/Deception Check (DC, 18)
- If you were scryed upon for a full day, what could one see or hear or learn about you? - Deception/Insight/Investigation/Religion if applicable - Check (DC, 10)
- Do you notice that when you become lost in thoughts of "(fill in the blank)," that your behaviour changes? - Wisdom/Intelligence/Charisma Check (DC, 14)
- Is there every a time when your inner self tells you these things, that you dont become master to those thoughts? - Wisdom Saving throw, (DC 14)
| Complexity- | Success- | Complications | Rewards |
|---|---|---|---|
| 1 (C1) | 2 | 2 < Failure | Conjure Fire |
| 2 (C2) | 3 | 2 < Failure | C1 & Efreeti Flames |
| 3 (C3) | 4 | 1 < Failure | C1, C2, & an Elemental Gem |
COMPLICATIONS
| d4 | complication |
|---|---|
| 1 | A Para-genasi registers your involvement and marks you as his quarry |
| 2 | Unath's questions gnaw at your mind; until targeted by a "greater restoration spell," you must roll a concentration check every two hours during a long rest to receive the benefits. |
| 3 | You are engulfed in flame: anything worn or carried, unless immune to fire damage, is destroyed or badly damaged |
| 4 | The Efreeti banishes you back to the Defender's Crest. |
Rewards
- Elemental Gem, Red Corundum (PG. 167 DMG)
S
HA'IR BOONS
imple Spells
The Sha'ir channels the elemental chaos into the player, granting the following boons, accessible once per day:
Conjure Flames
- Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
Initiates the following effects within a 5-foot cube.
You cause fire to form into simple shapes and animate at
your direction. You can cause a flickering flame to appear from your body (usually in your hand). The flame remains there as long as you concentrate, and harms neither you nor your equipment.
The flame sheds bright light in a 30- foot radius and dim
light for an additional 30 feet. You can instantly expand any existing flame in one direction, provided that wood or other fuel is present in the location. You instantly extinguish any flames within a 5-foot cube. The area you can affect
increases by 5 feet and the amount of bright light your fire produces increases by 10 feet when you reach 5th level (10-foot cube, 40 feet of bright light), 11th level (15-foot cube, 50'ft of bright light), and 17th level (20-foot cube, 60 feet of bright light).
Efreeti Flames
- Conjuration Cantrip
- Casting Time: 1 action
- Range: Self(10'ft radius)
- Duration: Instantaneous
Tendrils of fire erupt from you and batter all creatures within 10 feet of you.
Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 1d6 bludgconing damage and can't take reactions until its next turn. On a successful save, the creature takes half as much damage, but suffers no other effect.
4.) VOND
Vond was mentored by Yrlakka. Under his tutelage while within Undermountain, he and his colleagues clashed with mind flayers on sight but did not engage directly in the conflict between the githyanki and the Illithids from Seadeeps. After such a time as he felt his presence was not necessary, he returned here - to Kith'zeren.
If the player cannot defeat Vond, he gives him/her the forgotten realms equivalent of a "senzu bean(dragon ball reference)" and challenges him/her again. If the player cannot defeat Vond however, Vond tosses Giventhar to the player in disgust - stating that it may save their life, if he becomes worthy of it's strength.
Thus receiving it in this fashion, the designer encourages the DM to emulate the mechanical element used in the Pokémon video game series. Player's find pokemon to be unruly; disobeying commands from trainers that have not completed an appropriate amount of game progression.
VOND - Medium Humanoid, Lawfull Good
- Legendary Features (3/3) Vond Regains all 3 at the start of his turn
- Extraordinary combatant: Vond can use a reaction and spend 1 feature point to brace for attacks. Roll 1d6 + proficiency modifier + Constitution modifier and gain that many temporary hit points.
- Opportunistic Attack: Immediately after taking the Attack action on his turn, Vond can spend 2 feature point to make an unarmed strike as a bonus action. If the first attack struck, this strike does as well.
- Antagonize: Spending 3 feature points, as a bonus action at the end of Vond's turn, he can provoke a creature who can see or hear him within 60'ft. That creature has disadvantage on any attack rolls before the start of his next turn. That creature must also succeed on a Wisdom saving throw or take your 1d6 + 3 in psychic damage.
- Undeterred: Once per long rest, when Vond is reduced to less than half of his maximum hit points, he gains temporary hit points equal to half of his challengers player level(or CR) + his Constitution modifier.
Giventhar
Magical versatile melee weapon, legendary (requires attunement by a good aligned creature)
- Damage: 1d8, (Versatile - 2d6)
- Range: 5'ft
- Property: Versatile
- Weight: 3 lbs.
Hidden in the Vault of Kith'zeren, Giventhar shines - light dancing off of it's intricate carvings. It's scabbard is decorated with opulant gems, typical of the Githyanki. The wielder gains the following benefits and additional properties::
+1 to attack & damage rolls & Psychic Ward: As long as you maintain concentration, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.
player lvl 8 - +2 to attack & damage rolls and, Psionic Wall (once per short rest): As an action, create an invisible, insubstantial wall of energy within 60'ft of you that is up to 30'ft long, 10'ft high, & 1'ft thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, willingly or unwillingly.
player level 12 - +3 to attack & damage rolls and, Psionic Storm (once per short rest): As an action, choose up to 6 creatures within 60'ft of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, & it is frightened until your
concentration ends. On a successful save,
a target takes half as much
damage. While frightened by this
effect, a target’s speed is
reduced to 0, and the
and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
But as they gathered their belongings and readied their spells, craunch to the atmosphere about them, and the very air that grows heavy with escalation. From the chaotic mists emerge...a guide. A sinister Slaad's amphibious form, writhing with chaotic energy. Alongside him, a faction of cunning Drow - their dark eyes gleaming with malice - slip from the shadows and loose arrows imbued with treacherous enchantments.
ENCOUNTER
- One Red Slaad (PG. 276MM)
- Two Drow variants (PG. 128MM) - Aranea
- One Drow Elite Warrior (PG. 128 MM)
- Zetch'el enters combat as soon as the Drow are revealed to be Aranea
- The motes of chaotic energy (4,) located along the path, absorb spell magic - The motes accumulate the energy, storing 5 lvls worth at a time. Any spell cast of 1st - 5th lvl during the encounter is registered; the lvl of the slot used to cast the spell determines how much space it uses. After it has stored enough energy, it erupts. Any creature within 20'ft of the detonation is transformed into a Water Weird (PG.299.) Effect ends when target reaches 0hp.
~
~
Encounter Details
- The Two Drow are actually Aranea
- Use the CR 1/4 stat block on pg. 128 MM, but replace the HP: 71
- When the two Drow are reduced to half health - roll 5d8, add it to their current HP, and convert to the Aranea statblock as the two undergo a monstrous transformation
During their stay at Kith'zeren,
Torthal told the party that a special
arcane gate was being prepared for
them - and that their destination
was the city of portals, Sschindryn.
S
cry on the wall
SETUP
SPL is 6 - the players emerge, from Limbo, far away from familiarity. The following quest will connect them to the larger Sword Coast - allowing them to access areas safely and securely, as well as form a defensible sanctuary to retreat back to.
You all emerge from the planar teleportation safely. After tending your wounded (or fallen) you begin to take in your surroundings.
Deep within the underbelly of Toril, a hole-and-corner settlement known as "Sschindryn" emerges from the oppressive darkness. This subterranean labyrinth exudes an aura of desolation that seems to consume all who dare venture into its dimly lit borders.
A pervasive gloom envelops you like a heavy, inescapable shroud. Flickering, feeble light from the Underdark fungus - nightlight and bluecap - line the muddy walls, casting, elongated shadows every direction. The air is thick with the acrid scent of dampness and mildew.
The narrow passageways of Sschindryn are corroded grates that threaten to give way at any moment. The faintest drip of murky water echoes through the tunnels, a constant reminder of the relentless encroachment of entropy.
Gamop's Guilded Beetle
Wondrous Item, very rare
- Cost: 300gp
- Weight: 3 lbs.
This beetle is about 4" inches long. Its vitrified carapace seems to reflect an environment that does not match its surroundings, and is seemingly part-mechanical.
An individual spends time attuneing to the beetle (does not count towards items attuned to.) Afterwhich time, the individual may command it to find a target. A designated creature within 30'ft of the beetle experiences the effects of the sending spell.
If you use an action to eat the beetle, you’ll enter a hallucinatory trance for 10 minutes. During this trance you are unconscious and experience the effects of the scrying spell (DC 16). When you enter the trance, make a DC 13 Wisdom check. On a success you can choose your scrying target. You can attempt this check again during the trance to change your target each time until you fail. On a failure, if the target resists the spell, or if you have no desired target, you scry on a random creature or place for the rest of the duration. When scrying in this way, you see, hear, smell, feel, and taste from the senses of the target creature, or from the nearest living creature if you target a location. You can understand the languages of your target even when you normally cannot, and you have advantage on Wisdom (Insight) checks made to gauge their emotional state and intent. The beetle tastes like a combination of random aspects from each environment you experienced during the trance.
I am Gamop Mindall of Beliard. Feliyana Thorne instructed I reach out. Providence would see you back to the surface. Find portal! Activate, and return!
If this product is indeed being played after completion of "Lobeddigol and the Lich Queen," and the players initiate an additional sending spell (or similar contact,) Gamop tells the party that Iraton's condition is worsening, and that he is suspected in the murders of several individuals in Triboar, as well as the livestock of some of those families.
Your path forward is obscured by an oppressive, ink-black darkness. The well lit compound you'd just left behind is now a distant memory, replaced by a profound void that seems to swallow any and all light.
Treading with the cautious steps of seasoned adventurers, you rely on other senses - as eyes incapable of darkvision strain to pierce the blackness. Each footfall echoes through the clammy tunnels, the sound a beacon of your progress. The trickling waters of unseen rivulets whisper a disquieting, eternal serenade, like the mournful sighs of a thousand ghosts.
Your advance is slow, the lightlessness playing tricks on your minds. Shapes seem to flicker at the edges of your vision, but when you turn to look, there is only obscurity. Every shadow holds the potential for lurking danger, but also a chance back to the surface - or so promised Gamop.
Underdark Foraging Mechanics:
Skill Proficiency: Characters proficient in Survival or Nature have an edge when foraging in the Underdark.
Time Required: Foraging typically takes 1 hour per attempt, but it may vary based on the complexity of the environment. The DM can adjust this as needed.
Foraging Check: When a character attempts to forage for food, water, or other resources in the Underdark, they must make a foraging check. This is typically a Wisdom (Survival) check, but the DM can call for other checks if the character is looking for something specific.
Foraging Results:
- Critical Success: The character finds an abundance of resources, gathering enough food and water for themselves and the party. Additionally, they might find valuable or useful herbs, minerals, or other rare items.
- Success: The character locates enough food and water for themselves and a few party members.
- Partial Success: The character finds enough sustenance for themselves but not for anyone else. They may find a limited supply of herbs or resources.
- Failure: The character fails to find any significant food or water, and their efforts are in vain.
- Critical Failure: Not only does the character fail to find any sustenance, but they might disturb dangerous creatures or dangerous flora in the process.
- Resource Availability: The Underdark is a harsh and unforgiving environment. The availability of resources can vary widely depending on the specific location, and the DM should take this into account.
Additional Considerations:
Underdark Hazards: Characters should be cautious, as foraging in the Underdark can expose them to various hazards, such as hostile creatures, cave-ins, or harmful fungi.
Underdark Foraging Minigame: Sschindryn's Bounty Hunt
As the party delves deeper, the need for sustenance becomes increasingly crucial. To make it more engaging - a fun foraging minigame!
What to Know:
-
- Foraging Rounds: The game is divided into rounds, each representing an hour of foraging. During each round, one party member can attempt to forage. To determine who goes first, roll a d20. The character with the highest roll starts.
-
- Foraging Attempt: When a character attempts to forage, they make a Wisdom (Survival) check as usual. However, in this version of the activity, the character can also choose to invoke their background. This gives them a unique advantage tailored to their character's background.
-
- Background Advantages: Characters can use their backgrounds to gain advantage on their foraging checks by applying their background knowledge. For example:
A Sage might recognize a specific type of edible fungi from their scholarly studies. A Folk Hero could know how to locate water sources within the caves due to their experience helping their community. A criminal might spot hidden resources others would miss because of their familiarity with finding secret stashes.
-
- Resource Collection: If a character succeeds in their foraging check, they collect resources based on the result.
-
- Resource Management: Keep track of the party's resources, including food, water, herbs, and minerals.
