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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
Esteemed DMs and players, I appreciate that not everyone finds dense lore books captivating. The journey to bring Baldur's Gate III to life started in 2014 when Larian Studios expressed interest to WOTC. Their opportunity finally arrived after the success of Divinity 2 . I share this because, recognizing the thriving community on r/Forgotten_Realms, I believe that the elements of this product may introduce facets which align with the preferences of the subreddit's 31,301 members (realms fans are my intended demographic.)
The surge in D&D enthusiasts, particularly since the release of the 2023 film "Honor Among Thieves," has been remarkable. I've woven existing lore to resonate with long-time fans and to enhance the enjoyment of newcomers exploring this rich setting.
to discover the location of Dess'aiyndoll.
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:
INTRODUCTION ...............................................
PREFACE.................................Page 4
UTILIZING THIS PRODUCT.................................Page 5
ADVENTURE BACKGROUND.................................Page 6
PLAYABLE SPECIES...............................................Page 11
CHARACTER BACKGROUNDS...............................Page 18
FACTIONS...............................................................Page 22
INCITING INCIDENT...............................................Page 25
Chapter 2:
WORLD BUILDING ...............................................
PLOT LOCATIONS............................................Page 28
SETTLEMENTS...............................................Page 31
ADVENTURE HOOKS.....................................Page 37
VILLAINY.................................................Page 42
Chapter 3:
TIER 1...............................................
DRAMATIS PERSONAE......................................Page 45
ENCOUNTER TABLES...............................Page 47
QUESTS..........................................................Page 50
CONCLUSION...............................................Page 121
Chapter 4:
VILLAIN OUTCOMES......................................
FUNGAL ABERRATION.........................................Page 122
OOZE ABERRATION...............................................Page 134
UNDEAD ABERRATION........................................Page 145
POST FACE........................................................Page 156
PREFACE
Lobediggol and the Lich Queen is the first in a body of works. In order to strike a balance of setting the stage for the epic journey ahead, while also providing the players with essential information, this book: presents the world, the campaign, and characters. Alone, the quests in this book can be placed after any published WOTC 5E module.
1. ESTABLISH THE PREMISE
An Elderbrain, once thought defeated, has been resurrected - resulting in an Illithid foothold beneath the Dessarin Valley. Providentially, the Githyanki Queen has made a declaration of war upon the material plane. The quests provided herein will see the onset effects of this declaration, and therefore should not be viewed as side quests; all of the adventure material (viewed as a hole) point to the activities of these aforementioned, self-same enemies.
2. INTRODUCE KEY NPC's
During tier 1, the players meet a variegated cast of Farûnian denizens. Gamop Mindall, Gnome Enchanter. Ozi Firelust, male genasi, is the flirtatious companion to the Janni, Shanell. Rosla Lightspark is caught in a bit of nefarious activity with the hagborn woman, Filthy Ann Mukmind. John Sonoco is a lethal barbarian with not a few druidic abilities as well; John stands apart from the crowd with a spore template (prestige class in previous editions.) A great many more, all of whom contribute in some way, who's roles in the campaign will become relevant in the later installments-if not immediately.
3. EXPRESS THE THEME
This product (in as much as the designer has been able to verify) is canonically accurate; it can be dropped in following any major D&D 5E campaign module. This product's timeline is deliberately ambiguous. Within the DM's narrative, the module wrap-up may include breaks in activity for the purpose of "leveling up." Context is given that firmly places this book in late 1490DR. The sequel "The Triumvirates Tale" is set in the year 1501DR, Year of the Shining Mithal."" The themes are: Good VS. Evil, Power, and Life and Death. This product promotes player agency in a similar fashion to "Waterdeep: Dragonhiest." In the module's concluding quest, it is presented in three variations which will be used to assign the campaign a different "BBEG."
4. TIMELINE
TIME | 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" |
QUEST | ESCALATION THEREAFTER |
---|---|
Strange Bed Fellows | Lizardfolk allied with the Gith begin skirmishing with the Uthgardt tribes |
Crime of the Cadaver Composer | Establishment of a Mind Witness network is made |
Secret of the 2x1 Pithead | 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
Lobediggol and the Lich Queen is an expository narrative. It is a metroidvania module, which tells it's story through the quests; as a content complete product (played without its sequel modules,) this product can serve as a series of unrelated quests, taking the place of random encounters in your own brew. 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 lore 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. Holy Symbol of Renwick's Reparators (Triumphant Followers of Reparations,) representing the duality of life and death - in its spiral formation. Heroism and action - by it's spurring outward at it's crest. Precision and justice - by the focused points at it's ends:
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Adventure Background
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The City of Loretakers, Oryndoll, is an Illithid city state in the Underdark. Oryndoll was a pilot city for the Illithid on the continent of Faerun in Toril and was highly prominent for its inhabitants rampant collection of exclusive knowledge. Its wealth of knowledge rivaled even Candlekeep's great library.
Urivek was an ulitharid possessing great intellect and arcane prowess. It was attributed to his efforts that Clan Duergar were enslaved and became the Duergar known today. Urivek was ambitious and fatally selfish. Intent on the expansion of Illithid society, and capable as he was of metamorphosing into a new elder brain, he grew tired of the power struggle with the city-state Elder Brain. He didn't wish to relinquish his abilities to the process of becoming a vulnerable larval elder brain, and so began his studies into the cerebrospinal fluid. At the expense of many subjects, Urivek finally conquered his people's limitations. Urivek synthesized a tonic that would erase a subject's mind!
Dumping blebbistain into the cerebrospinal fluid and then sparking dark rituals, the mind could be erased. With no memories present he could then manipulate the structural proteins in the neurons, actin, and suffuse the brain with his own memories. With new brains and illithid larva, he fashioned a way to transfer his consciousness across multiple brains with his body being little more than a host. Having expedited his rise to power, he shed his form and was born anew: Yshiggol
As Yshiggol, he came to live within the Dread Vault of the Wispering Caverns. When the Duergar rose against their masters, it was widely believed upon that Yshiggol had been killed by the rebellious slaves. In truth, the brain was trapped in a magical holding cell through Duergar magic powered by devils.
Circa 1480 DR, the Illithid uncovered the humiliating truth and they worked tirelessly to free their master. In the end, Yshiggol was freed from the prison by the mind flayers, but soon after was killed by some adventurers.
The Illithid yearn for the harvests of old. The Elder Brain “Lobediggol” is igniting a hunger for Illithid domination within the mind of His community. Lobediggol rose from the death of Yshiggol. Having failed to protect Yshiggol, the elder brain was hewn into two hemispheres, each possessing half of the frontal lobe as well. Careless psionisits and artificers attempted to study it, hoping for the furtherance of their own abilities. Inadvertently, their experiments made its location known to some nearby Illithids. The experiments also made the rejuvenation of the mass of Brain possible as well. Lobediggol is much more intent on seeing the rise of Illithid power for the enslavement of the future.
Bren Grovon of Waterdeep was an actuary for The House of Inspired Hands in Waterdeep. He had discovered coin was changing hands between the temple of Gond and a known annuitant of The Tower of the Order, a guildhall of magists and arcane practitioners. He followed the wealth...and what he discovered was remarkable. Knowledge seekers had been conducting experiments on an elder brain...and these tests had born much fruit.
Psi is a supernatural ability emanating from the mind. Like other incarnations of supernatural power within the realms, it can be used to create magical phenomena, yet it can create other sorts of phenomena as well. Only certain supernatural effects are classified as magical: magic items, spells, manifestations fueled by words of power manipulating the weave, and any other effect explicitly interacted with from the weave of magic or a deity. Powerful psionicists had managed to push their abilities further ...but a bit to far. By that point, two research teams had formed, with different pursuits. The artificers took one half of the brain, with the psi users taking the other. Bren was among the artificers working within to Noanar's Hold ...but they still received word of the slaughter that befell the other team at Olostin's Hold. The horrors that were told of the intellect devours and illithid alike razing their facility & ripping the poor souls to ribbons. Atrocities such as this aren't easily forgotten.
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ADVENTURE OUTLINE
MONOMYTH
1st | STATUS QUO: Life in the Savage North is a constant struggle against the forces of nature and the machinations of man. Yet, amidst the hardship and danger, there is a fierce spirit of resilience and determination—a refusal to be cowed by the untamed wilderness that surrounds them. In the heart of the Dessarin Valley, amidst the towering peaks and sprawling forests, the flame of civilization burns bright, a beacon of hope amidst the savage beauty of the North. |
2nd | CALL TO ADVENTURE: The common trade routes in the Dessarin Valley have become unsafe to travel. "The Traveling Merchant," most commonly found along Jundar's Pass, - choosing to remain anonymous - has paid all of the notable factions a retainer. Hirelings are to do spadework to discover what dangers confront travelers in the valley, so that he or she may continue their weisure. |
3rd | ASSISTANCE: Villages and settlements promote safe passage from one bastion of civilization to the next. Assistance comes in many forms, not the least of which is teachers. |
4th | DEPARTURE: Should the party encounter the Githyanki and/or the MindFlayer, they should meet with the nearest faction representative to relay the information. |
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: After reaping the spoils of their embarked upon quests, the party can then buy, sell, or trade for better equipment or resources. |
8th | RESULT: The party catches the eye of some very powerful allies. They warn them of the MindFlayer threat beneath the Valley. |
9th | RETURN: The threat of Lobediggol needs to be answered. |
10th | NEW LIFE: Armed as they now are, the heros - changed by the crucible of past trials - must bolster their courage for the alliances that their enemies have fomented. |
11th | RESOLUTION: The party must face the growing threat presented by the Elderbrain, Lobediggol! |
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Tyar-Besil is an underground stronghold built by Dwarves that had migrated to the region. Long forgotten, it was last stumbled upon by knights of the Silver Horn and the cults of Elemental evil in the years 893DR and 1491DR respectively. Seeing times of intermittent use, the tunnels beneath the stronghold have been extensively worked upon, now entering into the underground world of the Underdark.