-
- Underdark Hazards: After each round of foraging, roll a d6 to determine if the party encounters an Underdark hazard. Here's a simple table you can use:
| d6 | HAZARDS |
|---|---|
| 1-2 | Cave-in or unstable ground (DEX saving throw required). |
| 3-4 | Hostile Underdark creature(s) |
| 5-6 | Poisonous fungi exposure (CON saving throw required). |
Sage Hazard |
Folk Hero Hazard |
Criminal Hazard |
Soldier Hazard |
Acolyte Hazard |
| Arcane Disturbance: As the party permeates deeper into the Underdark, the Sage's extensive knowledge stirs dormant arcane energy in the surrounding Faerzress. Uncontrolled magical surges manifest as arcane anomalies and the entire area within 120'ft of the sage becomes Wild Magic zones that can harm or disrupt the party's progress. To overcome this hazard, the party must make Intelligence (Arcana) checks to repair the area, or the energy could lash out with unpredictable effects. | Dark Crevice: The Folk Hero's sense of responsibility for the group awakens when they discover a deep, dark crevice in their path. The party needs to navigate across it, but it's filled with slippery rocks and hidden dangers. The Folk Hero can choose to be the first to cross, using their knowledge of the group's strengths to help their companions traverse the obstacle safely. This hazard involves a series of Dexterity (Acrobatics) checks. | Poisonous Trap: The Criminal spots a trap that blends seamlessly with the Underdark surroundings. It's a deadly pitfall loaded with poisonous darts. The party must disable the trap to proceed safely. The Criminal can attempt to disarm it with a Dexterity (Thieves' Tools) check, using their expertise in stealth and traps. | Underground Ambush: The Soldier's keen sense of danger alerts the party to a potential ambush. As they delve deeper, the party encounters a group of cunning Drow. They are building an a crude wall, handling the brick in an eerily delicate way. | Cursed Relic: The Acolyte uncovers an ancient, cursed relic hidden in the Underdark. It emanates psionic energy - making concentration spells impossible. The relic ceases emanating power when touched. It is a piece of jagged obsidian. Tie in opportunity for WOTC's "Phandelver and Below: The Shattered Obelisk |
Hermit Hazard |
Entertainer Hazard |
Noble Hazard |
Guild Artisan Hazard |
Charlatan Hazard |
| Psionic Disturbance: The Hermit senses a psychic disruption. The party stumbles into an area manipulated by a mind flayer, causing disorientation and paranoia. The Hermit's isolation has granted them some resistance to this particular dystopian-type manipulation. They need to use their Wisdom (Insight) and Wisdom (Survival) to guide the party safely through the area while shielding their thoughts from the mind flayer's influence | Echo Cavern: While traversing the caverns, the Entertainer accidentally triggers a sonic resonance that threatens a cave-in. Their charisma comes into play as they must quickly calm the fleeing bats and other Underdark creaturs that threaten to overrun the party's position, to prevent panic. The Entertainer can make a Charisma (Performance) check to keep everyone focused and steady. | Diplomatic Parley: The Noble's ability to negotiate is put to the test when they encounter a faction of Underdark Derro. To proceed peacefully, the Noble must engage in a diplomatic parley and potentially make a Charisma (Persuasion) or Charisma (Deception) check to avoid conflict and secure safe passage. | Fungal Folly: The Guild Artisan unearths a pocket of poisonous funig. Once released, the pressurized fumes begin to fill the cavern. The unusual fungi emit mesmerizing spores that can disorient the party. Using their crafting skills, the Guild Artisan can fashion protective masks to shield the party from the spores' effects, making Intelligence (Crafting) checks. | Illusory Caverns: The Charlatan inadvertently triggers an illusion within the Underdark, making it challenging to discern the real path. They can use their skills in deception and trickery to see through the illusion, or they may exploit it to confuse potential threats. The party can benefit from the Charlatan's abilities to navigate these deceptive illusions. |
The rules here aren't uniform across your entire campaign, but instead, they're tailored to the specific predicament at hand; this adaptation of the rules (as it pertains to the "crunchiness and mechanics"), involves the familiarity of your backgrounds and the distinct challenges posed by each hazard, to ensure that your party feels their individual lived experience has been important.
The wall referred to in the "Soldier Hazard," is made from blood and Kuo-Toa biological components. It is quickly drawing Vampire Spawn into the area. The Drow here are all cowardly males; this can be a social encounter - hostility on part of the players will result in the Drow pleading for their lives.
The mummies in this encounter are clustered, on the map, in the upper left hand corner of the lyceum: for the DM with more combat oriented parties, more may resurrect within the area or - for brevity - this brief social encounter can nudge the quest progression along; exploration of this area is meant to be done at a later time.
SSCHINDRYN
Contained in a pyramid-shaped cavern - having 3 sides each around 2 miles long with the tip two miles high - at the outer edges of the cavern, great trenches and moats had been dug around the city. The architecture of Sschindryn is enough to make Gond's jaw hang slack. Awe-inspiring and eerie. The city's structures are carved directly into the cavern walls, making use of the natural rock formations as their foundation. Luminescent fungi provide an eerie, bioluminescent illumination - prying eyes can be seen in scant few buildings. The architecture is identifiable by it's: intricate filigree, delicate carvings, and slender spires. All this and more, create a melange atmosphere.
The city's prize, a massive ziggurat, is adorned with intricate runic carvings that seem to pulsate with energy. These glyphs, a mixture of elven, abyssal, and infernal, hint at the Llothian origin of the city. Inside, the chamber is bathed in a sickly, blue-green luminescence that emanates from the euclase gemstones littered about the lyceum. The city itself seems to breathe with a lambent life force.
In the center of the room, a massive jasmal crystal hovers, suspended in intricate chains of vines. This massive, multifaceted gemstone radiates a kaleidoscope of colors, casting light that plays throughout the chamber. It's magic makes ready 2 portals to the areas beyond, gateways throughout Faerûn.
Around the chamber's periphery, bodies are strewn about; not given a proper burial, but nonetheless in grave clothes. In the adjoining halls, alcoves house sacred relics and totems from warrior's previous adventures, each a testament to past plunders.
As the players step closer to the jasmal crystal, its radiant allure beckons. The portals shimmer, their surface rippling like a mirror on the edge of a deep, cosmic pond. With every step, a sense of anticipation fills the air.
Encounter Details
-
Establish an initiative order as the players enter the room. After the players retrieve the two Jasmal crystals from the circular rooms in the bottom left corner of the map, on initative count 20, three "corpses" begin to stir; after their animation, all three spend their first round of combat restrained and incapacitated, after which time, they tear through their grave clothes.
-
They are mixed lineage of Drow, Dwarf, and Duergar. Use the Mummy statblock (PG. 228 MM)
-
A friendly Drow Specter (PG. 279) appears above his own corpse. He instructs the party to hurry through the portals (P1 and P2 are the only portals currently active,) while he holds the creatures at bay.
-
After conversing with the players, he casts the 4th level evocation Wall of Fire.
~
CHAULSSIN
~
TYAR-BESIL
In the dimly lit chamber - air heavy with the scent of ancient stone and flickering torchlight - your party makes a decision. The arcane portals shimmer with conjuration magic, but discloses nothing as to the whereabouts of their destinations. The groanings of the mummies intensify as the room pulsates with latent magic. The ominous voice of the spectre reverberates, encouraging the party to exit his tomb. "Var'akh aluve through colbauth. Colnbluth are col kulg quor." Translated: "You must leave through the path ahead. Non-Drow are not welcome here."
The choice is yours! But I cant not restrain them all! And with a collective breath, your party must decide the course of their adventure. There are 11 corpses on the map - the DM may use as little or as many as he/she wishes for combat. Should the party choose to stay, refer to page __ for room furnishings and descriptions.
CHAULSSIN
~
Since the distant year of 1379DR, known as the Year of the Lost Keep, Chaulssin, a city swathed in mystery, has largely remained obscured from sight and memory alike. Once under the dominion of the Drow, its rulership was cast into oblivion centuries ago, marked by a tumultuous period of warfare. Throughout these ages, the city's fate saw it pass through the grasp of diverse forces that hailed not only from the prime plane, but also from the mirror plane known as "The Shadowfell," where sinister echoes thrive.
1.) Guard Lodge
In the Northwest ward of Chaulssin, a fortified district stands as a line of defense against any would-be intruders. This enclave has become a bastion of vigilance, where the inhabitants remain ever-watchful to thwart any encroachment. However, recent tectonic unrest has brought a drastic change to this city's landscape. The sprawling expanse of Chaulssin is perched precariously on a massive stone outcropping that clings to the precipice of an immense drop known as the "Howling Abyss.""
This chasm, that broadens a staggering span of 3 miles (4,800 meters) horizontally across the city and plunging over 17 miles (27,000 meters) into the depths below, holds the city in an unsteady embrace. The relentless gales that sweep through this exposed perch bare the strength of hurricanes. Gale force winds batter Chaulssin ceaselessly. Standing upon the battlements, or to dare to take flight above the abyss, is to risk being whisked away by the formidable winds that rule this precarious domain.
Seismic disturbances brought by the shifting of tectonic plates, has resulted in a river that now courses its way through, aft of the city. This flowing water that was once absent from the city's landscape is a nod to the ever-changing nature of Chaulssin's environment. It is a testament to the resilience of its inhabitants that they adapt and safeguard against both natural forces and potential invaders in a realm of shifting terrain and unpredictable elements.
2.) Council of Averages
Within the heart of Chaulssin, shrouded by the remnants of war, a clandestine force known as the "Council of Averages" holds sway. Comprising five enigmatic and aged figures, they are both influential and cursed, their presence shaping the destiny of the underground settlement that now exists in the shadow of its former governance.
These councilors, draped in an air of mystery, each bear the a curse of lycanthropy. The council is comprised of: (2) Werebear, (1) Wereboar, (1) Wererat, and (1) Werebat Captain.
3.) The Weeping Wound
Nestled within the haunting settlement of Chaulssin, a tavern known as "The Weeping Wound" stands as a lone beacon of warmth and refuge in an otherwise dismal existence. In the heart of this darkened land within the Underdark, the tavern's weary timbers and candlelit windows offer solace to explorers who dare to venture into these depths.
As one steps through its timeworn doorway, the air carries a scent redolent of the warmth of hearth fires, a fragrance that both comforts and unsettles. The distant echoes of hushed conversations and the soft clink of mugs create a symphony of whispered secrets and shared burdens, each sound an echo of the lives lost or left behind.
Inside, the air is thick with an atmosphere of volatility, a reflection of the world outside. The walls bear tales of forgotten lives, depicted in fading murals that seem to mourn the passage of time. The stone floors underfoot carry newcomers footfalls, whispering the stories of countless patrons who have won shelter within its walls through blood and sweat and loss.
The inn's interior is a tapestry of textures—rough, worked stone beneath your feet, softened by years of passing patrons' touch. Threadbare rugs offer a gentle cushion beneath your feet at intervals, where inky candlelight and the occasional flicker of lanterns provide light. The haven reverberates with the sounds of a fiddle's mournful notes, their eerie melody intertwining with the room's atmosphere.
~
The barkeep, a Werebear on the city's council, dispenses drinks with a quiet efficiency, his eyes carrying the weight of knowledge. Patrons, their faces a mix of resignation and resilience, rendezvous around tables draped in shadowy cloths, speaking in quiesce tones as they share tales of lost loved ones and elusive hopes.
Despite the discernible sorrow that hangs in the air, camaraderie still thrives within The Weeping Wound. Artists play mournful melodies on mbiras and lutes, their haunting tunes filling the room with mesmerizing pulchritude that resonates with the hearts of those who listen. The flickering candlelight dances across faces, casting fleeting shadows that tell stories of their own.
As travelers sip on hearty stews and sup on bread, they find comfort in the familiarity of shared despair. The Inn stands as a symbol of resilience against the encroaching darkness, a place where even in the bleakest of circumstances, the spirit of camaraderie and the desire for connection endure.
The tavern's layout is simple, with nooks and alcoves concealed within. Each offers a semblance of privacy amidst the shared sorrows. A grand fireplace at the heart of the room crackles with warmth, casting a welcoming glow upon faces that bear the weight of life.
The bar, a panache stretch of wood, reflects the lanterns and the patrons gathered around it. The barkeep, be he in his Lycanthrope body or his Deep Gnome one, moves with a practiced grace, serving drinks that warm both the body and the spirit. The drinks themselves hold a mix of flavors—bittersweet ales and hearty stews, each taste a reminder of life's contrasts. There are three rooms available for rent here.
4.) The Underfoot
The Underfoot is an oligarchical building that conscripts individuals; it connects people to services for the greater good of the settlement. In a concept of "with that," and "together with," the Underfoot plays a vital role supporting economic growth within Chaulssin through "voluntary" service.
The leitmotif within is heavy with an unsettling energy; a mixture of desperation and a palpable hunger that clings to the very walls. The civil servants engage in whispered negotiations, their features cloaked in shadow. Talented manipulators who understand the power of binding contracts. With a voice that drips like honey and a promise veiled in half-truths, it offers aid in exchange for an irrevocable debt—not unlike a protection racket.
The Underfoot caters to adventurers (of which there are many, for few else come to the Underdark) seeking opportunities and power. The establishment fills the role of the classic "quest boards" and blends malevolent intent with the allure of fame and fortune, all while keeping the cost at a level much more manageable than a soul.
The building's entrance is adorned with elaborate sigils and eerie torchlight, immediately setting a serious ambiance. Adventurers are greeted by a sophisticated and charismatic host. The main area is adorned with wall sconces, leather couches on either side, and (during most hours of the day) a line, bi-secting the room. Tasks are allotted to individuals, with the express consequence of expulsion from the settlement for failure to complete. Terms are hidden within the fine print for weightier assignments or requests to render aide, and clauses are cloaked in legalese, designed to exploit loopholes and test the mettle of those who dare partake.
Quests are available that range from slaying beasts to retrieving items. The host's enchanting words encourage a sense of urgency that wheedle participants to accept these "opportunities." As the adventurers complete these quests, it does not take long to see the truth—the assignments that denizens are given are not mere suggestion.
As adventurers complete tasks, they begin to notice subtle changes in their surroundings, revealing that the establishment itself is imbued with dark magic that responds to their actions. The stakes rise when the adventurers realize the establishment is is connected to Shar's Krinth, and their sinister web. Escape becomes a challenge, and the true consequences of accepting these quests manifest in malevolent magical effects and unexpected twists.
KEY NPCS
The most influential personas of Chaulssin are:
-
Heskel Stoddard, Male Werebear Deep Gnome
-
Thrain Lewine, Male Werebear Deep Gnome
-
Lyswaen Brightreach, Female Wereboar Duergar
-
Chaney Hargravee, Male Wererat Human
-
Belgos Gallaer, Male Werebat Drow
-
Jezzara Zaphroara, Female Drow
-
Shardan Myrahel, Male Krinth
-
Velma Akermane, Female Meazel
Heskel Stoddard
Heskel Stoddard is not unlike a light, kept under a bushel; a character whose humility and indomitable spirit can leave an enduring mark. A true Lycanthrope, his parents never discussed where they originally hailed from. Despite his nomadic origins, Heskel never had difficulty connecting to others. He emerges as a beacon of courage, resilience, friendship, and showcases an unyielding commitment to those he cares for. His simple yet profound wisdom, demonstrated in both words and deeds, paints a vivid portrait of a character whose steadfastness in the face of darkness exemplifies the very essence of heroism.
Appearance
Heskel the Gnome bear, with a countenance molded by both simplicity and resilience, is a rotund figure that carries an air of stoicism - shaped by a life that has hurled him against the gusts of adversity. Donned in a vibrant yellow tunic that contrasts with his black and blue hued fur, Heskel's outward appearance belies the inner fortitude that has weathered great trials. His wide, brown eyes, twinkle with a mix of curiosity and the wisdom earned through overcoming life's harshest challenges. The perpetual smile etched on his face speaks of victories snatched from the jaws of defeat. Crowned with a jaunty blue pelt from the neck up, Heskel bears the marks of transformation; he embodies the essence of a dynamic character.
Heskel's Backstory
In the shadowed corners of the Forgotten Realms, born to a pair of werebear parents, Heskel emerged into a world that viewed his lycanthropic lineage with a mixture of awe and dread. His early years were marked by isolation, as villagers feared the transformation that lurked within him during the full moon. Forced to live on the fringes of society, he found solace in the heart of the dense Neverwinter Wood, where he honed his shapeshifting abilities under the guidance of his werebear kin.
The outskirts of Neverwinter became his home, a place where the moonlit nights were both his sanctuary and his curse. The stigma attached to his condition drove him to seek refuge in the company of creatures who understood the duality of his existence. Among the mystical denizens of the wood, he discovered allies in the form of druids and other lycanthropes, creating a fragile community of those who dwelled on the outskirts of societal acceptance.
Yet his heart remained tethered to the world of men, and his innate goodness compelled him to navigate between two worlds. In his solitary wanderings, he encountered pockets of acceptance, where individuals saw beyond the fearsome exterior to the spirit within. These rare connections, forged amidst the shadows, kindled a flame of hope within Heskel, encouraging him to embrace his dual nature and challenge the prejudiced norms of society.
His journey took an unexpected turn when whispers of an encroaching darkness reached the ears of his werebear kin. Following the archwizard Gromph Baenre's summons of the demons, on 15th Nightal 1486, fueled by an unyielding sense of duty, he embarked on a quest that took him beyond the boundaries of his secluded sanctuary. Guided by the wisdom instilled by his parents, Heskel ventured into the Underdark of Faerûn, where his lycanthropic abilities became both a boon and a challenge. But he helped every wayward soul he encountered during the challenging years - Year of the Iron Dwarf's Vengeance and Year of the Nether Mountain Scrolls.
Character Motivation
| IDEALS & BONDS | |
|---|---|
| Sanctuary for the Misfit | Heskel is driven by a desire to create a welcoming space for individuals that society has rejected. The Weeping Wound serves as a sanctuary where adventurers, non-humans, and those with unique backgrounds can find respite and camaraderie. |
| Overcoming Prejudice | Motivated by personal experience, he aims to challenge the pre-conceived notions and fear associated with lycanthropy. Through his interactions with patrons, he strives to foster understanding, proving that one's nature doesn't define their character. |
| Camaraderie | Heskel values the power of companionship and friendship. He actively encourages the heroes to build bonds that go beyond the surface. He understands the strength that comes from diverse backgrounds working together toward a common goal. |
| Security | Heskel is fiercely protective of Chaulssin. He is motivated to keep settlers safe. The tavern becomes a bastion of acceptance and safety. |
Relationship to other NPCs
Heskel initially regards Belgos Gallaer with a mix of awe and deference due to his status, and time spent in the Underdark. As weeks piled into months, Heskel came to see Belgos not just as a leader but as a friend and protector. Belgos, in turn, recognizes Heskel's unwavering commitment and courage, forging a mutual respect that transcends social hierarchies.
He forms camaraderie with Lyswaen Brightreach and Jezzara Zaphroara as they face shared
challenges. Despite their differences,
Heskel's genuine and open
hearted nature breaks
down barriers, fostering a
sense of unity among the
council. Their collective
experiences strengthen the bonds
of friendship and mutual
respect between the three.
Heskel's relationship with Thrain is a nuanced journey marked by suspicion, compassion, and eventual understanding. Thrain's family belonged to the same clan as Heskel's parents.' When the Werebears attacked, many families were afflicted with lycanthropy - including Thrain's. Thrain is a foil character to Heskel; they are polarizing. Initially distrusting, Heskel demonstrates unexpected kindness and empathy toward Thrain, recognizing the torment caused by his transformations and isolation. Despite conflicts and slights in the past, he refrains from succumbing to hatred, showcasing his unwavering loyalty and an enduring compassion even in the face of betrayal. The relationship is a mix sorrow and relief, underscoring the complex dynamics of their relationship and the overarching themes of mercy and redemption in the narrative.
Roleplaying Heskel
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Emphasize his humble origins and down-to-earth demeanor. He is a tavern keeper with a simple past, so his speech, mannerisms, and overall presence should reflect a grounded and relatable character.
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His defining characteristic is unwavering loyalty, especially to those who have earned his trust. Showcase his dedication to the heroes and other patrons, emphasizing his willingness to stand by them through thick and thin.
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Heskel is not just a tavern keeper; he's a source of wisdom and guidance. Encourage the players to seek his counsel, drawing on his experiences and insights to navigate the challenges they face. His wisdom should shine through in both practical and moral dilemmas.
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Heskel is known for his optimistic outlook, even in the darkest of times, although he doesn't outright sing songs and platitudes to those of heavy hearts. Introduce moments where he imparts a sense of hope, reminding the players that even in the Underdark, there is always room for optimism and the belief in a better future.
Thrain Lewine
Thrain embodies his father's lost ties to the intricate nuances of high society in Neverwinter. Thrain's Father and grandfather were hired in the Year of Splendors Burning, 1469DR, to help reconstruct the city. His family was personally overseeing the construction of underground coffers and secret passages into and out of the city, beneath Castle Never, Keep of the Never Lords. His father Thruss had a silver tongue, cunning wit, and masked a shrewd ambition. His family's legacy casts a long shadow across his path; His family was driven out of Neverwinter when Thruss attempted to bribe a Neverwinter guard into allowing him to pilfer some commodities from the treasury. They fled for their lives into Neverwinter wood. The pursuing guards drove them all into a coven of Werebears. Thinking them attackers, the werebears defended themselves against the intruders, as well as "retaliating" against the other Deep Gnome clans in the forrset. Unlike Heskel, Thrain navigates his surroundings with a sense of entitlement, driven by the desire to carve his mark on the world. While both characters tread the intricate webs of the Underdark, Thrain's journey is one defined by subterfuge, social maneuvering, and the pursuit of power, offering a counterpoint to Heskel's earnest simplicity and inclusive camaraderie.
Appearance
In his Gnome form, Thrain's features bear the aristocratic elegance for which he pines, but there is a wildness in his eyes and a ruggedness to his appearance. His hair is tousled and unkempt, reflecting his undisciplined nature. His physique is more robust and muscular, hinting at the strength endowed upon him by his lycanthropy.
When transformed into a bear, Thrain takes on the characteristics of a powerful and haughty creature. His fur is sleek and a brown color. The werebear possesses a regal bearing, with sharp claws and an aura of elegance and danger. The transformation emphasizes the duality of his nature, merging his aristocratic pursuits with the primal strength of a werebear.
Thrain's Backstory
The Lewine family, refugeed in the heart of the dense Neverwinter wood, struggled to adapt to their newfound existence. Thrain's father, desperate to reclaim the lost status, sought to infect other nobels of Neverwinter, believing that a secret cabal of werebear could restore the family's prominence. The dark rituals that ensued left scars on the Lewine family's already battered reputation.
Thrain, a true Lycanthrope, found himself caught between his origins and the primal instincts of the beast within. The once opulent life in Neverwinter was replaced by a bitter existence in the heart of the untamed wilderness - after the Mintarn Mercenarie provided proof of Thruss's political scheming. Thrain's formative years were marked by a bitter struggle for survival, and the werebear curse became a haunting reminder of the family's fall from grace.
Thrain roamed the Neverwinter Wood, his werebear nature influencing his actions and relationships. The bitter taste of betrayal and disgrace fueled a growing resentment within him. He became a recluse, avoiding contact with others, haunted by the memories of his family's downfall. The once proud scion of the Lewine family has become a living embodiment of bitterness and despair. He followed Heskel into the Underdark in 1486, hoping for gold-glory-or death.
Character Motivation
| IDEALS & BONDS | |
|---|---|
| Embrace Bitterness and Resentment | fueled by bitterness and resentment due to his family's downfall. Express this through his interactions with others, showcasing a general disdain for those he perceives as having a more fortunate existence |
| Haunted Past | Thrain's past is riddled by memories of disgrace and betrayal. Use narrative hooks and flashbacks to gradually reveal the events leading to his family's fall. These revelations can influence his reactions and decision-making |
| Environmental Integration | Chaulssin can amplify a sense of isolation. Thrain struggles to keep himself relevant in the community. He is constantly threatening the settlers with the possibility of attack from outsiders so that, in their fear, they will place their safety in his formidable strength |
| Scheming | Infuse Thrain with a sense of cunning and scheming. He may be plotting ways to further his influence, and his interactions with players could involve subtle manipulation or attempts to use them for his own gain |
Relationship to other NPCs
Thrain's relationship with the other council members is duplicitous. He is driven by a lust for power and a twisted vision of justice. Initially joining the council as a seemingly loyal ally, this is a facade; his true allegiance lies in himself alone, and his own quest for dominion over the settlement.
He harbors personal vendettas against Belgos and Heskel, but finds an ally in Chaney Hargravee. Together the two of them, under the guise of being a trusted comrade, manipulate the emotions and trust of the others and the settlers. They use the council's camaraderie against them, exploiting their weaknesses and turning them against one another in pursuit of their dark agendas whenever possible.
Perhaps one of the most significant aspects of Thrain's dark influence is the corruption of Velma Akermane. Velma is hedging her bets; although she is "in bed with the Krinth," and privy to their schemes, she is also helping Thrain - unsure as to who will be the ultimate possessor of Chaulssin.
Roleplaying Thrain
-
Encourage a bitter and resentful demeanor in Thrain. His past is marked by disgrace, and he carries the weight of betrayal. Showcase his disdain for those he perceives as having more fortune.
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Thrain maintains a veneer of arrogance, a defense mechanism to mask his insecurities.
-
Thrain often paces when lost in thought, a physical manifestation of his inner turmoil.
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His speech is laced with subtle sarcasm, revealing a biting wit that serves as a shield against vulnerability.
-
Deep-rooted fear of betrayal influences his actions, causing him to be overly cautious and slow to trust genuine allies.
Lyswaen Brightreach
Lyswaen Brightreach hails from a family with ties to Waterdeep, known for their affinity with arcane arts. Her life took an extraordinary turn when she met and fell in love with a man named Denear DeTamble, who possessed an odd penchant for chronomancy, which Mystra had largely obscured. Lyswaen's relationship with Denear ended when he cast a heightened version of the spell Slow.
When the spell finally released her, she found the Waterdeep guard had surrounded her - and she was in possession of fenced items and illegal drugs tied to Phalantar's Philtres & Components.
Appearance
Her compact frame, adorned with intricately braided silver hair cascading down to her shoulders, reveals the stoicism that is so characteristic of her Duergar heritage. A pair of keen, obsidian eyes sparkle with a mix of determination and rascality, standing out against the ash-gray hue of her skin. Lyswaen's short beard is often adorned with small, intricate charms. Dressed in practical yet finely crafted underground garb, she moves with the subtle grace of a creature attuned to the twists and turns of the subterranean world, a wereboar whose presence is as resilient and enduring as the stones that surround her.
Lyswaen's Backstory
In the rare instances where a Duergar emerges onto the surface, it invariably draws attention. Such was the case for Lyswaen when, with no support from her peers, she found herself conveniently cast as the scapegoat for the ever increasing list of crimes of one - Denear. Unwilling to witness their kinswoman endure an unjust sentence, a meticulous plan unfolded. Lyswaen faced a purported seven grueling year labor sentence in the infamous Field of Amends.
For months, they labored tirelessly, carving through unyielding stone and rock, sparing no expense to ensure her freedom. Through significant payments and careful negotiations, they secured the cooperation and silence of Trilian Arkalyn, ensuring their secretive tunnels' success. A labyrinthine network of tunnels was meticulously crafted, stretching from beneath the bustling Dancing Dagger to the desolate expanse of the Field of Amends, and a path emerged, connecting the Dagger to the House of the Homeless in the eerie confines of the "City of the Dead," Waterdeep's cemetery. As Lyswaen emerged from her enforced labor, they left the past behind, forging ahead without ever glancing back.
Character Motivation
| IDEALS & BONDS | |
|---|---|
| For the Clan | Lyswaen values the bonds of clan Duergar above all else, and she would go to great lengths to protect and support them in times of need. |
| Underdark Brotherhood | Lyswaen feels a strong connection to her fellow Underdark inhabitants. She believes in fostering alliances and solidarity among its denizens |
| Mercy for the weak, Vengance for the guilty | Having experienced unjust imprisonment, Lyswaen champions the ideal of freedom for all beings in the Underdark. She opposes any form of tyranny or oppression and seeks to liberate those unjustly bound |
| Temporal Heartache | Lyswaen's deepest flaw lies in the temporal heartache she endures, knowing that one can cast but a glance at love - and it may sprout itself wings, and fly away. She secretly longs to be drowned in the love of another individual |
Relationship to other NPCs
Lyswaen Brightreach is romantically entangled with Shardan Myrahel, but there are evident power dynamics and underlying tension in their relationship. Lyswaen, with her domineering presence and capricious personality, is very much "all or nothing" regarding the dalliance, and Shardan is often at the forefront of executing her whims and wishes.
Shardan's loyalty seems to be driven by a combination of respect and ambition. With her penchant for ordering apprehension at the slightest provocation, it keeps those around her in a constant state of anxiety. Shardan harbors aspirations for greater influence and power within Chaulssin. Lyswaen Brightreach, meanwhile, displays a mix of disdain and dependence on Shardan . She relies on his organization for the ease of running the settlement and undertaking of projects for the public good, but her temperament and eagerness for more commitment - and his touch and go bread crumbing of the relationship - exacerbates Lyswaen.
In truth, Shardan Myrahel is simply playing with Lyswaen's heart; preying on her desire to be loved. He is a devout agent of the Lady of Loss. His ultimate goal is to allow for crossing from the Shadowfell into Chaulssin, and to embolden and quicken the abilities of all the Krinth with more potency from the Shadow Weave.
Roleplaying Lyswaen
-
Infuse Lyswaen's dialogue and actions with a deep understanding of Underdark life. She should be knowledgeable about the creatures, dangers, and unique aspects of this subterranean world.
-
Bring out the whimsical side of Lyswaen's wereboar nature. Encourage moments of lightheartedness, whether it's a playful snort or a humorous reaction to unexpected events.
-
Integrate themes of freedom and liberation into Lyswaen's storyline. Explore how her past imprisonment influences her decisions and motivations, and provide opportunities for her to champion the cause of freedom.