RUNNING THE ADVENTURE: This adventure starts off somewhat front loaded with very heavy hitters both for, and against the PC’s. Player level is at your discretion. The following details some guidance as to motivations for the players to become involved in the call to adventure:
- An individual for whom the Character is apprenticing has been tracking a parcel. It was supposed to arrive in the space of 3-7 days at Womford. It is now a tenday late. The courier is believed to have been set upon by bandits.
- The player comes to possess a strange astronomical atlas. Curiously, the map does not depict the starscape of the Prime Material Plane. He came to possess it from a traveling caravan merchant. He was last seen heading South-West along Jundar’s Pass. Local gossip states that he pays incredibly well to local archers for their defending him overnight from the dangers on the road.
- The player suffers a type of localized amnesia. He awakens in a local inn to find a traveling bard recounting how he (the player) survived an encounter with an Illithid.
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, conquest, and control. Their unique goals, ideologies, and methods help shape the landscape of the game and offer players a way to broaden their play style! 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
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ARANEA
- Size: Aranea stand between 5'- 6'ft tall when in human or hybrid form, with an additional 3 to 4 feet of length added in arachnid form. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Age: Aranea have similar lifespans to humans, typically living up to 70 years.
Aranea Names
Despite the sometimes terrifying appearance, most are pacifists. Most kept to a diet of animals and avoided dining on sapients. They live alone and garner their names for the spiderlike qualities they best exemplify.
- Unisex Names: Ariadne, Silkenweaver, Arachnia, Spinneret, Webstrand, Thistledew, Sylkarn, Veil, Ashenweave, Fang, Moon, Mistralis, Shade, Duskbloom, Virella, Cobaltweft, Gossamer, Whisper, Embermist, Ash.
TRAITS
- Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
- Alignment: Aranea are typically neutral in their outlook, valuing their independence and personal freedom. However, individual Aranea can vary greatly in their alignment.
- Spider Climb (Hybrid or Spider form only): You have the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You also have advantage on saving throws against being knocked prone.
- Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Web Walker: You
ignore movement
restrictions caused by
webbing and can move freely
through non-magical webs.
Additionally, you have advantage on saving throws against effects that would restrain or immobilize you. - Aranea Magic: You have the ability to cast the web spell once, requiring no material components and expending no spell slot. You regain the ability to cast it this way after finishing a long rest. Intelligence is your spellcasting ability for this spell.
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ARANEA (CONT.)
- Shapechanger: Starting at 2nd level, you can use your action to magically assume Your half human, half spider form. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can remain in this shape for a number of hours equal to half your character level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
1.) Your head becomes that of a tarantula's and you gain a pair of willowy, diminutive arms. You gain a bite attack that deals 1d6 piercing damage plus poison, and the ability to move stealthily on webs. Your extra arms allow you one more reaction per round and advantage on strength checks to grapple targets. You gain advantage on intimidation checks but suffer disadvantage on charisma checks. You also retain all of your skill and saving throw proficiencies.
2.) You can't cast spells that require speech. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- Magical Beast: Starting at 5th level, you can use your action to magically assume your spider form. This feature, paired with the "Shapechanger" feature, can only be used twice. You regain expended uses when you finish a short or long rest. You can remain in this shape for a number of hours equal to half your character level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
1.) Your game statistics are replaced by that of a Giant Spider (PG.328MM), except your Hit points. Your hit points become the highest hit die value assigned to you, multiplied by your character level. You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus instead of yours.
2.) When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in spider form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
3.) You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- Languages: You can speak, read, and write Common and one additional language.
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KRINTH
Scattered like ineffable fragments, small clusters of liberated Krinth could be unearthed in the depths of the Underdark and upon the surface of Toril, yet such sightings did not present often. Nevertheless, their numbers experienced a subtle surge. A consequence of the seductive whispers woven by the goddess Shar. Those fortunate enough to flee their captivity often opted to sell their talents as mercenaries, finding solace in the sundering of others. Within the veiled embrace of the Plane of Shadow, pockets of Krinth colonies silently thrived, seeking refuge in the Shadowy realm. Some groups, having broken free from enslavement, forged tenuous alliances with the Zhentarim, journeying alongside their caravans. Others pledged their allegiance to the formidable armies of the Drow. Regardless of their chosen abode, these shadow-touched beings found solace and familiarity in subterranean shelters, yearning for the seclusion and isolation they offered. When subterranean dwellings were not available, they gravitated towards the embrace of dense forests, verdant jungles, or hidden valleys cloaked in an abundance of shadowy respite.
- Size: Krinth are slightly larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.
- Speed: Your base walking speed is 40 feet.
- Age: Krinth have varying lifespans, typically living between 150-200 years.
Krinth Names
Having their beginnings in slave culture, the Krinth have little to call their own. Naming is not as thematic as that of Dwarves or Halflings. Names are very similar to that of humans but aim to sound more intimidating.
- Male Names: Zephram, Darius, Sylas, Kaelen, Theron, Valen, Lucian, Zephyr, Rhyder, Asher.
- Female Names: Seraphina, Lyra, Amara, Selene, Astrid, Liora, Nyx, Ember, Vespera, Eveline
TRAITS
- Ability Score Increase: Your Strength score increases by 2, and your Charisma score decreases by 1.
- Alignment: Krinth are known for their individuality and adaptability, resulting in a wide range of alignments, but are most commonly chaotic evil.
- Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Shadow Resistance: You have advantage on saving throws against necrotic damage and resistance against necrotic damage when not in direct sunlight but vulnerability to radiant damage.
- Shadow Blend: In dim light or darkness, you can use the Hide action as a bonus action.
- Shadowborne: You have proficiency in the Stealth skill.
- Sunlight Sensitivity: Due to your sensitive nature to bright light, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or the object of your perception is in direct sunlight.
- Languages: You can speak, read, and write Common and one additional language of your choice.
- Krinth Veilwalker: At 3rd level, you learn the ancient art of shadow manipulation, allowing you to step between realms and navigate through the darkness with ease. You gain the ability to cast the darkness spell once without expending a spell slot. You regain the ability to cast it this way after finishing a long rest. Charisma is your spellcasting ability for this spell. Additionally, you double proficiency on Dexterity (Stealth) checks when you are in an area of dim light or darkness.
- Shadow Infusion: Starting at 5th level, once per short or long rest as an action, you can infuse a weapon you are holding with the power of the Shadow Weave. For the next minute, your weapon attacks deal an additional 1d6 necrotic damage. This extra damage increases to 2d6 at 11th level and 3d6 at 17th level.
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SAURIAN
Source - https://www.dmsguild.com/product/203521/Saurian-an-Original-Race-for-DD-5e
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
Credit goes to Benjamin Huffman and Nathanael Roux for creating this playable race. This module will provide one Saurial, of which there are seven. For a complete listing of this playable race. Checkout "Saurian, an Original Race for D&D 5e" On "dmsguild.com"
Saurian (Ankylo)
Traits - (Source: DM's Guild: Saurian, pg. 3)
- Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
- Size: Medium
- Speed: 25 feet
- Proficiency: History
- Behemoth Kin: Your size counts as large for the purposes of determining carrying capacity and grappling.
- Intimidating Size: When you make an Intimidation ability check against a creature your size or smaller, you gain advantage.
- Long Memory: You have proficiency in the History skill.
- Languages: You can speak, read, and write Common and Draconic. The Saurian dialect of Draconic is obvious to other speakers of the language, and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its Saurian idiosyncrasies.
- Club Tail: Ankylos have a club tail they can use in combat. Your unarmed attacks with your tail deal 1d6 + your strength modifier bludgeoning damage.
- Heavy: You have advantage on saving throws against being moved and knocked prone.
- Natural Armor: Ankylos have a bone plated back they can use to intercept attacks if they have no better shield on hand. While you are not using a shield, you gain a +1 bonus to your AC.
Sharkfolk (Charcarion)
Lone Hunters
It is a rarity for Sharkfolk to remain in large groups of their own kind. Few have familial connections with their kin, as parents do not linger after their young are born. This matters little, as sharkfolk pups emerge amply developed and ready to fend for themselves. This practice of solitude has, in many ways, led to the decline of their kind. Young are left to their own devices and adults rarely come together to mate.
SHARKFOLK
- Ability Score Increase: Your Strength score increases by 1, and your Constitution score increases by 1.
- Alignment: Sharkfolk lean towards chaotic alignments, owing to their kill-or-be-killed upbringing and natural desire for fast-paced adventure.
- Size: Charcharions are slightly taller and bulkier than sapiens, with more dense musculature. Your size is Medium.
- Speed: Your base walking speed is 30 feet, and your swimming speed is 40 feet.