Chaney Hargravee
Chaney Hargravee, a former tomb robber and thief from the kingdom of Cormyr, carries a dark secret within himself. During an ill-fated robbery, he contracted lycanthropy from the corpse of one of the deceased. Homeless and starved, he made the remains of the tomb's occupant into a bone broth. After-which time, he discovered why the corpse was in an unmarked, unadorned grave. He had been a lycanthrope - and so to now was Chaney, having contracted it after his meal. The affliction changed Chaney into a wererat, and with it, a schizophrenia developed.
Appearance
Chaney's appearance undergoes a sinister transformation when the wererat curse takes hold. His eyes gleam with a feral intensity, and a wiry, rat-like scruff replaces his tidy appearance. Chaney's dual identity emerges - to remain, until his next transformation from human to wererat.
As the wererat takes over, Chaney's mannerisms shift to a more predatory and unpredictable nature. His sinister nature surfaces with a penchant for sly grins and sharp, calculated movements, contrasting sharply with Chaney's more reserved demeanor.
The designer of this module encourages the DM to distinguish the two personalities (to him/herself) as separate NPCS - one such example is Jekyll & Hyde. Chaney & Hargravee
Chaney's Backstory
In the Underdark, Hargravee's appetites grew. Cunning and deceptive, he exploited whenever and wherever he could. Through deceit and calculated alliances, he managed to insert himself into the council governing the underground settlement, alongside other formidable members. Hargravee, fueled by a desire for dominion, sought to sow rivalries among the council members and bend the Underdark to his will.
His methods were subtle and he met with some success. Playing upon others fears and insecurities, Hargravee orchestrated events that pitted them against each other. He manipulated information, sowed distrust, and subtly stoked the flames of ambition within his unwitting allies.
Under the guise of Chaney, the seemingly conflicted wererat, he presented himself as an ally against the machinations of the Underdark. Little did the council know that Chaney's personhood was split, and that there was a puppet master pulling the strings.
As the council celebrates it's small victories - and the peace that they've brought to this small sliver of the Underdark, Hargravee revels in the chaos he sows. His ambitions reach far beyond the council's comprehension, and the Underdark quivers under the shadows of the villains it harbors.
Character Motivation
| IDEALS & BONDS | |
|---|---|
| Exploitation | Identify the weaknesses and fears of the player characters and other NPCs. Hargravee excels at exploiting these vulnerabilities, using them as leverage in his schemes. |
| Deceptive Alliances | Have him offer assistance to the player characters, only to reveal his ulterior motives later. Keep the party guessing about his true intentions. |
| Duality | Keep the council dynamic inconsistent by having Chaney V. Hargravee's subtly shift allegiances with other council members, based on the two two distinctly separate personalities. This can create a continuously evolving political landscape. |
| Calculating Speech | Hargravee is known for his calculating and manipulative nature. Have him speak in a measured tone, choosing words carefully to sow discord or subtly influence the decisions of others. |
Relationship to other NPCs
Hargravee perceives Thrain's ambition and desire for power. Acknowledging Thrain's cunning nature, Hargravee might form a temporary alliance, feigning shared goals. However, both Chaney and Hargravee consider Thrain a potential rival, and their relationship is a delicate dance of mutual benefit and underlying hostility.
Aliisza Mizzrym is an ally to Chaney Hargravee, as Shar's puissance in the area is enforced by the Krinth; her worshiper base in Faerun grows from the exploits of the faithful from this location. The Votarie Lurkers hope to pincer the Underdark from Chaulssin and their outposts beneath the High Forest, The Terra Firma of Ooze!
Hargravee aims to help Aliisza pilfer the Hall of Mists. She has promised him some of the spoils after the ensuing conflict settles. Aliiza has instructed Hargrave to keep stern vigil on Belgos, for he and House Xorlarrin were primary assailants against Kaanyr Vhoks's allies - House Agrach Dyrr - and efforts, in the year 1372DR.
Roleplaying Hargravee
-
Emphasize the dual nature of Hargravee and Chaney. During certain phases, let Hargravee take control, showcasing his malevolent intentions, and during others, highlight Chaney's inner turmoil and the struggle to retain humanity.
-
Describe Hargravee's presence with an otherworldly aura and a play of shadows. This visual cue can foreshadow his influence and add an ominous atmosphere to his interactions.
-
Drop subtle hints and clues that allude to Hargravee's influence without revealing everything. Let the players gradually unravel the mystery behind the wererat's true nature.
Belgos Gallaer
As a young Drow, Belgos navigated the intricate politics of the Underdark in Menzoberranzan, rising through the ranks of House Xorlarrian as a hired assassin. His intellect and mastery of magic distinguished him as a rising star among his people. When spies learned of Jaezred Chaulssin's allaince with House Agrarch Dyrr and the Chambion Kaanyr Vhok, he traveled to the Dire Wood in order to find The Shrine of the Undying Heart. It was said, drinking from the red liquid - that which flowed from an animated statue of Karsus - would grant the drinker with increased magical ability, as well as stave off adverse magical effects. Successful in his mission, Belgos would go on to: travel to Lord Dyrr's house temple, disengage some of it's magical warding, and aide Gromph Baenre in his battle with Lord Dyrr - cutting off his reinforcements, and thereby securing victory.
Appearance
In his Drow form, Belgos Gallaer cuts an impressive figure, even among the notoriously elegant and dangerous Drow. With a compelling height, his lithe and agile frame is clad in intricately crafted obsidian armor adorned with astute enchantments. The armor seamlessly blends with the shadows, enhancing Belgos's innate ability to move unseen through the darkness. His silver hair cascades down his back, a stark contrast to his obsidian-skinned visage. His lavender eyes gleam with intelligence, and arcane runes, tattooed on his forehead, hint at his mastery of the arcane. A jeweled diadem rests atop his head, a symbol of his leadership of the council.
When transformed into a bat, in this state, he becomes a creature of both elegance and terror. His wings, stretching wide, are covered in midnight-black fur. Belgos's eyes pierce the darkness. His fangs and claws are sharp, each honed to perfection through the natural grace of his lycanthropy. Belgos's form retains the regal bearing of a Drow, even in this monstrous state, and he moves through the air with a predatory grace that reflects both his savagery and his mastery over the were-bat curse.
Belgos's Backstory
In the aftermath of the cataclysm that razed the once-proud temple of House Dyrr to perdition, the arcane defenses woven within Lord Dyrr's phylactery unfurled like the petals of a malefic flower. The detonation, triggered seminally by the obliteration of the phylactery, echoed with inexorable force. An inescapable explosion - coupled with a dimensional lock as a last enchanting gasp, preventing magical egress with an ironclad embrace.
In the chaos of destruction, Belgos found himself serendipitously shunted into a sub-Toril corridor. This twisted passageway - unforeseen even by the sages of the Underdark - led him to a calamity refuge, meticulously devised for the eventuality of the master ward's activation. Belgo's choice to wade into the heart of the conflict between contenders for the title of the Underdark's most formidable mage - the only other rival in power being Jalynfein - afforded him few outcomes. This pivotal choice, fraught with peril, unraveled the layers of Belgos's character, exposing the sacrificial fiber woven into his being. His determination to plunge into the heart of the maelstrom, even at the expense of personal safety or companionship, was a martyrly act, leaving him concussed and battered.
Amidst the solitude of this subterranean sanctuary, Belgos discovered that fate had not cast him adrift in isolation. Esvena Dyrr, once a fierce rival from the disgraced Drow house, becomes an unexpected companion in their shared confinement. In a twist of irony, she spurned her original intentions. She initially intended to barter him as a captive in exchange for Urgan Dyrr, the formidable weapons master of their house. But in their prolonged seclusion, Esvena transitioned from captor to healer, and Belgos became her prisoner, lover in this dim-lit underworld for a protracted span of years.
Trapped together in the dim-lit shelter, their enmity transforms into an unexpected connection. The harsh realities of the Underdark, where survival often hinges on the thinnest thread of alliance, forged a bond between them. In the somber echo of stone walls, a delicate dance unfolded - one of vulnerability and shared secrets, evolving into a romance in the heart of darkness.
Yet, their newfound connection is fraught with tension. Distrust lingers beneath the surface, and the specter of betrayal looms. Each moment of intimacy is a delicate balance between love and survival, as the oppressive weight of loyalty (and fealty) to their respective matriarchal Drow houses adds an additional layer of complexity, an invisible force that sought to rend them apart.
As House Agrach Dyrr reluctantly embraced vassalage to House Baenre, a servitude spanning centuries and initiated by Anival Dyrr, a relentless pursuit commenced. Anival, now on a quest to locate Esvena, exhumed their subterranean sanctuary. The act, liberating them from their hidden cocoon, unintentionally activated another arcane ward of Lord Dyrr's, etching the curse of lycanthropy into the fate of Belgos Gallaer. Esvena, interpreting this manifestation as a disapproval from the Dark Seladrine, swiftly adopted a stance of "no contact" with the Drow assassin, concluding the romance between the two.
Character Motivation
| IDEALS & BONDS | |
|---|---|
| Sagely knowledge | Belgos can be a venerable sage with unparalleled knowledge of the Underdark, forbidden texts, and the pantheon of deities. His presence becomes essential for adventurers seeking to understand the history of the Underdark settlement. |
| Faithful are the Wounds of a Friend | Belgos's wisdom is not just intellectual; it also encompasses emotional intelligence. He becomes a trusted advisor, offering guidance on matters of the heart, morality, and the intricate relationships between different factions within the Underdark. |
| Uncovering a Prophecy | Having drank from the Hartblood River, and Shar in possession of the Heart of Karsus, Shar is manipulating Belgos through dream encounters on the Ethereal plane. |
| Protecting an Underdark Artifact | Belgos has been granted an artifact of great power; it appeared at the foot of his bed one night, after a dream encounter with the Lady of Loss. He is motivated to safeguard this artifact from falling into the wrong hands. The artifact, the Heart of Karsus, is infecting him with magical madness. It whispers to him, the ability to unlock the power of the Shadow Weave. In reality - Shar will use it, and him, to establish the city as a nexus into the Shadowfell. |
Relationship to other NPCs
Lyswaen Brightreach
Duergar Wereboar
- Relations: Counselor
- Status: Ally
Belgos respects Lyswaen's practical wisdom and her commitment to maintaining order in the Underdark. He values her insights into the intricate tunnels and caverns, recognizing her as a reliable ally in navigating the subterranean realms. Belgos often seeks Clare's advice on matters involving the settlement's infrastructure and security.
Thrain Lewine
Male Werebear Deep Gnome
- Relations: Ambassador
- Status: Begrudging Ally
Despite Chaney Hargravee's cunning nature, Belgos recognizes the potential for diplomatic alliances that the former's skills can bring. The two share a pragmatic understanding of power dynamics, often collaborating on strategies to strengthen the settlement's position. Belgos keeps a close eye on Chaney's ambitions, understanding that their goals align... for now.
Heskel Stoddard
Male Werebear Deep Gnome
- Relations: Most trusted officer
- Status: Closest Friend
Belgos values Heskel's steadfast loyalty and commitment to unity. He sees Heskel as a moral compass, a reminder that the Underdark needs stability and cooperation. Belgos often turns to him for counsel on matters of ethics and leadership, appreciating the grounded perspective Heskel brings to the council.
Chaney Hargravee
Male Wererat Human
- Relations: Coucil Seneschal
- Status: Foes
Belgos regards Chaney Hargravee with a mixture of fascination and wariness. While he acknowledges Chaney's strategic mind, Belgos is vigilant, ensuring that Chaney's pursuits do not jeopardize the delicate balance he seeks to maintain. Their relationship is marked by a delicate dance of cooperation and mutual suspicion.
Roleplaying Belgos
Maintain an air of mystery around Belgos. Players should feel a sense of intrigue when interacting with him. Drop cryptic hints and veiled references to ancient lore, enticing players to delve deeper into the secrets he holds; Use Belgos to drop foreshadowing hints and introduce plot twists.
PLOT LOCATIONS
LEVEL 1
~
Tyar-Besil is a marvelous, foreboding city seeped in shadow. Its buildings are silent and stoic, who's walls are marked with the unmistakable evidences of the centuries long fight against evil. Her cobbled streets are covered in the mess of ancient battles, with broken stones dispersed throughout. Tyar-Besil may look lost in time, but its inhabitants carry the legacy of its tumultuous past—a legacy of endurance; perseverance through a pattern of rise after fall, after rise and fall yet again.
The citizens taking refuge outside the manse are a rough and tumble breed. Most are coarsened survivors, that have lived through political turmoil, extreme poverty, and unspeakable violence. The donnybrook streets are a mosaic of diverse cultures and people groups that live on the fringes of the margins. They weather their own storm. All share one commonality: a poised and purposeful toughness of the soul, evidenced in their intense gazes. Some might find their harsh environs intimidating, but this lot is perfectly at home here.
A1.
Worn wooden floorboards creak softly beneath one's feet. The warm glow of a lantern illuminates the room from atop a sturdy table, flanked by two well-worn chairs.
Within the "L-shaped" room - against the each of the right hand walls - two beds with handcrafted wooden frames are neatly arranged, each adorned with simple but comfortable bedding. A storage chest weathered with age sits at the foot of one bed, locked with an expert piece of hardware, daring any to try at steal it's contents. The chamber's ambiance is complemented by the presence of an owlbear skin rug that sprawls artfully between the beds—a testament to both the room's rustic character and the prowess of its previous inhabitants.
In one corner, two wooden kegs stand side by side, their exteriors marked by stains and dents. The faint aroma of aged wood and faint traces of ale linger in the air.
A2. & A9.
Two contrasting chambers await the weary seeking respite. A9 boasts six large beds that meet the ordinary proportions of most tables. These beds - now used by Renwick's Reparators - were left by the Dwarven builders of the structure. Each bed is adorned with sumptuous linens, and was large enough to accommodate two Stoutfolk, one individual plus their love interest, creating a haven of comfort and inviting slumber. The room is, when the lanterns are lit, bathed in the warm glow they emit suspended from the ceiling, casting a gentle light that plays upon the rustic wooden furnishings.
A2 is the second room, and provides more solitude. Here, two beds are thoughtfully arranged and sectioned off by partitions. Between the two rooms is a closet for the occupants belongings.
A3.
A staircase, with steps that are broad and sturdy, are hewn from the very rock of the cavern-vault and worn smooth by the countless feet of dwarves traversing their path. Exploits are etched into the stone like a living tapestry.
A4.
A minimalist room with: a luxurious wine-colored circular rug sprawls across the floor with plush fibers. The deep hue of the rug creates a sense of warmth and sophistication, making this a favorite "reading room". A leather lounger with earth tones compliments the deep red of the rug.
A5.
Not unlike A4, this room is similarly adorned. Simple lines at the foot of a sectional couch - so that two or more individuals may face one another in relative comfort.
A6.
I dining room, seperate from the "Main hall." A sturdy wooden is the room's center piece, flanked by five mismatched chairs. The table is well-worn and etched with the marks of countless gatherings.
Behind the head of the table, a mishmash of odd and end furnishings that infuse the space with a quirky charm. A weathered bookshelf stands against one wall, its shelves crammed with an assortment of: novels trinkets, and curiosities. A vintage globe, slightly tilted on its axis, sits beside a potted plant, the juxtaposition of flora against the aged geography providing a touch of whimsy.
On the opposite side, a collection of mismatched frames hangs in an artful collage, showcasing an array of photographs, drawings, and postcards from Knights of Samular that have come and gone through these halls, but remain close to the occupying sect of Paladins.
~
A7.
The Main hall is a spacious and vibrant room adorned with a touch of rustic elegance. At the entrance, a plush carpet welcomes visitors, with it's intricate patterns a prelude to the character within. The air smells of the earthy scent of a large potted plant standing proudly in the farthest corner of the room, its verdant leaves adding a burst of life to the room.
Spread across the expanse are seven tables. Three of these tables, snug against the walls, only have enough room for 2-3 chairs. Upon the tabletops, lanterns flicker warmly, casting a golden glow on the varied scenes of lively discussion and shared meals.
In the heart of the room, two support columns of Dwarven masonry rise up, each adorned with an ironwork light sconce. The illumination bathes the space in a soft radiance, creating an inviting atmosphere. Plush carpets, strategically placed at the foot of some tables, offer a touch of comfort and define distinct seating areas.
The walls showcase elaborate paintings celebrating dwarven war heroes, their stoic faces and battle-worn armor depicted with skillful artistry. These depictions contribute to the room's ambiance, honoring the heritage and valor of the dwarven people.
As you explore this multifaceted space, you can't help but appreciate the harmonious blend of functionality and aesthetic appeal. Lanterns flicker like stars, the large potted plant breathes life into the room, and the tales of dwarven heroes echo through the art-lined walls, creating a setting that invites both convivial gatherings and quiet contemplation.
A8.
A8 is then entrance to the Dwarven fortress
A10.
The scent of agricultural permeates this room, and the robust aroma of ale. The room is lined with practical wooden crates, stacked with precision and filled to the brim with supplies. Over a dozen crates, each tightly sealed, harbor the treasures of the land and Underdark.
Opposite one another, wooden kegs claim the walls. The kegs, sturdy and weathered, contain a rich variety of provisions. Three on one side cradle golden ears of corn,
and adjacent to them, an equal trio safeguards fermenting potatoes and mushrooms
LEVEL 2
B1.
B1 is nothing more than an overhead view of the entrance, as it were, from "B2."
B2.
The overhead balcony stretches out to survey the expanse, providing a regal vantage point. The dwarven tiles are meticulously arranged, attesting to the indomitable spirit of the mountain folk.
Peering over the balcony, the entrance to the fortress unfolds beneath one's gaze. The balcony offers a commanding view, overlooking the grandeur of the fortress's entrance. Stout stone pillars support the balcony, their surfaces etched with runes and symbols, testament to the Dwarven commitment to both aesthetics and functionality.
Flanking the balcony on both the left and right sides, miniature gardens add a touch of nature to the sturdy stone surroundings. Tiny plants, carefully tended by Freyja Theylas, spill over the banister to create a colorful cascade of blossoms and greenery; a vibrant contrast to the fortress's rugged exterior.
B3.
The Library is a treasure trove of knowledge, guarded by stalwart stone walls and ornate archways. The air is a rich scent of old parchment and the subtle undertones of polished stone. Massive bookshelves, intricately carved with dwarven motifs and runes, line the walls, their shelves sagging under the weight of countless tomes.
~
The library exudes a sense of scholarly dedication; dwarven dictated, but scholars having meticulously organized the vast collection - translating most into common. Aged scrolls, their edges tinged with the passage of centuries, are stringently cataloged in rows of wooden cabinets adorned with brass fittings.
B4.
B4 is an upper level kitchen and mess hall
B5.
The highest point of the forgotten kingdom of Tyar-Besil, is the personal retreat of Sir Renwick Caradoon. As the upper area tightens around him, one finds ever increasing layers of magical protection.
B6.
The semi-circle of rooms on the upper floor are personal storage and experimentation rooms for the Lich leader of this order of paladins. The magical gee-gaws of the lich accumulate like the years of bygone eras. Suspended in the air are shimmering orbs of malevolent energy, wisps that pulse with a glow. These orbs, essence of the lich's magic, resonate with an otherworldly power that seems to defy the laws of life and death. Faint whispers echo in the chamber, hinting at the knowledge that once fueled the lich's unnatural existence.
To guard these arcane remnants, an intricate network of glyphs and wards is woven into the very fabric of the sanctum. Runes glow and adorn the walls and floor, forming a complex pattern that seems to bicker with a life of its own. Each glyph is a carefully crafted sigil, imbued with protective magic meant to deter the unwary and the uninitiated.
As you approach the magical vestiges, a lattice of invisible barriers shimmers into view, revealing the potency of the protective wards. Intricate sigils, radiant with energy, dance upon the surface of the barriers, warding off any who dare to trespass upon the lich's legacy.
B7.
An impregnable room designated as a weapons locker; distinct with the scent of oiled metal and leather. The room is lined with obstinate metal racks - each supporting an array of weaponry - creating a formidable display of martial prowess. The low hum of enchantments lingers in the air.
On the walls, rows of well-crafted weapons are arranged, ranging from gleaming swords and battle axes to crossbows with taut strings ready for action. Shields of various sizes and designs lean against the walls with their surfaces adorned with the insignias of different factions, as well as the scars of past battles.
B8.
A teleportation circle has been routinely placed, making for direct access to The Defender's Crest. In Renwick's private quarters, (B5) off the left hand side, another portal gate (possibly unactivated) leads to Sschindryn. (The players activate this portal when they travel here from the aforementioned city.)
In the undulating imagination, where settings are crafted and calamities unfold, you - dear reader - create something momentous. As the omniscient architect of realms, you should be congratulated.
Your dedication to absorbing this info dump, those carefully woven tapestries of narrative, will not go unnoticed.
In the hallowed halls of storytelling, where mere words dance and weave spells, your attention to detail and appreciation for the minutiae of room descriptions has elevated the experience for all. Your discerning eye has breathed life into the stonework, captured the essence of enchanted glows, and deciphered the hidden secrets within each location. Thanks for reading the "gazetteer" portion.
S
hadows on the Wall
BACKDROP
Horgold Hadru, indebted to the family, helped to quietly smuggle them out of the city. With the help of a wizard of the order of scribes, a djinn trapped within a magical scroll was commissioned to make a wondrous mirror. While concentrating, one could use this mirror in much the same way as the tree stride spell functions.
As with most Djinn magic, things began to crumble like a house of cards. The spurious request, now granted, had been achieved through the shadow weave! And with such an artifact now fashioned - "Occam's Avalanche."
Endrith Vallivoe would eventually come to own this mirror. Unbeknownst to him - it is possessed by a Krinth. Before it's connection was severed, it allowed the Krinth to travel from the Shadowfell to the Prime Material plane. In the predecessory title Lobediggol and the Lich Queen, the player(s) may have already discovered this mirror in Red Larch. It functions as two way travel to another mirror in The Underfoot.
SETUP
SPL is 6-7. The player's enter the city with the objective of finding a means to the surface. The players emerge 200'ft southeast of the city, and outside it's walls, in the ruins of one of Chaulssin's old buildings (500'ft away from the Underfoot.)
The quest presents in two different fashions if ran as a sequel to LatLQ. If the player(s) made an accord with the Krinth in the previous module, then she speaks telepathically to the PC. She will direct them to the Underfoot, and help the player - as he or she is parvenu to the social balance within the establishment.
Consider using the optional rules for "Loyalty," found on page 93 of the DMG, for how the Krinth interacts with the player - albeit feigned; she holds no sincere affinity toward the PC's. They are a means to an end.
The coming social encounter should prove a difficult one. PG. 244 of the DMG offers mechanics for social interaction.
DIVERGENT PATHS
| SEQUEL | CONTENT COMPLETE PRODUCT |
|---|---|
| The player's confront the occupants of the establishment, claiming knowledge of the magic mirror (provided telepathically from the female Krinth.) | |
| The players may choose to stealthily gather information about their current location | |
| The players are are instructed by the Krinth to conjure magic, via the shadow weave. Charisma persuasion check (DC18.) On a failure, the owners will permit the party to have a look around their property - provided each of them give the establishment a magical item worn or carried, as a pledge of goodwill, with the intent to return them. | |
| The party must infiltrate the establishment discreetly, and locate the mirror. |
Exploration
The 5 Facets of Constructing a Functional Fief for D&D
- Fulfillment – Ways for turning in quests and receiving compensation
- Furlough – Secure havens where characters can partake in a prolonged respite
- Functionalities – Establishments where PCs can resupply gear and provisions
- Fact-Finding – Channels through which the PCs can glean fresh knowledge (whispers, adventure cues, quest fragments, etc.)
- Festivities – Outlets for PCs to unwind, relish leisure, and immerse themselves in downtime endeavors
Frequently, Game Masters succumb to the allure of worldbuilding, investing considerable time in refining settlement minutiae that bear minimal relevance to the indispensable functions required for player satisfaction. An approach that prioritizes the fulfillment of these focal points is less likely to be met with dissatisfaction.
GAMOP
As the players approach the wall of the city, they receive a sending evocation.
Gamop again. Im astounded you've made it this far. Hunker down. Im sending you a gift. Not quite bat, know it when you see it.
2 hours later, a clockwork (PG. 124 MToF,) appears and makes its way toward the party. It lands in front of the party and, a favored feature of the Gnome enchanter, the artistically carved chiroptera of the clockwork creature hinges forward to reveal a repository. Inside is a note, & the following: - - - >>
You need to infiltrate an establishment known as "The Underfoot." There is a magical artifact therein that is said to be able to portal you to the surface. But be careful! It is protected by the Krinth. They are not to be trusted!
Blink Batanoid
Medium Construct, unaligned
- Armor Class 15
- Hit Points 32
- Speed 20'ft, fly 40'ft
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 3 (-4) 10 (+0) 7 (-2)
- Skills Perception +6, stealth +7
- Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine
- Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, and poisoned
- Senses Darkvision 60'ft, passive perception 16
- Languages understands one language of its creator but can't speak
- Challenge 1 (200xp)
Actions
Bite. Melee Weapon Attack: +5 to hit, Reach 5'ft, one target. Hit: 5 (1d4 + 3) Piercing damage
Scratch. +5 to hit, reach: 5'ft, one target. Hit 5 (1d4 + 3) slashing damage
Multiattack. The Blink Batanoid can make both a Bite & Scratch attack on a creature it is engaged with if it occupies the space directly above its opponent.
Ethereal Jaunt. As a bonus action, the construct can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
| Find The Path | Passwall |
|---|---|
| Spell Scroll (6th level) | Spell Scroll (6th level) |
| ivory sticks | a pinch of seasame seeds |
| Good berries (x10,) and a note: Find "the Underfoot" | A personal item belonging to Endrith Vallivoe in Red Larch |
Penetrating the Underfoot
Stealthy Business. The Underfoot is a large building filled with Meazels, Chitines, and the Krinth. Such a force would be deadly, even at the characters' current levels. With every assignment the population completes for the owners, they grow in aptitude and their instillment of consternation. Because of this, this quest is well suited for stealth-minded characters. If the characters wish to attempt a break in, determine how your players wish to approach the situation, as laid out below:
Reconnaissance. If the characters wish to reconnoiter the settlement, they must move around the area discreetly. Have them make a group Stealth check. Outside the perimeter wall, they are hard to discover, making the starting DC 5. For every hour the characters remain, they must attempt another group Stealth check. The DC increases by 2 with each attempt, and lesser information is retrievable from beyond the wall. Consult the Intel Table to determine what information they gather along the way. What is learned may go a long way when planning the B&E.
INVESTIGATING
| HOURS | INTEL GATHERED |
|---|---|
| 1 | There are windows from the 2nd story and upwards |
| 2 | The entrance is always flanked by two guards |
| Following:: | Only available within the settlement walls |
| 3-4 | A Deep Gnome arrives, is patted down by the guards, and checks his weapons at the door. He is let in, and comes back out 10 minutes later with Korred. They scuttle away |
| 5-6 | The Drow are more disciplined at their posts, whereas the Meazel guards appear disinterested. Chitines appear on the roof quarterly. This could be evidence of a roof-top entry, but cannot be confirmed - since the chitine are unhindered in scaling vertical surfaces. |
| 7-10 | Individuals and parties using the facility/services, leave with a pouch (presumably a coin purse.) |
| >12 | The presence of guards doubles at night |
| >16 | Guard rotation happens every 8 hours |
Intel can be gathered through direct observation of the building, or asking around the settlement (which poses greater risk of being discovered.) In preparation, the characters might wish to spend some time searching Chaulssin for tools to assist them. Finding an item from the B&E Tools table below takes 4 hours of work and requires a successful DC 10 Intelligence (Investigation) check.
| TOOL | LOCATION | MODIFIER |
|---|---|---|
| Ladder | 1) Guard Shack | 10'ft climbing speed (x1,) +2 Athletics |
| Intoxicating drink | 3) The Weeping Wound | +5 Persuasion |
| Sleeping draft | 3) The Weeping Wound store rooms | +5 Deception |
| Sealing Wax of the council | 2) Council of Averages | +10 Persuasion/Deception |
| Accomplice | Settlement | +10 Stealth |
Execution
The players can find the building plans for the Underfoot within the Guard Shack. Alternatively, a generic npc can be bribed into sketching a detailed layout of the building for 200gp - most likely encountered at the Weeping Wound. If the players seek an accomplice, the DM can facilitate this through his or her choice of NPC. The most likely candidates (all for different reasons) would include: Heskel Stoddard, Thrain Lewine, and Chaney Hargravee.