- Age: Sharkfolk reach adulthood at age 7 and can live up to 70 years.
Sharkfolk Names
Despite the lack of an organized society, sharkfolk do sometimes come together in small hunting groups called shoals. These shoals are often short-lived, giving the members enough time to complete some goal unobtainable by a single individual. Though rare, a sharkfolk may remain with its companions for extended periods, often due to the benefits that numbers can provide. This can typically accompany a renaming:
- Shoal Connection (unisex names:) Thresh, Finley, Siren, Tidebreaker, Coral, Jaws, Ripley, Seraphina, Barracuda, Neptune, Marlin, Selene, Razor, Tempest, Fang, Tsunami, Scylla, Leviathan, Dagon, Shiver
TRAITS
- Amphibious: You can breathe air and water.
- Apex Predator: Sharkfolk are fearsome ocean-dwellers and near-perfect hunters. You have the following features:
- Natural Weapon: Your jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
- Tough Skin: Your skin is extremely tough, composed of small, rough scales. You have a natural armor bonus of +1 to your AC.
- Bloodied Query: You have advantage on Wisdom (Perception) checks to locate and track creatures that are at half of their hit point maximum.
- Fierce Instincts: While in water, you gain advantage on melee attacks.
- Prey Hunter: If a creature or target attacks you, you can use a reaction and attack back with your bite for a number of times equal to your proficiency modifier per short rest.
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Water Dependency: Sharkfolk require at least half an hour submerged in water to survive trekking on dry land. If you have gone 8 hours without submerging into water, you gain 1 level of exhaustion. Levels of exhaustion gained in this way stay with you until you submerge yourself for 30 minutes per exhaustion level gained this way. - Languages: You can speak, read, and write Common and Aquan.
Subrace: Choose one of the following subraces for your sharkfolk character: Tiger Shark, Hammerhead, or Great White.
TIGER SHARK
Alternative Score Increase: Your Dexterity score increases by 1.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
HAMMERHEAD SHARK
Alternative Score Increase: Your Wisdom score increases by 1.
Hammerhead vision: Your eyes are positioned on the sides of your head, giving you a wider field of vision. You have advantage on Wisdom (Perception) checks that rely on sight.
GREAT WHITE
FEY'RI
Their lengthy lives, spanning centuries beyond their elven kin, see the rise and fall of many kingdoms. They don the mantle of adulthood by the age of 30. As they traverse the realms, their darkvision pierces through the night, allowing them to characterize the world in shades of gray. Their innate resistance to charm and immunity to sleep magic protect them, while the infernal bloodline flowing in their veins grants them resistance to the scorching touch of flames. Masters of illusion and transformation, the Fey'ri wield the power of an "Elven Guise," concealing their fiendish features and assuming new identities with a practiced ease. Whether succumbing to their demonic impulses or striving to defy their innate nature, the Fey'ri chart their own destinies, walking the delicate tightrope between damnation and redemption.
- Size: Fey'ri range from a wispy 5 feet tall to hulking 7-foot-tall brutes. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Age: Fey'ri have long lifespans of around 700 years, living centuries longer than their elven kin when given the opportunity.
Fey'ri Names
With a heritage owed to a blending of Abyssal, Sylvian, and Elven origins, names differ greatly..
- Male Names: Valenar, Xanderis, Malakar, Eldrion, Zephyrus, Draven, Asheran, Lucius, Seraphim, Raziel
- Female Names: Lirelia, Sylara, Evelora, Nyxandra, Seraphina, Isolde, Astraea, Morwen, Lilith, Amarilla
TRAITS
- Ability Score Increase: Your Strength score increases by 1, and your Dexterity score increases by 2.
- Darkvision: Thanks to both your abyssal and elven parents, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Ancestral Defenses: You possess the resistances of both sides of your heritage, a number of which develop as you grow in strength. You have advantage on saving throws against being charmed, and magic can't put you to sleep. At 3rd level, you gain resistance to fire.
- Elven Guise: Starting at 3rd level, you learn this trait. You know the "Elven Guise" cantrip, which functions like "Disguise Self." At 3rd level, you can cast the "Disguise Self" spell once per long rest with this trait. At 5th level, you can cast "Alter Self" (using only the change appearance or natural weapons options) once per long rest with this trait. When casting "Alter Self," you must maintain minimal concentration, allowing you to cast another concentration spell at the same time but losing the spell if you lose concentration. Charisma is your spellcasting ability for these spells, and you may dispel any of these effects at will with a bonus action. You can make two minor changes to your appearance from the following list to meld with society: (When not in your elven guise, you have an ability score decrease to charisma, persuasion checks -1.)
- You can remove minor stains from your clothing. You can remove grime from your skin. This will affect dirt and sweat from travel or work, but not gore from battle.
- You grow facial hair in a style and length of your choice. This is possible even if your race cannot normally grow a beard. You may also remove facial hair if you already have it.
- You grow body hair. This is possible even if you are not naturally able to grow any, but only as much as is possible for a particularly hairy human. You may also remove body hair if you already have it.
- Languages: You can speak, read, and write Common and Elvish. If raised among other Fey'ri, you can also speak Abyssal.
- Alignment: Fey'ri society was created by a pact between demons and corrupted elves greedy for power, and as such, it is heavily inclined towards an evil bent. Any Fey'ri born from the original bloodlines and raised among them will almost certainly be chaotic evil. However, some try to embrace the inherent goodness of their elven kin, particularly those raised by non-Fey'ri (although this is incredibly rare). As both elves and demons tend towards chaotic expressions of alignment, Fey'ri are rarely lawful.
- Proficiencies: You are proficient in the Deception and Intimidation skills.
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In the sprawling world of Faerûn, long warring forces gather. In this white knuckling module "Lobediggol and the Lich Queen," players will embark on an epic adventure that takes them to the heart of two warring forces that threaten to rip the realm apart.
Re-introducing a host of playable species from previous editions, this module offers exciting opportunities for character creation and role-playing. Delve into the rich tapestry of the Forgotten Realms and unlock the potential of these unique races.
Launch on a journey into the Forgotten Realms and embark on the untold stories of these extraordinary player races. Forge alliances, confront ancient evils, and shape the destiny of Faerûn as you wield the powers that dwell within you. Are you ready to face perils and leave your mark upon the realms? The fate of Faerûn rests in your hands.
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Backgrounds
ARANEA
The history of most Aranea can be traced back to the Night Wars. The species were created, at that time, by Calishite mages. In your case, a former Drider, Ghaundaur channeled eldritch power through the Yochlol. Leaving nothing to chance, you fled the Underdark rather than become a puppet to another tyrannical power. As an Aranea, you are a humanoid spider with the ability to weave intricate webs and a deep connection to the threads of fate. Your kind combines the agility and cunning of spiders with the intelligence and craftiness of humanoids.
Skill Proficiencies: Perception, Insight
Tool Proficiencies: Poisoner's Kit
Starting Equipment: A poisoned dagger, a set of common clothes, armor and/or shield available in the Player's Handbook (with DM approval,) a poisoner's kit, leather barding (spider form,) and a belt pouch containing 15 gold pieces.
Feature: Inweave of Intent - Your arachnid nature allows you to perceive subtle shifts in the individuals with whom you interact. This allows you to better navigate your interactions with others and your approach to problem-solving. A number of times equal to half of your character level, rounded down, you may know the starting attitude of the individual with whom you are conversing (as on PG. 244 of the DMG.) Additionally, you gain insight into the individual's proclivities: reveal one personality trait, ideal, bond, or flaw.
Personality
d6 | Traits |
---|---|
1 | Mysterious: As often as possible, I'll speak "tongue in cheek," leaving others to discern the true intent of my words. |
2 | Agile: I move with fluid grace. |
3 | Prudent: Best to walk circumspective; I need to know every possible outcome. |
4 | Patient: You possess a remarkable level of patience, willing to wait and bide your time for the perfect opportunity to strike. |
5 | Bitter: It is very hard for me to stop thinking about the injustice others have done to me. |
6 | Maniac: You often feel your mind is arrested in the horrific atrocities committed as a Drider. These are gnawing thoughts, perceived as though looking through tarnished glass, not fully recalled. |
d6 | Flaws |
---|---|
1 | Arachnophobia: You fear what you don't know. Your past life shrouded in Driderdom, you now fear spiders. |
2 | Secretive: You are reluctant to share information about your true nature and abilities, fearing potential prejudice or exploitation. |
3 | Vengeful: You keep a tally for slights and perceived injustices, quick to seek revenge on those who wrong you. |
4 | Overconfidence: Your innate abilities and self perceived importance can sometimes make you overconfident, underestimating potential dangers and risks. |
5 | Obsessive: When you become fixated on a goal or objective, you can become single-minded and neglect other areas of life. |
6 | Contemplative: You often find yourself lost in deep thoughts and contemplation, which can make you seem aloof or detached from the world around you. |
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KRINTH
Born in the mirror plane of Shadow, you are a Krinth, product of a once novel union of the Netherese and demons. Part of Shar's inspired plan to put her sister Selune in a place of disposition, Shar's byplay enables more and more Krinth to escape into the Material plane.
As a Krinth, you are a tenebrous and reclusive race with a deep connection to the shadows and the Underdark. Born of lost lineage, you possess innate abilities that allow you to manipulate darkness and move unseen through the shadows.