DUNGEON
SECOND FLOOR
Features
As with any structure, the Underfoot includes both common areas and those reserved for the hired servants. It's first floor features a lobby, group seating for larger contracted services, recreational rooms for the staff, and the stairwell to the upper and lower floor.
-
DUNGEON: Multiple traps throughout the complex can send intruders directly to the dugeon.
-
SECOND FLOOR: The Sanctuary may contain evidence of Aliisza Mizzrym's connection to the Votarie Lurkers.
-
CEILINGS: The ceilings reach 15 feet, unless specified otherwise.
-
DOORS: Stone archways mark all doors on the dungeon and upper level, all of which are locked.
-
MAGIC: The building is warded to resist scrying magic, except via the Shadow Weave.
-
MAGICAL LIGHTING: Magically lit torches and lanterns are scattered throughout, never extinguishing. Any creature within the light cast, cannot regain health - except through the magical schools of entropy or necromancy. Additionally, the light is not harmful to creatures otherwise sensitive to light. Creatures that benefit from effects that specify darkness or dim lighting can still utilize their techniques.
-
MIRROR LOCATION: The Mirror is on the second floor.
-
PATROLS: Drow patrol the exterior of the building, while Krinth and Shadows make up the interior patrol.
-
TELEPORTATION WARD: Creatures can't teleport into or out of the building, except via the Shadow Weave or items magically fashioned through the Shadow Weave.
A Rot Troll (PG. 244 MToF) resides in the Dungeon. Within its body is a vial of "oil of Etherealness." If the troll is incapacitated or it's health reaches 0HP, the vial shatters, and its body seemingly vanishes. The troll bargains for its life and freedom from the dungeon by offering the party this valuable item, and a warning of the Shadows on the second floor.
The Underfoot is a testament to the cunning design of Jaezred Chaulssin as a strategic bastion within the city. Crafted by accomplished arcanists, this imposing structure is fortified with an array of enchantments and dweomers, designedly interwoven to repel intrusion and fortify its defenses. The passage of time may have dimmed some of the magic's brilliance, yet successive layers of spells have been meticulously woven into the fabric of the building, compensating for what the years sought to erode.
Like the Underdark itself, the interlacing enchantments are treacherous to anyone unfamiliar with their words of power. The dungeon itself exhibits a malevolent ingenuity, contracting to force its occupants toward a gruesome demise. The pervasive decay in the rot troll captive is magically heightened within this confined space. Those unfortunate enough to be within 20 feet of this creature experience a slow and agonizing moribund, with the very walls closing in, inch by inch, propelling them relentlessly toward this fate.
Should the players desire, the NPC is amenable to undertaking the appointment outlined on the parchment, presenting an opportunity to divert the guards' attention and allow for a more seamless and covert entry. Determine whether this aligns with the NPC's interests or if this additional intricacy will exact a supplementary toll upon the players. Now, the party must deliberate on their preferred point of entry.
As the designated appointment time looms, the surroundings morph into a canvas of hushed anticipation within the quaint town. Read the following text::
Atop the building, a vigilant gaze catches sight of a bat gracefully weaving through the gaps between two stalactites. The bat suddenly finds itself ensnared in the silken web of a choldrith. Abruptly, a swift blur of motion streaks toward the entangled creature, its fang-laden teeth sinking into its prey. Witnessing this macabre spectacle, blood cascades down the edifice, permeating the structure and trickling down to, and beneath, the foundation - into what you assume to be the service core below.
POINTS OF ENTRY
Access points to the building are as follows:
-
Under the stairwell: visible on page 62, the mullion or entablature of the staircase features a door. Inside is a locked architrave ( cellar door) into the dungeon. "Number 1" on the annotated map, found on page 81.
-
Main Entry: Entry, flanked by two guards, atop the stairs. Enters into the triangular room on page 80, before the assessment rooms.
-
Second Story: There is a cantilever on the second story, with a window ledge that leads to the hallway featuring the armory.
-
Roof: There is a portico on the roof. It provides entry through the doorway, visible on page 82, found behind the word "Stairwell," on the map.
Sent To The Dungeon
If a trap is triggered or a riddle failed, the triggering creature(s) are shunted into the building's dungeon, taking 9 (2d8) bludgeoning damage and landing prone within the room annotated "10" on page 81. The stairwell into the dungeon is an egress that players can take to their left (12 &10,) or their right (11 & 9.) The entry marked "12" on the annotated dungeon map, allows patrols to glimpse prisoners. The entry marked "11" is free of locked cell doors, leading further into the dungeon.
Eating is reserved for the mess hall; any player pilfering the supply room, and eating food from there within 10 mins, will be magically sent to the dungeon.
Peasants should never allow their gaze to meet that of their betters. Players must avert and/or lower their gaze on the second floor. Any player meeting the gaze of the portraits hung on the wall, or that of the helm of the ornamental suits of armor, is magically sent to the dungeon. There are portraits behind each of the chairs on the mess hall, and three suits of armor in each of the halls that flank the Sanctuary.
Guard Patrols
Hostile Choldrith(x3) (PG.132 VGtM) patrol the rooftop, attacking anyone they see who isn't supposed to be there. Whenever one or more characters reach the midpoint scaling the building (Strength Athletics check, DC 15 - prior to ability check modifiers presented on page 80) roll a contested stealth vs. perception check to determine if an encounter occurs. (2 + 2 + 1d20 vs. player(s) roll and additional modifiers) Assume the patrol begins the encounter immediately. Characters on the side of the building have nowhere to hide.
Dungeon (D)1.
If the party bypasses the lock on the cellar door, a curtain wall is on the other side, magically hindering their way. The players enter - triggering a sentient voice:
I soar like a bird, yet not through the heavens high - In waters deep, or in the air, a constant swimmer am I. - I bid farewell with night's embrace, greet the morn with a sigh, - An intrinsic part of you, always there & never shy.
As you traverse, I follow or lead, a companion so sly, - Away from the light, in the sun's absence I rely, - Without it, from your view, I would surely fly.
What am I, you ponder, in realms untold, not nigh? - A silhouette in twilight, in the Forgotten Realms, I lie, - A mystery revealed, an enigma to untie, - Answer me this: What am I?
ANSWER: A SHADOW
If the player(s) answer correctly, they are able to proceed unencumbered. If they answer incorrectly, the answering player (or the player taking point) summons a Skulk (PG 227 MToF) with his or her incorrect answer. The skulk is not yet visible to the players, but is instead located in the room demarked "10" on the dungeon map.
D2. & D5.
The locations demarked "2 & 5" on the Dungeon map, share the same function. Players entering into space 2, or advancing into the 150 cone in front of the sculpture at 5, activate a riser. The raised dias, elevated 30'ft above the rest of the room (areas 2 & 3 on the dungeon map) flank an empty cage. The rot troll is raised into said cage.
The rot troll, sensing the players' presence, groans in pain. Its eyes scanning for theirs, filled with a mix of desperation and a glimmer of hope.
(Restlessly assailing at its' cage) - IN GIANT: Free me, I mean you no harm. Hurry up, you lot! Mine cage bristles, and this dungeon's worse than a stinkin' swamp. If you want me to spill it on what's goin' on in 'ere, you better get me outta these place, and quick like! I ain't got all day, nor do you if you catch my meaning. So, what's it gonna be? Free me or keep jawin' while we rot in here?
D3.
"D3" notates a raised dias, from which an individual may survey the area. There are stairs on each side.
Room dilation
Architectural Trap
- Trigger: Steeping onto "D3" or in front of "D5"
- Range: The length of the room is 95'ft.
- Duration: 2 minutes (20 rounds)
The sloped walls, flanking the troll cage at 135 degrees, align themselves in a perfectly parallel fashion. During this orchestrated movement, the cage gracefully shifts forward by a distance of 15' ft. A mechanical whirring begins as a helical rampart pushes the wall forward, progressing by 5'ft every other round. This culminates in a total displacement of 30 feet over a span of 12 rounds. Subsequently, at this juncture, the designated area denoted as "5" commences its absorption of the rot troll's deteriorating aura. A sphere AOE emanates an aura that incrementally expands by 5 feet each passing round, reaching a maximum radius of 40 feet.
D4a, D6. & D7
D4a is a black opal, while D6. and D7 are amethyst gems. When an individual rests a hand on each (or peers into it,) each poses a riddle:
D4a |
D6 |
D7 |
| Twelve adventurers stroll by, twelve enchanted orbs dangle nigh. Each claims a magical orb and departs, leaving eleven suspended in the air. What sorcery is at play? Answer: Each is someone's name | What is information that comes to mind, even in times where it ought not? Answer: The apparent. | Laid upon the table. Cleaved and presented. Never devoured. Answer: Cards. |
Should the players successfully answer the riddles of the dungeon, the chamber will reset, and the Rot Troll - confined until then - shall be set free. His disposition towards the players remains non-hostile unless provoked; should the adventurers instigate aggression, he will staunchly defend himself.
Alternatively, the players can attempt to remove the gems (DC 17 Strength check,) and use their enchantments to unravel the rooms triggered effect. A successful DC 11 Intelligence (Arcana) check will reveal the players next steps. Place the three gems at the foot of the statue at "D5," and discharge spells into the gemstones. A level one spell into the black opal, and the equivalent of a third level spell into each of the amethyst gems.
D4.& D5.
"D4" marks the furthest point that the Rot Troll will be pressed toward. "D5" marks the enchanted sculpture in the dungeon.
D8.
If a Skulk (PG.227 MToF) was summoned, it remains in "D10." As soon as the summoning player passes through the wall at "D8," he or she and the Skulk will trade places.
D10.
The cell in which the player is confined has its lock magically obscured until the Skulk is defeated. Players standing atop the red tiles in the dungeon can see through the skulk's invisibility for as long as they remain on that tile.
Treasure
The second floor, upon careful search, can grant the players the following:
-
Armory. Any weapons, armor, or shields you wish for the party to have
-
Supply Room. As many rations as the players wish to carry, a potion of Diminution, Heroism (pg.187 DMG,) and Longevity (pg.188 DMG)
-
Sanctuary. - Sanctuary 1 (S1): At "S1," there is a lectern upon which is Aliisza's Gulthias staff (PG. 221 Curse of Strahd) and a note from her to the Krinth
-
S2: There are two crystal balls atop the alter. One, a Crystal Ball of Mind Reading, the other a Crystal Ball of True Seeing.
For every minute the players spend in any one given room, a Shadow (PG. 269MM) generates in a randomly assigned room. This effect is not triggered by a player using the oil of etherealness. Each Shadow takes the most direct route to the players. Roll a d6, ignoring results of "1," to determine their locations:
| d6 | ROOM |
|---|---|
| 1 | - |
| 2 | supply room |
| 3 | stairwell |
| 4 | mess hall |
| 5 | armory |
| 6 | sanctuary |
Whenever a Shadow makes a successful attack on a player, that party member is transported to room "10" of the dungeon. This effect no longer applies if the party has already traversed the dungeon. Two Krinth flank each of the three entrances into the sanctuary. Worship or adulation only takes place during the night hours - in which case there a 10 worshipers in the sanctuary.
Sanctuary
At the tip of the sanctuary stands the Altar of Shadows, a blackened stone structure adorned with obsidian symbols representing Shar's influence. Dark candles surround the altar, casting dancing shadows that seem to writhe with a life of their own. Devotees offer sacrifices and prayers here.
The corridors adjacent to the sanctuary are adorned with ancient tapestries depicting Shar's influence over the night. The acoustics of the sanctuary enhance hushed conversations, and the murmur of prayers seems to linger in the air.
S3.
"S3" is the location of the Magic Mirror. As long as the players have in their possession, worn or carried, the token of Endrith Vallivoe, they may use it's teleportation property simply by walking into it.
Aliisza's Note
Esteemed Krinth Comrades,
May this missive find you bathed in Shar's favor. In the encroaching darkness, our alliance strengthens, bound by the shared commitment to the Mistress of the Night. As we stand united against the surface dwellers and those who dare oppose the will of Shar, I am pleased to inform you that the blight takes hold. Additionally, an unforeseen benefit - there is a youth born of the malevolence of the Forest; he should provide a thrilling distraction for the heroic types of the Valley.
Yours in Shadow. - A. Mizzrym
Krinth
Medium humanoid, Lawful Evil
- Armor Class 15 (studded leather)
- Hit Points 66 (12d8 + 12)
- Speed 35 ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
- Skills Acrobatics +7, Stealth +9
- Damage Vulnerabilities radiant
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Common and Undercommon
- Challenge 4 (1,100 XP)
Traits
Shadow Step. The Krinth can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness.
Shadowy Defense. While in dim light or darkness, the Krinth gains a +2 bonus to AC.
Actions
Multiattack. The Krinth makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) piercing damage.
Shadow Arts (Recharge 5-6). The Krinth can use its action to create one of the following magical effects:
Shadowy Illusion. The Krinth creates an illusory duplicate of itself, making it appear in a different location. This duplicate lasts until the end of the Krinth's next turn.
Darkened Strike. The Krinth's next melee attack deals an additional 10 (3d6) necrotic damage.
P
lant Up Rage
BACKDROP
Iraton Lightspark, male Halfling (6), died in 1498DR - in the month of Ches. His mother Rosla hide this fact for a time, insisting that she had sent the lad to live with relatives, and that he would return during the Autumn Equinox. The child did in fact return.
With the help of Filthy Ann Mukmind, a Hagborn woman, Iraton was resurrected. Unbeknownst to many, was the fact that his body was fashioned around the twisted heart of a blight; The boy was a twig clone of his former self. Many believe that the moon governs moisture --POSSIBLE "LEGEND and ANICDOTE." -- and that the moon phases:
- 1.) bring fair weather
- 2.) dictate when to put down sod, plant, and graft trees
- 3.) "rail fences cut during the dry, wanning moon would stay straighter...ect."
During both a waning and waxing crescent, as well as a new moon - Iraton's Gulthias nature would take over. The attacks were seldom and far between. But something has changed, and now ...no one is safe.