Skill Proficiencies: Survival, Perception
Tool Proficiencies: Navigator's Tools
Starting Equipment: Sturdy leather armor, a shortsword, a hunting trap, a set of navigator's tools, and a belt pouch containing 10 gp.
Feature: Netherese Heritage - Thanks to the past exploits of the Netherese, people often assume you to be a master on the subject. When you share research or lore that pertains to magic or magical items, it can often supplant another person's beliefs about it. Your DM may rule that the information is corroborated too thoroughly, and that this has no effect.
Personality
d6 | Traits |
---|---|
1 | Shadow Touched: You have an air of mystery about you, often appearing out of nowhere or fading into the darkness, leaving others with an eerie sense of your presence. |
2 | Silent Observer: You have a tendency to disappear into the shadows, blending seamlessly with your surroundings and making it difficult for others to notice your presence. |
3 | Adaptable: You thrive in unpredictable situations, quickly adjusting your plans and strategies to ensure your survival and success. |
4 | Cautious: You are always alert and aware of potential dangers, often taking a measured and calculated approach to ensure your safety. |
5 | Reserved: You tend to keep your thoughts and emotions to yourself, rarely revealing your true intentions or feelings to others. |
6 | Ambiguous Morality: Your alignment leans towards neutrality, as you fathom the complex shades of gray in the world and possess the faculty to make difficult choices to achieve your goals. |
d6 | Flaws |
---|---|
1 | Shadow Addiction: Your connection to the shadows can sometimes become overwhelming, leading to an obsession with darkness and an aversion to light. |
2 | Distrustful: You have a deep-seated mistrust of others, often assuming the worst in people and finding it challenging to form meaningful connections. |
3 | Vengeful: You have a vengeful streak, particularly against those who have wronged you or your kin, and you find it challenging to let go of grudges. |
4 | Paranoia: You are constantly on guard, expecting betrayal and deception from those around you, which can strain relationships and make you overly suspicious. |
5 | Fear of Light: Bright light and sunlight make you uncomfortable, causing placebo-headaches. |
6 | Secrets and Lies: You are prone to keeping secrets and manipulating the truth to further your own agenda or protect those you care about, even at the expense of trust. |
SAURIAN
Your clan of Saurians is a species of Dinosaur, unknown to the rest of the world. Some are documented, but only scholastic minds know of your species; you are a foreign sight to common folk. You possess traits and abilities that defy conventional understanding. Your clan owes its life and lively-hood to the Mythal suspended far above Dschungel dichter.
A harrowing ordeal has befallen your cherished haven of resplendor. A shroud of darkness commenced its inexorable descent upon the verdant land. The luminous sun, once an ardent sentinel, does nothing to stop the intransigent force prevailing over the colony. The force is older & more powerful than the Mythal: Shothragot's fetid mists & pollution are seeping into, & draining the life from, Dschungel Dichter. Many rivers have become brackish. The colony's elders convene, & decide upon a course of action. You are selected to retrieve help, or an artifact, to remediate the troubles that have befallen your home.
Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Herbalism Kit
Starting Equipment: Tent, a bedroll, hunting trap, lantern, component pouch, an herbalism Kit, and a club.
Feature: Jurassic Oddity - As an unknown species of Saurian, your presence in the world raises curiosity and intrigue. In times of extreme famine, your unique anatomy offers you a special boon: whenever you are in need of food, you can ingest dirt and gravel. Your body extracts vital energy from the dirt, silt, soil, and rock. Additionally, anytime you would succumb to exhaustion, you may choose to ignore it instead. You may use either feature (jointly) a number of times equal to your constitution modifier.
Personality
d6 | Traits |
---|---|
1 | Inquisitive: I may never get another chance to unravel the mysteries of the world. |
2 | Intrepid: I am cautious and observant, always analyzing my surroundings.. |
3 | Detached: I have an aloof demeanor. This place is simply not home. |
4 | Stoic: None can bear the heart of another. My problems are my own to shoulder, and I'll do it well. |
5 | Reserved: You tend to keep your thoughts and emotions to yourself, rarely revealing your true intentions or feelings to others. |
6 | Beatnik: I'll give them all a good show. I want to stand apart from the crowd for who I am, not what I am. |
d6 | Ideals |
---|---|
1 | Balance: I believe in maintaining harmony between nature and magic. |
2 | Exploration: I yearn to venture beyond my little corner and discover new lands. |
3 | Unity: I believe in the strength and power of our clan, and I will do anything to protect it. |
4 | Stoic: None can bear the heart of another. My problems are my own to shoulder, and I'll do it well. |
5 | Heroism: I want to help the less fortunate or downtrodden. |
6 | Sceptic: We don't leave the colony. And for good reason; the interactions with the Duergar leave much to be desired. |
d6 | Bonds |
---|---|
1 | Kinship: My clan is everything to me, and I would give my life to protect them. |
2 | Community: I seek to find others like me, hoping to uncover the truth about our existence. |
3 | Requital: I owe a debt of gratitude to an outsider who helped me discover my true potential. |
4 | Friendship: I long for someone, in whom, is a kindred spirit to mine. |
5 | Golden Rule: Do unto others as you would have them do unto you. |
6 | Septic: I am a product of wanton coincidence; I exist to consume and enjoy. If others stand in the way of my enjoyment, I need to prune them from my life. |
d6 | Flaws |
---|---|
1 | Reclusive: I am easily overwhelmed by the sensory stimuli of the outside world. |
2 | Untrusting: I struggle to trust outsiders, always suspecting hidden agendas. |
3 | Encumbered: I am haunted by visions or dreams that I struggle to understand. Work with your DM to develop this as a story arc. |
4 | Aloof: I have a tendency to get lost in my thoughts and lose track of time. |
5 | Thrill seeker: I am drawn to forbidden knowledge and forbidden magic, even if it puts me at risk. |
6 | Prideful: These creatures are all so soft. They wouldn't last a minute back home. |
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CHARCARION
You are no stranger to the staggering power of the ocean. You faithfully venture into treacherous underwater realms. Whether driven by a thirst for adventure, a scientific curiosity, or a desire to protect your biome's ecosystems, you are well-versed in navigating the vast and perilous deep sea. Equipped with specialized tools and knowledge, you dive into the unknown, uncovering hidden treasures, discovering new species, and unraveling the secrets of the ocean's depths. Your expertise in underwater survival and exploration make you a valuable asset in any maritime endeavor.
You could use the "Sailor" background for the Charcarion found on PG. 139 of the Player's Handbook. Feel free to make modifications to better suit this setting. Alternatively, the Sharkfolk may also have arisen from Dschungel Dichter. In which case you would modify the Saurain entry.
A harrowing ordeal has befallen your cherished haven of resplendor. A shroud of darkness commenced its inexorable descent upon the verdant land. The luminous sun, once an ardent sentinel, does nothing to stop the intransigent force prevailing over the colony. The force is older & more powerful than the Mythal: Shothragot's fetid mists & pollution are seeping into, & draining the life from, Dschungel Dichter. Many rivers have become brackish. The waters that once teemed with life, are now ill-suited for hunting. "The water may be clearer, on the other side of the pond."
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's Tools
Starting Equipment: Consult with the DM in preparing the best tailored starting equipment for this race. Use the "Customizing a Background" prompts, found on PG. 125 of the Player's Handbook to help with this. Alternatively, Tasha's Guide to Everything may be helpful in creating a custom background.
Feature: At home in the water - When interacting with creatures native to the ocean or exploring underwater locations, your deep sea knowledge gives you an advantage in social interactions. You have a natural affinity for understanding the behaviors and intentions of aquatic creatures, allowing you to communicate and negotiate with them more effectively. This ability helps foster trust and cooperation with underwater beings, opening up opportunities for unique alliances or information gathering.
Furthermore, your deep sea expertise allows you to identify and analyze elements related to marine life, such as identifying specific species, recognizing ecological imbalances, or understanding the impact of certain actions on underwater ecosystems. This knowledge can be invaluable in solving puzzles, uncovering hidden secrets, or providing insights during investigations in aquatic environments.
FACTIONS
Githyanki
Power is held by those who have earned it; it is a reward of selection based upon skill and merit. As stated in the Eri'in, a Githyanki hymn, "Threat comes from beyond. Safety from within."
The Githyanki have a unidirectional bond with one another. A reliance on one another forged through a long epoch of slavery. Fiercely singular, Gith are steeped in individualism. Religious pursuits are lost on them. One can hardly blame them when, by and large, the vast majority of their communities are built atop the remains of deceased gods who have lost their spark of divinity and been set adrift in the Astral Sea.
Society for them does not usually regard blood ties...usually. The one exception being the Lich queen, Vlaakith. The history dates back centuries. Gith and Vlaakith, her trusted adviser, were in search of allies. Profitable though it may have been to her people, the trip to the Nine Hells was not one from which Gith would return. Instead Vlaakith returned with a dragon envoy and a decree. The Red dragon Ephelomon put forward a pledge from Tiamat that all red dragons would be allies to the githyanki and that red dragons would serve them as cohorts. The envoy also decreed that Vlaakith the first and her descendants would rule the githyanki in Gith's stead. Vlaakith CLVII is queen presently.
Defender's Crest
The Defender's Crest is a group of Sha'sal Khou that hold fast the body of teaching given them by their founder Vond, himself having received it during his tutelage under Yrlakka(shihan.)