SETUP
SPL is 7. As the players ascend from the Underdark to the sunlit surface, they find themselves navigating their branching choices and different alliances; if emerging from Chaulssin or Tyar-Besil, they are next informed by the Harper contact Endrith Vallivoe or the influential leader of the Triumphant Followers of Reparations, Freyja Theylas - half-elf LG female (if their return route involves Tyar-Besil and their portal to Scarlett Moon Hall.) The party receives word that Gamop Mindall, the renowned Gnomish enchanter hailing from Beliard, awaits an audience with them in the vibrant town of Triboar. WotC's Storm King's Thunder provides an annotated map, with detailed descriptions of the area, to help with world building.
At their leisure, the party arrives at the bustling town of Triboar. Their entrance is met with the disconcerting sight of a fervent mob comprised of twenty commoners, congregating at the imposing two-story Tower of the Lord Protector. This impassioned assembly is inciting a riot, demanding justice for the locals who met a tragic demise within the preceding two tendays. Read the following, or something similar, to the players:
Fellow citizens of Triboar, I understand your anguish, and your demand for justice is heard. We are a community bound by shared struggles, and it pains me to witness such unrest among our own. However, let us not descend into chaos, for that would dishonor the memory of those we've lost."
~
While the Lord Protector Darathra Shendrel is making this address, one of her dwarven guards - Rorka Deepbelt - takes notice of the players. Any player may take note of her acknowledgement of them, as she then tries to make her way through the mob and toward them. She tells the party that a Gnome told her that a group matching their description would be arriving.
If the party is willing, she will lead them to "Ransor's Open Road." It is abandoned building in town, closed after the passing of the owner. There, the party will be introduced to Gamop Mindall and Alaestra Ulgar. An out-of-towner herself, Alaestra Ulgar (neutral good, human female) has agreed to help Gamop hide Rosla Lightspark.
If this product is being played as a sequel to "LatLQ," the players may have acquired a deed to the property on "Reedy Brook Walk," behind the Talking Troll.
The building is reserved for the ombudsman of Triboar, typically one of "the Twelve." The title is self declared, following a person or group's "Service of Qualifications," granting access to the property. This establishment would provide the perfect vantage for those wishing to surveillance "Reedy Brook Walk." Solving this quest can
grant them the property deed.
Gamop Mindall
Gamop Mindall, a prodigy among Rock and Deep Gnomes, emerged in the little town of Beliard as a visionary enchanter and artificer. Beloved by the residents of Beliard, Gamop's enchantments became the heartbeat of the town. His ingenious creations, from magical tattoos that granted access to the town to complex enchantments easing daily life, marked him as both artist and engineer. The people of Beliard held magical barriers at bay with these tattoos, ensuring a haven protected by Gamop's innovations.
Appearance
Born of mixed lineage, Gamop inherited the skin tone of the Deep Gnomes coupled with the innate craftsmanship typical of Rock Gnomes. From a young age, his genius intellect set him apart, earning him admiration from his kin.
Despite his diminutive stature, Gamop Mindall's intellect and ingenuity make him a force to be reckoned with. His name echoes through the workshops and alleys of Beliard, a testament to the gnome who turned a town into a haven of enchantment and cunning design.
Gamop's Backstory
Gamop's ambitions stretch beyond the tranquil streets of Beliard. His handiwork extends to the reconstruction of Neverwinter, offering aid to Waterdavians in the region. Yet, beneath the benevolent exterior lies a lucrative plan. Gamop aims to intertwine the fates of neighboring areas with his enchantments, making them dependent on his creations.
| ROLEPLAYING GAMOP | |
|---|---|
| Ideal | Find what you do well, and do it to the best of the ability of your nearest superior. |
| Bond | I won't allow anyone to cast dispersions on my good name. |
| Flaw | I get angry with those who can not respect the personal boundaries and privacy of others. |
Gamop Mindall
Small humanoid (gnome), chaotic good
- Armor Class 14 (mage armor, ring of protection)
- Hit Points 97 (15d6 + 45)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 20 (+5) 12 (+1) 14 (+2)
- Saving Throws Int +10, Wis +6
- Skills Arcana +15, History +15, Investigation +15, Perception +6
- Senses Darkvision 60 ft., Passive Perception 16
- Languages Common, Undercommon, Gnomish, Elvish
- Challenge 12 (8,400 XP)
TRAITS
Spellcasting. Gamop is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The gnome has the following wizard spells prepared:
- Cantrips (at will): mage hand, prestidigitation, mending, message
- 1st level (4 slots): detect magic, identify, mage armor, shield
- 2nd level (3 slots): detect thoughts, mirror image, suggestion
- 3rd level (3 slots): dispel magic, major image, tongues
- 4th level (3 slots): greater invisibility, polymorph
- 5th level (2 slots): dominate person, modify memory
- 6th level: (1 slot): mass suggestion, 7th level (1 slot): etherealness
- Enchantment Savant. Gamop may add twice its proficiency bonus to Intelligence (Arcana) checks related to enchantment spells.
Actions
Hidden Clockwork. Construct Attack (Recharge 5-6). Gamop's magical clockwork makes a melee attack against a target within 30 feet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) force damage.
Arcane Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) force damage.
Counterspell (Reaction). The gnome attempts to interrupt a creature in the process of casting a spell. The gnome makes an Intelligence check contested by the spellcaster's Intelligence check. If the gnome wins the contest, the spell fails to take effect.
As you weave through the thronging crowds in Triboar's marketplace, the atmosphere charged with tension as you press on, you make your way along the bustling Long Road.
As you approach Ransor's Open Road, a disheveled building left neglected, you find Gamop Mindall and Alaestra Ulgar waiting within. The wooden door is tightly shut, showing signs of age and disrepair, and it seems to have seen better days. This discreet location, chosen for its closed and worn appearance, will serve as the setting for your meeting.
Upon your arrival, Gamop notices your party and offers a friendly wave, gesturing for you to join them inside. Alaestra nods in acknowledgment, her gaze shifting momentarily toward the crowd outside. The air is charged with anticipation as you step into Ransor's Open Road, ready to engage the Gnome with whom you've made contact on multiple occasions.
Alaestra Ulgar looks at the party with a measured gaze, her eyes narrowing slightly as she gauges their trustworthiness. After a moment, she leans in and speaks in a hushed tone,
"If you're seeking the Lightsparks, their safe in the hidden vault beneath the Lion's Share. It's my shop, just a little way down the road. Not exactly common knowledge, mind you. Tread carefully, and you might find what you're looking for." She pauses, a wry smile playing on her lips, "Just remember, discretion is as valuable as gold in these matters."
Speaking With the Lightsparks
If the party speaks with Rosla or Iraton, they each answer questions honestly. Rosla will tell the party of her dealings with Filthy Ann (CG Hagborn female,) in resurrecting Iraton. She knows he is responsible for the deaths of missing livestock, but he is seldom out of her sight; she isnt ready to attribute the murders to him. Iraton knows nothing of his Gulthias nature; magical means, such as zone of truth, don't turn up anything useful.
Searching the Settlement
Characters can search for clues throughout Triboar.
FARMS
- The axebeak houses and dove-holes of the farms north of the apothecary and the Northshield House, all show signs of forced entry. There is blood splatter on the walls on the property.
If asked about the blood - the owner will confide in the players that it took place last year, in the month of Uktar.
- The kilns, used to dry corn, have the carcasses of some of the beasts of burden still within them. The owners were hoping the bones could be used to divine the culprit(s).
Merivold Pony Park
Rosla and Iraton were regular visitors at Merivolds. Janna and Leera Merivold anticipated visits from Iraton in the afternoon's, after he did the bridgework - curriculum for children 6-8 that are aging into more difficult studies, that of 10-13 year olds. They havn't seen the boy or his mother for two months (since the month of Uktar.)
Gwaeron's Slumber
The Twelve, as well as any sell sword or mercenary in Triboar, will tell inquiring parties that there is nightly bleating and cries coming from the wooded area dedicated to Gwaeron Windstorm.
A cleric or a paladin may inquire of the Lesser Deity within his domain, or any party composition may summon him by offering any of the following: 25 gp worth of powdered silver, holy water spilled from a jeweled horn, or 10 minutes of prayer while feeding the deer of the wood (one of Gwaeron's favored animals) - the deity will send the players a blue jay. It will alit on one of the players, and erupt into a tiny blue flame (harmless to the player) and a note, written on a gold leaf paper and bearing Gwaeron's holy symbol, will remain in the scattering ashes.
A thread of darkness has woven itself within your realm. An innocence tarnished, a child of grim deeds committed. Seek the truth. Deeds concealed by the night. Do not falter, for destiny weaves a delicate web, and your choices resonate beyond the veil.
Solving the Mystery
There is a member of the Crimson Syndicate, laired within a cave in Gwaeron's Slumber. It once belonged to an Oni, who nolonger resides there. The Red Magic cult practitioner, equipped with his own Gulthias Staff, is forcing Iraton's nightly attacks. As long as Iraton remains in the Lion's share's vault he is not subject to the effects of his Gulthias nature. All of the deceased locals, as well as the pilgrims he has murdered, defend the Red wizard's cave as undead.
Tiles on the map represent 10'ft.
Habeas Corpus
A character can cross examine the mob, finding with a successful DC 13 Wisdom (insight) check, that there is no evidence as of yet that definitively points to Iraton; there are no bodies, and there has been no murder weapon discovered. The town is simply gripped by fear because of the rumors involving the Hagborn woman Filthy Ann.
If Iraton is reduced to 0 hit points, his body falls prone to the floor. His appearance changes to that of his twisted, bramble blight form. Out of his mouth spews a Vampiric Mist (PG. 246 MToF.)
| CONFLICT RESOLUTIONS |
|---|
| A party, sympathetic to the boy, may deflect blame. In the event the party can smuggle him out (past the nightwatch of "the twelve" and the angry mobs by day) Gamop and Filthy Ann can attempt to suppress the Gulthias nature. The party gains inspiration if they can devise a method. |
| If the party kills Iraton, Gamop's disposition toward them is negatively impacted. Additionally, Rosla (unaware of the meddling by the Red Magic Cult) will become a Cult fanatic, aligned with the Crimson Syndicate and will actively oppose the players. |
| It is possible to end the malevolent nature within the boy. The party can 1.) eradicate the blight seeping into the High Forest, or 2.) defeat Iraton in the Red Wizard's cave. There is a petrified pseudo dragon in the cavern, pilfered by the original Oni occupant. If Iraton is defeated in front of the throne room statues (or the statues are targeted with greater restoration) the pseudo dragon statue will erupt into a nimbus of faerie fire. Iraton will be bathed in blue light and revived as a real halfling boy. |
legendary brew for this quest - recommended
to be used after or during a long rest
(the designer recommends
after the "Encounter at F.")
Mindall's Mage
Crown
Legendary Potion
- Consumption: 1 Action
- Range: Self
- Cost: 200gp (varies)
- Weight: 0.5 lbs
A blue, bubbly liquid
swirls within the bottle,
even when it remains still.
As a spellcaster drinks
this potion, they regain a
number of spells -
combined level of 1d3.
The essence of ether, a material
component, is quite dangerous.
When you drink this potion, you must
succeed on a DC 10 Constitution check
or suffer one level of exhaustion.
For every bottle of this
potion used before a long
rest the DC increases by
5. Non-magic users will
still suffer from the
negative side effects of
this potion.
Features
Features of the cavern complex are as follows:
-
Entering the Cavern: The players can enter into the complex by following the streams both Northeast and Southeast. Once the party reaches the mote, the shoal is stopped up with rocks - to keep the quippers confined; the shallow mote is difficult terrain - players 4ft' tall or taller can tread water, but their movement is affected unless they have a feature that specifies otherwise. Creatures 3ft' tall or smaller must swim. Alternatively, the players can enter the path on the Northmost part of the map.
-
Mote: Crystal-clear water flows into the cavern complex from the forest outside, tracing a path through the rocky location. The stream creates a mote, defining a bicentric area in the cavern. It is teeming with schools of quippers. A player can tread water for a number of rounds equal to his or her constitution modifier (minimum of 1,) after which time the player sustains damage equal to 1d4 each round. Adventurers can attack swaths of quippers. After doing so, they disperse for one minute. After-which time, the players can safely tread water for a number of rounds equal to their constitution modifer once more - the process repeating.
-
Stepwise-Sequential Lair Lock: The lair of the cavern is very well fortified with a bulwark on each side. Two relics must be retrieved from the center of the cavern, and placed into their respective reliquaries, in order to gain entry into the lair.
-
Patrol: The compound is teeming with unlife. After the lair's defenses are lowered, there is a switch that must be thrown in order for the door to open to permit entry.
Unlocking the Lair
To unseal the lair, the adventurers must acquire two relics located within the mote-encircled region. Relic 1 must be meticulously positioned within the specified area marked on the map as "1." Likewise, Relic 2 must be placed in the location on the map that is annotated as "2." Only through the precise arrangement of these artifacts can the lair be unlocked.
Once the relics have been introduced to their proper place, the walls (marked white on the map that is found on page 90) will part/sink down/open to allow the players entry. Before the lair is unlocked, however, the switch in the southeast corner of the map must be thrown.
Patrols
Undead servants of the Crimson Syndicate guard the entire area; they are concentrated on the key locations in the complex.
A.)
There is only one way into, and out of, this vicinity: The entryway is on its eastern facing wall in the upper right corner. A Greater Zombie imposes himself between the entryway and players. Occupying the 5'ft space directly in front of the entryway, the Zombie stands within the mote. The swarm of quippers seem disinterested in his rotting flesh.
Greater Zombie
Medium Undead, Neutral Evil
- Armor Class 15 (natural armor)
- Hit Points 97 (1d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2)
- Saving Throws Wisdom +1
- Damage Vulnerabilities Fire
- Damage Resistances Cold, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., Passive Perception: 8
- Languages Understands the languages it knew in life but can't speak
- Challenge 5 (1,800)
TRAITS
Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Multiattack. The zombie makes two melee attacks.
Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
B. & C.)
There are three zombies (PG. 316 MM,) at each of these locations. Additional zombies are found throughout the compound. Regardless of the zombie race, all feature Loathsome Limbs.
Zombie Traits - Medium Humanoid, Neutral Evil
Loathsome Limbs. Whenever the zombie takes at least 8 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
- 1-8: One leg is severed from the zombie if it has any legs left.