The Sha'sal Khou are a joint force of Githyanki and Githzeri agents that seek for the reunification of the two people groups as one race. Vond (sensi) weilds a powerful blade that represents his people's heritage: Giventhar. It was dispossessed by a Githyanki warlord, in the 10th century DR, and came to be held by the mage Shraevyn. Shraevyn passed it on to his apprentice Karten. Karten (senpai) thought that Yrlakka (shihan) embodied cooperation and unity, some of the ideals most highly regarded by Shraevyn, more than any that he had met in his travels. Both living unnaturally long lives due to time spent in the astral plane among other things. It was for that reason and purpose that it passed from Karten's hand to Yrlakka's, and ultimately Vond's.
The Defender's Crest currently occupy Scarlet Moon Hall. They are defense oriented and hope to exploit the presence of the Illithid in the valley to coerce an alliance out of the stoic and inflexible Githyanki.
In an opportunistic-trichotomy of control, the Defender's Crest will help the adventurers any way possible. It should be stated that they prefer indirect methods. The ultimate aim is to allow Wayfairer's Moor to be crippled so that the Githyanki arrive at a forced dependency so they will more readily accept the ideals of the Sha'sal Khou.
The Inquisitors
The Lich Queen appears to be the exception to any and all rules in Githyanki society; she indulges in whimsical fantasies to which her people don't conform. For some time Vlaakith has been moving pieces about the board and, over centuries past, shifted the board entirely, so that her ideas are more palatable to her subjects. She has introduced a warrior-priest caste into the social structure. The Inquisitors, a small group of sycophants known in their tongue as ch'r'ai, exsist to help Vlaakith ascend to divinity as well as cut down threats to the Queen.
The knights are xenophobic. They are a religious doomsday caste and secret sect residing within the city Tu’narath, and have expanded into other Githyanki communities. It is possible that some of their members exist scattered throughout the Sword Coast. Some speak in hushed tones saying that Vlaakith has dispatched the Inquisitors to The Crystal Labyrinth and Seadeeps of Undermountain to find and kill the Sha'sal Khou therein. Vlaakith doesn't let her dissident people have weapons. Why let them have ideas? Who else in the region may have a target on their back?
Triumphant Followers of Reparations
In the Year of Rings Royal (952DR), the second Troll war finally ended under the leadership of Silverymoon's warlord, Aeroth. Aeroth's primary military hero was Samular Caradoon, whose unrivaled military prowess garnered him a score of devotees after the war. Victory was largely made possible by his eldest brother Renwick. When news of Samular's exploits had tickled enough ears, he gained enough support to start a fledgling order of knights.
Renwick Caradoon fell in the final battle of the Troll War. He was followed in death, a year later, by his brother Amphail "the Just" Caradoon. Unlike his brother however, Renwick had cultivated a potion of lichdom. Unable to suffer his passing, Samular administered the potion to Renwick. Samular is the only one to know of Renwick's true fate. Renwick's undead state would have been considered an abomination to the knights - and Samular's acceptance of it would have destroyed the Knights of Samular.
Renwick's niece and nephew, Bronwyn and Brandon Caradoon, did not follow the faith of their father. Brandon instead became a priest of Cyric, under the alias Dag Zoreth, and fathered a half-elven child whom he did not have the pleasure of raising. Instead, Cara was raised by her aunt Bronwyn. Bronwyn Caradoon was not on good terms with her father's order of Knights but told Cara of all the tenets of their faith. Bronwyn is believed to have died around 1414 DR. Cara Caradoon gave birth to a half-elven daughter four years later in 1418 DR.
Freyja Theylas, Cara's daughter, tolerated the slow passage of time that eroded the chauvinist dogma of the Knights of Samular. Admittance into the knights was once only open to males of human descent, after the completion of a vow and a quest undertaken for Tyr. All of that has changed under the leadership of Lady Ushien Stormbanner. Freyja works to try and deliver Renwick his phylactery. She is founder of the Triumphant Followers of Reparations, or "Renwick's Reparators."
Philosophy
The Triumphant Followers of Reparations are fiercely loyal to Renwick. They maintain that, Tyr himself having made a plethora of mistakes, Renwick can and should be able to receive wholeness once again and atone for his lust for knowledge and understanding of the arcane. Tyr once abdicated his godhood to Torm but was nevertheless venerated as once of his aspects, Iltyr. "In much the same way, if a scribe were to be burdened with the task, we suppose that there could not be in all the volumes of books in the world, space enough to contain record of all the virtues and goodly deeds of Sir Renwick Caradoon.""
Renwick is supremely fascinated by Siveril Orisys. In studying his transition into undeath, Renwick made alterations to the potion of lichdom. He hopes to shed this form and return to some semblance of normal life. His form is now mercurial, prone to sudden collapse with his spectral form interacting with the world around him. None of his powers have been compromised. He is closer now than he's ever been! To be among the living again. He had almost given up hope that it were possible!
Knights of Samular
This order of Paladins dedicated to Tyr has pursued justice across the North for longer than five centuries. Since Ushien Stormbanner has become Lady of the Hall, the order has adopted a more pejorative justice; most of the knights pursue their goals for personal validation rather than from any deep seated conviction. Most if not all will happily engage in disingenuous arguments to fill their ears with the melodious resonance of their own gums flapping. There has been a semantic change in the recognition of the position of the knighthood. The knights were once highly esteemed. They were believed to be owed a debt of gratitude by the people for whom the offered protection and justice. They are not so viewed in recent years. Many sincere, noble knights remain. The burden, it would seem, is theirs to bear in restoring the good name and image of the knights in the eyes of the people.
A sense of shared authorship between you and the players can begin before you start campaigning. If one of your player characters are interested in the aforementioned factions specific to this campaign (specifically the Githyanki, Githzerai, and Aranea), convene with those players imparticular and inform them that they will be a tie board to some of the larger brush strokes of the campaign's story arcs. Have that player bring a pitch; a basic idea for the campaign. That will add living color to the interests of major elements vying for power within the campaign.
The Votarie Lurkers
One of the oldest and most vile Elder Evils, Ghaundaur is the god of abominations. He finds most of his worshipers among predatory humanoids given to senseless, destructive violence. The vacuum of power left by so many Drow abandoning their long held piety for Lloth was the perfect opportunity for Ghaundaur to rebuild his worshiper base. Having once been part of the Drow Pantheon, this was a logical liturgy for the Drow.
In the madness of battle other frenzied souls might align themselves to Ghaunadaur's purpose. Creatures often to stupid or ravenous, non-sentient predators even, are typically gifted with an unusal intelligence by Ghaunadaur's avatar Shothragot. The Dark Underholds of the Votarie Lurkers are home to all of his adherents: dark mantles, black puddings, oozes and ooze mephits, ropers, and even gibbering mouthers.
Philosophy
The Votarie Lurkers believe they are the chosen of the Elven race to subdue the land and bring it under their control; designated champions to fight for the Drow claim to supremacy. All other races aiding the flat eared surface Elves are guilty or liable and their deaths are earned. Trial by ordeal is a favored means of extracting intelligence from others.
The Drow in general lack any sonder; their is a complete lack of realization that each random passerby is a singularity in creation as vivid and complex as The Votarie Lurkers are, both collectively and individually. They are un-bothered by others ambitions, friends, routines, and worries. The Votarie Lurkers care only with how an intruder's presence within their elaborate passageways can be exploited to prey upon the thousands of other lives that this new captive may represent, like a node, tying new strands of threating possibilities to things that may have not been available previously.
Their supreme goal is to deliver the treasures of the Hall of Mists to Shothragot. Power therin, amassed by Shothragot, will be the catalyst from which they will launch their campaign to overrun all the lands. This purpose is one both justified and inevitable. When sloppy knight-errants carelessly traverse the DarkUnderholds, to often they lack the care and attention to the duty of homage toward those that make it their homes. They find themselves remiss thereafter.
Captured adventures awaken to find themselves in multiple scenarios. Most popularly trapped in webbing spun by Drider. Bereft of one's clothing and equipment, it is replaced by the dark leathers typical of the Drow. The captured are adorned with restraints which bind the nearly free hand, at the elbow, near to the chest and armpit. The opposite hand is affixed behind the back and to the restraint at the other elbow, greatly limiting the movement of either appendage. This makes for the calculated ability for the victim to reach the vials of ooze placed around his/her neck. Onlookers wait for the fate the victim will choose: refuse cooperation and die, or drink the contents of the vials. If consumption doesn't kill the victim then a priest of Ghaundaur is summoned to preform more rites. If the victim vomits the contents they are then slain.
Another observance of the Votarie Lurkers upon captured intruders is to stuff them into Iron Maidens within a gibbering mouther's den. These metal coffins are far to spacious. "Do they suspect all who live on the surface to be obese?" On the contrary, these Iron Maidens, usually have the key that will provide a means of escape within as well. One reaches for it at great personal risk to themselves, only to emerge in the den full of gibbering mouthers. It is then that most retreat to the sanctuary of that metal coffin. It magically protects against the threats without...but within? Within the torture device, the spikes that protrude extend just far enough to break the skin; one thousand bee stings on the surface of a rug burn. These spikes secrete ooze into the inhabitant in small doses; the acidic substance racing through the veins like fire.
I
NCITING INCIDENT
CONTEXT
Adventurers can begin play at a higher level and jump straight into the infighting between the waring foes. Use any of the local settlements if you wish for the players to hit the ground running. Leaving out of a town or any settlement for more than a mile would see cultivated areas give way to unspoiled badlands. This product is for levels 1-5. The product, while not quite open-world, is more sandboxy than it is linear. This quest scenario, elsewhere referred to as "The Buried Torch," can be used if the players are coming off of the heels of another product and are of a higher level. SPL is 3. The presentation of this quest is a soft entry into the setting, after which more world building content will be provided.
Teasing the Adventure
Word of mouth and the promise of coin has driven the players to seek out any available information on the goings on in the Dessarin Valley. Such investigations will turn up information of about attacks on any traversable route through the valley.
Complete pristine wilderness for miles, you scan the valley. A short distance off of the road, you begin to see cart impressions leading (informed, random direction). You see a makeshift camp near the tree line. Two humanoids run whetstones over their blades near a campfire. Their skin is a flaxen, gold.
The two Githyanki warriors (monster manual pg. 160) attack passersby, preferring ranged weapons before the players come within 20’ ft. They possess a stolen cart as well as food, wine, coinage, and any equipment from the player’s handbook you wish your players to have. The wealth in coins comes out to 89 sp, 62 gp, 13 platinum.
TREASURE
The players can also find the following::
- A scroll case with a map of the valley. Has a circle around “Lance Rock” (Source: PoTA)
- A whetstone off of each warrior
- Enough leather binding to make half of a leather armor set
- If the players make a DC 17 Survival check they may successfully remove the ostentatious jewelry in-laid in the Githyanki’s armor. This amounts to gemstones worth value at the DM's discretion
- Two sets of half plate, if the players indicate that they remove it from their quarry and you deem it to have maintained its integrity through the skirmish.
MAUSOLEUM of THE ILLITHID
There are many tombs throughout the valley. Rich Waterhavians have been interred in them as well as not a few commoners suffering attacks from bandits on the road. Whether having taken a moment of respite from their travels, bedding down for the night, or having just set off again from one settlement to another, you might decide the players passive perception score merits an explanation for the sound coming from the nearby tomb. Read the following to the players:
200ft off of the road and built into a hill there is a concentric, stone floor at the closed mouth of an imposing stone door. Two columns rise up to form a lazy peristyle out of the hill. Unattended flower pots sit at the foot of the hill. A combined STRENGTH score of 35 can pull the door open.
If the story needs to progress, you can have the players arrive at 6pm to find the door ajar. Inside the tholos, this tomb tapers up into a beehive shaped dome; There are three main areas: antechamber, corridor, and main burial chamber. The ceiling is 15’ft high with the antechamber being 20’ft wide. The corridor sees the ceiling reach just under 13 meters (about 25’ft.) The burial chamber is 30’ft x 55’ft.
As soon as the adventurers reach the main burial chamber the door opens to reveal the large room, the rear-most 10’ft being a step up. There is a wide table visible behind a tall humanoid figure. It turns a menacing glare to the players. It has a ridged, octopus-like head with four tentacles surrounding its maw. He shouts something in Qualith (or deep speech), seemingly to no one, just before he plane shifts out of the tomb. After leaving, three bat-like creatures burst into the chamber: Their skin is green-gray and very slippery. They have white small tentacles sprouting from their hands, teeth, and wings; by which they can devour the target's mind, causing great pain. Though they are not strong or intelligent, they are very tough.
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Vesper Cerebreat
small aberration, chaotic evil
- Armor Class 15 natural armor
- Hit Points 52 (7d10+11)
- Speed 20 ft', fly 40'ft
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 16 (+3) 6 (-2) 6 (-2) 7 (-2)
- Damage Immunities Psionic Damage
- Condition Immunities Grappled
- Senses Darkvision 60' ft, Passive Perception 8
- Languages Understands Qualith but doesn't speak
- Challenge 2 (450 xp)
Actions
Multiattack. The Vesper Cerebreat makes one bite attack and uses its Mind Consuming, if able.
Bite. Melee Weapon attack: +5 to hit, Reach 5'ft, one target. Hit: 7 (2d6 psychic)
Mind Consuming (Recharge 5-6.) On a successful bite, the Vesper can push its tentacles deeper. The target must make a successful intelligence saving throw or it loses a spell slot of 2nd level or lower. If the target has no spells slots available, it makes an intelligence saving throw. If the target fails it becomes paralyzed until the end of its next turn instead. At which time, if the Vesper isnt removed, the target's brain is eaten.
VESPER CEREBREAT
Vespers are very effective in numbers, especially against spellcasters. Without a leader and proper instruction, they roam and hunt for minds that they can consume easily. When a foe proves too powerful, they do not hesitate to run away. If they act according to a plan or if they disregard perils, it is because their fear of their master is far greater than present fears. The Vesper Cerebreat will typically leave when its HP falls below 15.
Depending on where the Vesper encounter takes place could greatly help incentivise the players to go to a nearby settlement. One good location for the tomb would be 8 miles Southwest off of the Carin Road, after 16 miles of travel (Just under one day.) That would put the players equal distance between Red Larch to the West and both Bargewright Inn and Womford to the East.
Four miles south of "Anderil Farm" would be another possible staging point for this encounter. It would provide an excellent place for local farmers and sheep herders to inter their dead and it would place the Characters very near Beliard.
TREASURE
The Players can find the following if they investigate the tomb::
- One ruined cloth
- Sodden remains of a parchment folio, 8lbs.
- Two rings of woven silver and electrum worth 25gp
Important to note; if the players investigate the remains of the tomb, they will find them to have been desecrated and without skulls.
The Princes of the Apocalypse, Storm King's Thunder, and Out of the Abyss campaigns will help with word building immensely in this module
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Battle of the Desperate Gambit
From the rancorous and wind whipped plateaus of the "Endless Waste" to the Sword Coast's cliffs, pitifully weather worn by storm, sprawl many kingdoms and communities. Faerun making up but one of the continents of Toril. The Dessarin Valley is a melting pot in which Faerun touches the other corners of the world. Nine and a half million square miles by some approximations, held mainly in the northern hemisphere of the world. Many races call this land home. It is unknown how many times the Crystal Sphere of Toril has been breached, but denizens of other planes and worlds have certainly transposed their homes here for their presence has been observed and felt.
Valley Settlements
The Dessarin Valley is dotted with various settlements throughout the vale. It can take a slow moving group a tenday to travel from one end of the vale to the other, while travel from settlement to settlement can take as little as two or three days. Peoples of all socio-economic standing can find a niche in the local settlements. Red Larch is settled at the convergence of three paths; many traders and wayfarers find Red Larch very hospitable and make crumblecake, the local delicacy, a staple item in their pantry. Old Bargewright has no shortage of blacksmiths and mercenaries and has recently seen thunderous growth as the Svirfneblin have made it the hub of a large mining network. Its easer to avoid bandits underground...but there are other dangers.
It has been said that an individual who finds work for his hands is a laborer. Likewise, he that works with his mind is a craftsman. More still, to him who works with both, he is artist and engineer. That can certainly be said of Gamop Mindall as the little town of Beliard has no shortage of enchanting invention which sets it apart from all the other cities and towns. One might find there to be some classism within the vale...but that is true of most cultures.
Tyar-Besil
Tyar-Besil is the central fortification in a vast underground, underpopulated peninsula separated from the topside world by indirect paths, over the varied terrain, back to the surface. The presence of ruins and ancient dwellings point strongly to the dwarven heritage here. The kingdom is characterized by diverse geographical features such as the underground lakes, plateaus, canyons, caves, and other humanoid structures. Many threats loom in this kingdom. Desperate schlemiels who are, themselves, fleeing the threats deeper within and beneath from the dark and foreboding Underdark.
Triumphant Followers of Reparations
The labyrinth that would see the party members into the Underdark unfolds much like a reverse ziggurat. In this campaign, there are four levels to explore. Central to the first level, the fortress-city is now occupied by followers of Renwick Caradoon, The Triumphant Followers of Reparations. Renwick was once a hero of some renown. The eldest of the three brothers whose exploits led to the creation of the Knights of Samular. Renwick held to many arcane pursuits only to die during the last battle of the second Troll War. He achieved Lichdom, but only because his brother fed him a potion of lichdom rather than allow him to die on the battlefield. Whether Amphail "the Just" Caradoon or Samular Caradoon fed him the potion, has been erased from history.
Baelnorn Hollow
"Time marches on for the world of man above. But I am my Beloved's and she is mine. Augury of Ages is my Beloved to me; Fhaor'Akh'Tel'Quess, she sustains me through my indentured servitude to her and my people. One heart, one mind, one breath, unite my Beloved and I. These Solitudes Three to protect the resplendence of our people. - Siveril Orisys
Siveril Orisys resides fifty miles west of the fortress-city. He is an undying Wardnorn of the Elven people of Eaerlann. Lore Keepers of the Emerald Enclave may find trace record of him, given a few tenday to do the necessary research, but the artifact he protects has been lost to time. He stands guard a globe, bright like the sun. 150' ft in diameter and pregnant with waters born of, and churning beneath it. An impressive and arresting sight is the Mythal he protects.