- 9-16: One arm is severed from the zombie if it has any arms left.
- 17-20: The zombie is decapitated.
If the zombie is reduced to 0 hit points, only the conjoined parts of it die. A severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points. If the zombie is reduced to 0 hit points, severed parts become inert. Severed parts, unless destroyed by radiant or fire damage, make a Constitution saving throw, DC 10. On a success, they reanimate until such a time that they take damage again. They may repeat the save every 10 minutes.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.
The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
Any severed zombie limb will try to maneuver itself into the mote. Once successful, it makes it's way to "F," to await the final confrontation with the players.
C.)
The path winds through towering trees with blood-red leaves, their branches seem to reach for the hell that is within, as whispers of arcane incantations echo in the air. The glow of sinister glyphs are visible on the walls, hinting at arcane secrets concealed ahead.
D.)
The eastern section is likewise guarded by an unrelenting legion of undead sentinels. Their decaying forms stand vigilant around a pedestal, used in the compound's defenses. This location features two bugbear zombies (PG. 256 Monster Manual Expanded II,) and three more zombies. Alternatively, the DM can simply use five generic-traditional zombies.
Source - https://www.dmsguild.com/product/293658/Monster-Manual-Expanded-II-5E?term=monster+manual
As other authors create content for the Dungeon Masters Guild and expand the Forgotten Realms through their titles, you then have access to use that material in turn. Was there a subplot another author didn’t fully explore? A tavern you’d like to re-use in your own adventure? All Dungeon Masters Guild authors contribute to a pool of community content that can be re-used, expanded, and explored by other authors in the Dungeon Masters Guild community. - DM'S GUILD
E. & G.)
There are Wolf zombies (x2) (PG. 264 Monster Manual Expanded II) patrolling the compound at each of these areas. The wolf zombie(x1) at location "E" patrols the path from "C-F," while the wolf zombie(x1) at "G" patrols the path as far as "B." Each will attack intruders on sight, but only pursue individuals that flee for 20'ft, promptly resuming their patrol.
F.)
The final layer of defense within the compound is a blood drenched location in the compound's southeast corner. It is hauntingly patrolled by undead remnants of failed intruders and the previously engaged zombie's limbs. The players discover a concealed switch. When thrown, this switch unlocks the door to the inner sanctum of the Red Wizard, where the true threat awaits.
Relic 1.
Details for the bicentric area in the middle of the compound are as follows: R1.) players must wade into the building with relic 1. Once inside, read the following - or something similar - to the players::
The enclosure is brimming with crystalline water, undisturbed and undisplaced even at its entrance. Inside, intricate mosaics portray scenes of Gwaeron paying reverence to the esteemed deities comprising "the Triad." At the heart of the compound stands an imposing 10-foot statue, adorned in dusky purple plate mail. A significant ornament, the statue features an ornate dagger - its value estimated at 25 gold pieces - secured elegantly on the belt.
The statue speaks telepathically to the first player to approach it. Upon approach, the plate mail-clad statue's hauntingly melodic voice emanates.
Statue: Greetings, intrepid wanderers. Respecters of duty, dare you tread upon this sacred ground? Prove your worth and a boon I offer, sealed in the currency of vitality. Act mortals. Ask and ye shall be answered. Act, and the door will be opened unto thee.
The statue's eyes seem to gleam faintly as if acknowledging the players, awaiting their response. The party might miss the subtle hint, as the statue conceals its true nature, leaving the decision to reveal the riddle and its potential rewards entirely in the hands of the adventurers. The spell identify will signify how to begin the ritual. Absent the availability of this spell, the dagger will begin to emit an ever increasingly strong aura. When the player holds it, it begins to pulse at a rising pace if he turns it on him or herself.
Blood Seal
Necromancy
- Casting Time: 1-10 minutes
- Range: Self
- Components: V, S, M (an ornate dagger worth at least 25 gp)
- Duration: 1 hour
You self inflict a wound to create a binding seal upon yourself and the construct within range. As the ritual is performed, you expend a number of hit points, and the target gains 1d8 + the number of hit points spent + half, as temporary hit points for the duration.
You expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the duration of engagement in the ritual, and is shown in the table below. You may not expend temporary hit points to satisfy this ritual:
- 1st — 4 hit points
- 2nd — 6 hit points
- 3rd — 8 hit points
- 4th — 12 hit points, this creates a Helmed Horror
under the player's control.
This social encounter may be avoided entirely. Simply removing the plate mail from the statue meets the requirements necessary for the party to progress. This requires the party to spend 5 minutes (PG. 146 PHB) doffing the armor from the statue. Players may work in tandum, using the help action. This reduces the total alotted time to three minutes. Every minute, the player(s) involved must make a successful Dexterity check. The first check is DC 10, followed by a Dexterity DC 12 skill check, and finally a DC 15 Dexterity check.
Rules for suffocating (drowning,) are found on pg. 183 of the PHB. As a variant ruling, the designer recommends that the players attempting the dexterity checks lose 1 minute worth of air for every failed check - due to the exertion.
Of the figures represented on the wall, one (resembling the diety "Helm") moves about, to give itself more visual prominence to the players. The lesser deity Lessinor (also referred to as "Mask,") the son of Shar, masquerades as Helm in an attempt to deceive the players. Lessinor (Helm,) is enchanted with the illusion spell, Blur. He is visible only to players who are not engaged with the statue, and will speak to the party immediately after the statue speaks.
Mask speaks in a duplicitous manner, appearing as an agent of goodness, to dissuade the players from conducting the ritual. Albeit dangerous - it will render great aide to the players. Refer to the Blood Seal Table below for the results of the ritual:
Initiation |
Minute.1 |
Minute.2 |
Min. 3 |
| The player initiating the ritual: removes the ornamental dagger, slashes his/her palm, places the injured palm into that of the statue's. The player sustains 4 damage. | The statue begins to show filigree, visible by the caster's blood tracing it. The player sustains 6 damage. | The eyes of "the Triad" and the statue begin to glow a brilliant amber color. The player sustains 8 damage. | The surface of the statue is transmuted into iron brigandine as it becomes a Helmed Horror. PC-12hp |
Mask vehemently opposes the players engaging with the statue, warning the players that the compound is defiled. As soon as the player willfully injures himself, the plate mail drops from off of the statue. Once the players can retrieve the armor, he feigns astonishment. His placating only intensifies the longer the players remain, which becomes increasingly more reasonable, the more damage the player sustains.
A Wisdom (Insight) check (DC 17) will allow a player to discern that their is insincerity in the mosaic Helm's warnings. An Intelligence (Religion) check (DC 25) will reveal "Helm" to truly be Lessinor; if the checks are attempted in the above order, the religion check's DC is reduced by 5
Relic 2.
In the structure housing "Relic 2," a stone warhammer statue supports a scale.
One empty pan rests conspicuously lower than the other - which contains a
handheld sized chest that holds a scarlet blindfold. When removed, the scales
balance and the chamber rearranges as a colossal stone column 15'ft in front of
the warhammer and scale rotates to reveal a mask of "Kezef, the Chaos Hound."
Touching the scarlet thread triggers the room's divination enchantment - Legend Lore.
Provide the characters with a recounting of Tyr's confrontation with the Chaos Hound.
Cliff notes of the encounter are as follows:
* Elder Evil Kezef rampantly consumes souls
* Coalition of gods assemble to thwart Kezef
* Tyr confronts Kezef with a challenge, terms being set by each participant
* Kezef is thwarted, but bites off Tyr's right hand in retaliation. This contributed to Tyr
gaining the alias "the Maimed god."
The legend lore should pointedly allude to the next step of the puzzle, which is for a player to don the scarlet blindfold. After doing so, the jaw of the mask hinges open. Additionally, a ruby gem becomes visible from within the masks snout - recessed in the column. The player must reach in to retrieve the ruby, a necklace.
When doing so, the action of pulling the gem causes the chain of the necklace to pull a concealed lever forward. If the action is performed slowly, and the player's indicate they are actively listening, a successful Wisdom (Perception) check DC 15 will reveal to the players the subtle sound of the mechanical pulleys and levers. The player preforming the action must make a DC 15 Dexterity saving throw or be hit by a nauseating cloud of green smoke. If a player succeeded on the perception check, the save is made with advantage.
Any player(s) reaching into the mask, themselves not being blindfolded, will have the jaw clamp down on the player(s)' hand - dealing 2d6 piercing damage. The trappings can be disabled: their is a thin slit in the roof of the jaw, small enough for a blade. The blade forcedly repulses the trap mechanisms to disable the gaseous trap. If the blade used is a dagger, it can be placed upright - vertically - into the mouth, preventing it from closing on an individuals hand.
The closed jaw of Kezef can be forced open with a combined strength score of 30, or a successful DC 17 Strength check.
Source - https://forgottenrealms.fandom.com/wiki/Tyr
Tyrran's Bane
Necromancy
- Casting Time: 1 action
- Range: 5'ft
- Components: M (15ml of coagulated zombie blood, 7ml of calad, a gust of pressurized air. )
- Duration: 1 hour
A green vapor erupts toward the target.
As long as the target wears or carries the magically trapped vestige, for one hour - he or she suffers disadvantage on attack rolls made against undead.
The reliquary for relic 1 (annotated as "1" on the map) is a statue of Torm. The party needs to outfit it with the plate mail. Relic 2 belongs on a statue with feminine features, in the area marked "2" on the map. The necklace is a symbolic gift of the courtship between Tyr and Tymora. Once completed, the players may interact with the switch in the southeast corner of the map. If visited prior to the compound's defenses being lowered - the switch is concealed in a faux panel in the middle of the southernmost wall.
PLOT BEATS
Encounter at "F"
At the compound's last line of defense, the Dirge singer emerges; an ominous bard shrouded in the mournful melodies of necromancy. As a harbinger of entropy and death, the figure weaves a blasphemous repertoire. The dirge singer's haunting songs serve as a chilling accompaniment. As they align themselves with the Red Wizard, it is a vigilant guardian who defends the arcane master by enthralling and commanding the undead minions haunting the vicinity.
Flesh Golem Variant Trait
Reknit Flesh. While the Flesh Golem has half of its hit points or fewer, it gains 5 temporary hit points at the start of each of its turns for every loathsome limb within 10'ft - as the limb becomes necromantically attached. For every three limbs absorbed in this way, the Golem's AC increases by "1."
Read the following, or something similar to the players:
As the players step into the parvis, a horred scene unfolds. Moonlight feuds with an overcast sky, casting a pallor upon the dilapidated walls. The air is laden with stillness, interrupted only by distant moans of the undead echoing through the desolate forest, and the sound of a foreboding melody.
The chilling presence of a Dirge singer heralds the assembly of a Flesh Golem (PG. 169MM,) a fusion of decayed flesh. Darkness is pierced by the flickering glow of enchantments upon the monstrosity. The stench of death intensifies as you brace for the imminent clash with this nightmarish creation.
Dirgesinger
Medium humanoid (any race), any non-good alignment
- Armor Class 14 (studded leather)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 18 (+4)
- Saving Throws Dex +4, Cha +6
- Skills Deception +8, Intimidation +8, Performance +6
- Senses passive Perception 11
- Languages any one language (usually Common)
- Challenge 4 (1,100 XP)
Traits
Spellcasting. The dirgesinger is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:
- Cantrips (at will): minor illusion, toll the dead, vicious mockery
- 1st level (4 slots): dissonant whispers, inflict wounds, thunderwave
- 2nd level (3 slots): blindness/deafness, enthrall, shatter
- 3rd level (3 slots): animate dead, feign death, vampiric touch
- 4th level (2 slots): blight, greater invisibility
Credit to Andrew Mannix Manansala -->> Actions --->>
Dirge: As a bonus action, the dirgesinger can perform a dirge that lasts until the start of the dirgesinger's next turn. The dirgesinger can select from one of three effects:
Song of Horror. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 14 Wisdom saving throw or become frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Horror for the next 24 hours.
Song of Sorrow. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 14 Wisdom saving throw or start wailing and weeping in grief until the start of its next turn. Until this wailing and weeping ends, the target can't take actions or reactions, and its speed is halved and can't be increased. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Sorrow for the next 24 hours.
Song of the Profane. Provided the dirgesinger isn't incapacitated, any undead that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger gains advantage on melee attack rolls and saving throws against features that turn undead.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
March of the Dead. Up to six undead within 60 feet of the dirgesinger and can hear the dirgesinger can use its reaction to move up to half its speed.
~
Lair Encounter
With the switch flipped, the players progress forward to face the true culprit behind the sorrow and murder at Triboar. The party strides purposefully into the lair, resolved to confront the puppeteer. Iraton will emerge and attack the players, if they are hostile to the Red Wizard.
- 1.) Anteroom * 3.) Reflection room
- 2.) Iraton's holding room * 4.) Retiring quarters
- the Red Wizard's robes
- the Gulthias Staff in room "4"
- or material component of zombie(s)
- the party earns to 600gp bounty that was raised, for justice of the deceased
Encounter Details
-
Iraton Lightspark: Twig Blight (PG. 32 MM - as Medium Plant) & Vampiric Mist (PG. 246 MToF)
-
As soon as Iraton's blighted form is "reduced to zero hit points," he grasps at his throat. Rending the area forming his throat & jaw, out spews forth the Vampiric Mist. While the vampiric mist is separated, Iraton is invulnerable (as though under the 9th level Invulnerability spell.)
-
The Vampiric Mist takes its turn immediately after Iraton's, and takes no action except to move to the back of the room, directly above the "throne."
-
Once the Vampiric Mist is reduced to zero HP, it assimilates with Iraton once more. The players may also use spells such as Shape Water or Control Water to reassign the Mist to Iraton.
-
Joined once more, Iraton is endowed with greater ability; use the stat block for a True Blight. If he is reduced to zero hp by fire or radiant damage, he is lost to the party. He may only be revived via a wish spell.
-
If either of the statues flanking the throne are targeted with Greater Restoration, Iraton will be immediately healed. If the Vampiric Mist is above the throne, it is eradicated by radiant damage.
-
One Red Magic Cultist. If alive, & Iraton is restored to his halfling form, the cultist will take him hostage; a ransom for his own life. He tells the party that he will leave the boy - unharmed - at the entrance to the wood.