Dschungel dichter (Saurian Colony)
Credit to Benjamin Huffman and Nathanael Roux
A dimension taken downward from the upper surface, horizontally inward from an outer surface, and from top to bottom of something regarded as one of several layers. Each of the three levels explored in this setting delve 3&3/4 miles deeper below the surface; eight miles below the surface and about 35 miles South West of Tyar-Besil can be found the Saurial. Welcome to Dschungel Dichter, home of the Saurians. Their little settlement is an untamed wilderness of a land. Untrained adventurers that stumble upon this place are all at once beset by the feeling of monachopsis. Anyone not skilled in exploration will find themselves persistently feeling out of place, as maladapted to their surroundings as a seal on a beach. One can trace all the rivers of this land back to the Mythal suspended high above. Walls of mountains, dense jungle, lazy rivers, and geysers dot the landscape here.
Saurial Colony (Continued)
Dschungel Ditcher is hot and humid with temperatures regularly climbing into 100 degrees F' even at night, but is commonly 90 degrees. When venturing into the jungles, after an hour of travel without a guide, every character must make a DC 10 Constitution check or suffer a point of exhaustion. This must be repeated for each hour only to be avoided by the travelers proficient in survival or some other feature that states it, as well as not being adverse to difficult terrain.
The DarkUnderholds
Lolth claimed that, in order for the Drow to achieve their goal of driving out and pushing the entire elven populace on the surface to extinction, the Drow had to be in a state of perpetual infighting and violent competition. The constant training serving to make them stronger and smarter while breeding out indolence and other weaknesses.
However, the extreme, self-destructive degree to which this attitude of the Drow leaned prevented them from achieving their purposes, barring possibilities for significant growth. In truth, despite her rhetoric, Lolth had no intention of having the Drow devote themselves to reaching their supposed goal. She found their in-fighting far too enjoyable to focus their attention of taking the surface.
It is for this reason that many of the Drow that didn't flee to the surface, when things in the Underdark became dire and many of their ranks where being abducted or slain, turned to follow Ghaundaur! Having spurned the doctrine of Lloth and the reverence of Spiders, they now hold no disdain for those who failed the Spider Queen's test and formed a strong alliance with the Drider. Ghaundaur has promised that, in faithfully serving him, he can channel power through the Yochlol and restore the Drider to their former selves. This is their awaited promise once Shothragot amasses enough strength.
The Votarie Lurkers have their barracks North-West of Tyar Besil in the shafts and tunnels that connect to the second sub-level, as well as 50-60 miles South-West of Tyar-Besil on the third sublevel. All such passages are referred to by the denizens of the Underdark as the Dark Underholds.
Terra Firma of Ooze
The halls and corridors leading to Shothragot are filled with fetid mists and acrid smelling slime trickling down the walls, forming puddles and little pools. These manifestations are strongest around the halls where sacrificial rituals take place. The stench is so strong that others perceive it as swimming through putrescent decay. Shothragot has a sanctuary beneath High Forest and is the reason for its decay and the weakening of Turlang The Treant.
The shrine beyond was enshrouded with a thick, burning mist and dominated by a great serpentine stone statue of a wide-mouthed, six-eyed, salientian fiend. Between the statue and the intrepid half-elf lay a moat filled with frothing liquid from which rose the acidic mist that permeated the entire complex. Standing before each of the two entrances was a bipedal saurian statue carved from a single massive block of serpentine stone. The only exits appeared to be three ancient gates, each embedded in the widely extended jaws of a hideous reptilian monstrosity. Ancient offerings lay scattered across the floor in front of the half-elf, untouched for countless eons. Among them, Lunargent spied a hideous statue the size of his forearm carved from green marble in the shape of a mass of writhing snakes, a spherical black sapphire nearly a foot in diameter in whose depths danced sinister runes, an oaken staff filigreed with gold-flecked amber, and a bejeweled bronze chalice carved in the form of a slumbering winged lizard.
Fragment of a narrative epic titled "Tree Ghosts" Attributed to Mintiper Moonsilver Year of the Moonfall (1344 DR)
Ghaunder is sending raiding parties to the surface and into the High Forest, for it is there, at the base of Turlang's roots, that the Hall of Mists may be found with its vast treasures.
D
ess'aiyndoll
ess'aiyndoll is the mindflayer colony beneath the Dessarin Valley. Twenty miles below the surface, mostly levitating its many districts by means of Lobediggol's psionic power.
The foundation was laid in the second month of the fourth year of Lobediggol's dominion. Completion of the colony was seen in the ninth month of His tenth year of dominion. The dedication was concluded by ceremony and sacrifice, of which were slain 2,000 dwarves and 120 elves. The sacrificial chambers, despite their extensive dimensions, were unable to accommodate all of the sacrifices that day. There was a great feast thereafter and many thralls were even released after mental dominion and having been feeble minded.
It is a straight axis colony with the Elder Brain chamber being central to the colony's capitol; meaning there is a straight line from the entrance to the chamber, but one must levitate to use this most direct path. The design of major portions of the lair make for difficult, albeit possible, navigation by most two-legged sentient creatures. This is due in part to the Illithid being able to levitate. This colony's form and function, best suited to Lobediggol's purposes, does remain mostly traversable because of his unparalleled inclusion of so many ceremorphs. Enormous, freestanding staircases rise from the floor of the cavern to the floating capitol's two sides.
Dess'aiyndoll spans 300 square miles, and has a population of nearly 1,500 Illithids, forty of whom are Ulitharid, and at least as many thralls. The cavern is very stifling, and the temperature is cold.
Dess'aiyndoll's capitol is located inside a large cavern, the base of which is circled by a moat. Beneath the capitol on the cavern floor Illithids work alongside Gnome Ceremorphs who meander about and bounce back and forth between half completed projects. The walls of the cavern are streaked with mineral stratification of different types of purple hued crystal that put off a faint bit of light by their diluted and nearly useless pinch of magic. The glinting stones stretch far up into the darkness well beyond what the eye can perceive. The water which forms the moat comes from the Mythal within the upper underdark. As in water, face reflects face...so to does it reflect the ominous presence of the floating city above; a dire warning for all the doomed souls that would ascend the steps to the fortification to behold this alien race.
Sidereal Wayfairer Moor
There are reasons innumerable to visit The Dessarin Valley. It is a place truly blessed with great affluence. Be it the drupelets of the vine, soft and sweet, the richness of culture surrounding it on all sides by different race and creed, or the homesteads ready and willing to accept all weary travelers within dwellings for a spot of tea and a chance to warm by the fire...and all it would cost you is news of the goings on in the world or a warm word.
Trouble has a founder in the valley as well. Twenty miles east of Womford, in the place where Gaustar's Creek forks, Vlaakith has crafted a portal to the Material Plane. It connects to a naval dock on the astral plane. The creek endlessly hums over sunken stones. To the perceptive passerby, one might appraise the speech of the creek, specifically where it here meets its end, to be quite boisterous?
"What say you Gaustar? Why speak ye so loudly?""
" - I chatter over stony ways - , I articulate and pontificate, - I tell of nature all my days - . But one's true inquest I can not inform quite straight.
"I hear, like a whisper, the sounds of many rushing waters. You find your circuit east to west here and there along the valley, but the land swallows you? From where comest then this great bellowing?"
" - I meander and zig-zag across the landscape - , meeting commoners to come and to go, as i go on forever. - My trails end has seen reshape - , secrets from me to ebb and flow? No my friend...never."
On the astral side of the portal, an astral skiff looms overhead. As the planewalker gaps the two planes and enters the naval dock, one's feet finds firm purchase on a stone portico. From the large spherical gateway centered in its own chancel, silvery sea water mingled with blood freely cascades down all sides about this porch. The blood is that of the weakened god Savras. Having once died, his spark of divinity returned late 1480DR. Still recovering, Vlaakith attempts to steal his spark of divinity. Legend lore, or one with vast knowledge of the astral plane or the river itself, reveals that it is a nexus point upon which one can find themselves on the River Styx.
Upon entry, the nave opens up to ambulatories to the right and left, the side aisles enclosing the mote of the gateway porch to the rear. The entire naval dock is built upon Savra's right shoulder; his head can be seen afar off in the sea, beyond the terrace landing. The dock has graded terracing, with some locations growing fungus and others sporting cattle, sheep, and other beasts of burden looted from the material plane. Just short of traveling directly to the capitol city, one might conclude this to be the belly of the beast.
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Beliard Locations
1.) Gamop Mindall's estate
The principal property in the little community. It is a fortified manor with a wall around the entire property, a small lawn, and an entranceway shaded by trees. Gamop is beloved by all of Beliard. The residents possess magical tattoos that allow them to walk onto the property, unhindered by the magical wall of force that would stop would be intruders. Newcomers to the area that desire an audience with the Gnome must be accompanied by a local.
Gamop is of mixed lineage between both Rock & Deep Gnomes. He has the skin tone of a Deep Gnome and handiness with crafting that is typical of the Rock Gnomes. He has genius level intelligence and has created many enchantments and advancements that have made life easier for those of Beliard, aided in the reconstruction of Neverwinter, and been very profitable for the Waterdavians in the area. This is, of course, all part of his ingenious and complex plan to make all of the surrounding area completely reliant upon his enchantments and creations. He has ambition that vastly outmatches his physical stature.
2.) Emperor's Fine Clothes
There are rivers of gold in the larger cities all around the Dessarin Valley. Sometimes those rivers flood their banks and do meet the Dessarin and, for the sharp business man or woman, it is possible to reach their hands into that river of flowing coin.
Whether you are making new clothes or deciding upon how to best clean your dirty ones, understanding fabric can be important. Nice fabric that is made to last is valuable; weeks on the road will strip the life off of warm garments and you'll want to properly take care of it, so it lasts longer. There are a great many different types of fabrics to choose from when selecting the right garments. "We know it can be confusing and often times frustrating. Let us here at Emperor's Fine Clothes help you!"
KEY NPC - Ozi Firelust is the male, Fire Genasi owner. This is his second venue. He also co-owns Firelust's Fabrics and Tailoring, with his family, in Yartar. He is clad in flowing robes that denote his (self) importance. Ozi is 6'ft tall, slim and slender. His hair is bright amber, burning flame atop his head and his eyes are white with an iris like a campfire that has just been quenched and put out. Although, when he becomes passionate, that fire comes to life in his eyes once more.
Very flamboyant, Ozi often has his lips pouting out in a pucker. This belies his great attentiveness and confident competence at his craft. He has fabrics both woven and knitted. Chiffon, cotton, crepe, lace, leather, whatever one may fancy ...though he is partial to leather.
3.) Tyneil's Home
A plain square building of little note. Sparsely populated rural communities often have unimposing structures that accommodated only the most basic functions. Buildings are much more than a place to live, work, worship or be entertained. Nearly as important as these basic functions, buildings were also symbols. Buildings symbolized the might and wealth of the individual, their ownership and mastery of the land. Tyneil's home represents the Illithid's mastery of him.
The home has a wooden floor. Each piece was cut, by hand, and nailed to floor joists over the dirt. That is the only impressive feature of the home. There is an armor stand that holds Tyneil's equipment beside a light stand on one side of the room, opposite a chair next to a bucket and laundry washboard on the other side of the room. Mounted above the fireplace is his mind blade and shield of far sight.
LEGEND (CONT.)
4.) Bulette's Bellyful
The building smells of a grassy meadow, with a splash of citrusy water. An ice blue radiance emanates from the windows at all times by waterfalls pulled through the pipes into all the other rooms in the factory. Occasionally those that find themselves taking up residence for a stretch of time in the region, will claim to have been swept up in the song of Chauntea in their sleep; the Keeper of the Wild and goddess of Bountiful Nature is thought to be well pleased with this agrarian establishment that specializes in the germination and creation of seeds.
5.) Whiskey Imp
The denizens being a tight-knit bunch, who saw all strangers as the substance friends were forged of, were quick to offer the hospitality of this small one story tavern. Not as upper crust as the watchful Knight, this establishment was the one you sat foot in to indulge in gossip: to vent ones problems, get to friendly with those of whom a particular energy was brewing, and generally disregard one's good senses for a time. Customers looking for an evening of care free relaxation had to stay alert and ready for tricks or violence.
6.) Spillikin Wand
The interior is decorated with "magical" gewgaws; few truly powerful magical relics can be found here but Bradly can accomplish some magical feats for a much more affordable price than any service offered by Gamop. It is warm and welcoming with numerous rooms of different wares that hold furniture carved of dark wood and large feather two seater couches.
The Spillikin Wand is a noiseless and muted establishment but exudes a determined and pointed energy in the air that promises competence to those seeking wisdom from the owner, with the pearls of intellect guaranteeing a more autonomous future.
KEY NPC - Bradly Dunnon. Male Human wizard in his early thirties. Bradly has had a fascination with magic since he was able to read. During his formative years, his mother (a talented wizard in her own right) accepted an invitation to explore a safe distance into the Underdark to study the Faerzress; the magical energy that permeates the Underdark.
She returned changed. Cold and indifferent, she would often lash out at her loved ones in violent outbursts. Being denied much love or generosity early in life, Bradly is independent and self reliant. He has no need of others but if he sees an opportunity to do some good, he is not opposed, even better if he is inconvenienced in some way by the doing. For in doing such acts, the powers of the positive plans are duty bound to release some favor his way.
7.) Stong Houses
Three identical warehouses have served countless families as storage units in this settlement for decades. A community planner coordinates events with the clerics of the Holy Theophany, and all of the religious relics used in community processions decorating the walking paths through Beliard on holidays are stored here, as well as some belongings of a few individuals.
8.) Holy Theophany
From the outside, this is a building making due with the offerings given by parishioners, with little digression. Its foundation is scantly adorned with two paths extending around to the back of the complex. The appearance is austere with the holy building adorned with many angelic creatures but no one deity being revered over another.
The simplicity is strikingly beautiful. The large oak doors open to reveal a sprawling red carpet and a wide open, empty space. There are two pews to both the left and right of large rug. At the back of the temple is a raised dias behind an alter with censors burning out before the alter.
This is a place for persons of all faiths to come and worship. There is a Candle of Invocation, DMG pg. 157, on the alter.
9.) Yeti Plunge
This subcultural establishment is run by a countercultural BugBear. The yeti plunge aims to push one's wellness regimen in an almost quasi-spiritual activity. The Yeti Plunge is an "open air" establishment, about 10'ft x 20'ft. It is the ice vendor of the area with an ice house built, fully subterranean, in the 50'ft x 50'ft space behind his shop and the community worship center.
Its main service is cryo therapy; a type of intentional stress on the body that, in moderation, can improve health by: lowering inflammation, increasing blood flow, and accelerating healing. It is also believed to: ease aches and pains and improve upon future performance for up to two days.
Two large barrels are filled to the brim with ice and water, in which the client is expected to take a relaxing dip.
KEY NPC - Stirr Ielsai. Female Bugbear shop keeper. All of her pelt is white fur from head to toe. This is due to all of the pigment cells in her hair follicles being submerged so often in below freezing temperature waters. Her eyes are always obscured by red or green sunglasses and she wears a long white gown with an unknown symbol on the chest, red and yellow lei, yellow chinos, and black shoes.
Great with children and fun at social gatherings, Stirr is an extrovert's delight. She can often be caught starring blankly into the distance.
LEGEND (CONT.)
10.) Zeb's Smithy
The humble home of Lindley Zebastian Bouldershoulder is quaint. It has shake shingles and the chimney is made of sandstone. Upon entry, the equipment of the trade is on display: hooks, pulleys, and anvils roost on the ceiling like pigeons and other utensils can be seen on posts. There is a large coal bin and a fairly new, metal tub flanking a large brick forge. The trio of equipment surrounded by points and pieces of spare metals.
KEY NPC - "Zeb." A prickly old male Dwarf. Zeb is a fine blacksmith ...and does not need confirmation from others to affirm this. His level of skill in the field gives him a haughty attitude, more often than not. In fact, he is so skilled, he does not bother to commit an individual's name or even their face to memory. Reason being that his care for the equipment that he is commissioned to work upon is so unrivaled (locally,) that he worries little about repeat clients; the workmanship speaks for itself. This has resulted in the dockets for customers being mixed up once or twice. Nothing a discount once in a blue moon can't fix.
11.) Raksasha's Flower
A deliberate misspelling of "Rakshasa" so as to not draw one such creatures ire. This magnificent den is frequented by and associated with the Harpers because the establishment is usually run by Harpers's initiates. They supply the contraband and prepare it for visiting patrons, from Bhephel's Bottles behind the counter supply.
Raksasha's Flower keeps a supply of mind altering substances such as the pipes and lamps necessary for certain recreation. Guests are sprawled out on every flat surface, with giggly faces and stupid expressions. Frequented by all levels of society, it is a great way for the spies to collect information as well as dull the senses of their foes.
KEY NPC - Abbadon. Of Elf and demon descent, Abbadon is a cunning spy for hire. He has seen much of Toril under the employ of the Harpers. With an appearance that is quite intimidating. His angular elven features mixed with the hellish origins that his demon heritage display, he is often sent to collect money lent out by the organization, with interest. He views his body as a temple; he keeps a diet of mostly grains, berries, and lean grass feed animals so as to be very careful to consume as little fat as possible. He keeps an Elven guise to disguise his true form.
12.) On Your Way Wagoniers
A small workshop dedicated to it's namesake; locals pitch in and work to repair the rickety wagons of passerbys so that they can be "On Their Way." Anyone can rent the space for the day, with access to all the artisan's tools, for 3sp a day.
13.) The Watchful Knight. Source - Volo's Guide to the North (pg. 37), Ed Greenwood Copyright 1993
14.) Stables
Simply that. Larg enough to accommodate the influx of wealth and position that Beliard has seen with the growth and prosperity of the most recent years. The stables can hold three dozen horses.
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The players feel more engaged with the story at large when they feel a personal commitment to the setting and the populace of the setting in which they are placed. Beliard is given a special highlight in this product, given Gamop's importance to the campaign, as well as it not being previously fleshed out in previous editions. What follows is a few bustling villages and prosperous towns, as well as some of the more important individuals that call the Dessarin Valley home.
The purpose of the settlement is to pave the way for the story and the fun of your campaign with meaningful Information.
- Rorka Deepbelt - Female Dwarf of Triboar
Rorka Deepbelt is a barbarian who can usually be found at the "Inebriate Nippler." One of the drinking establishments of Triboar. She is the owner of Sibyl, Satyr, Slayer or the "S3," a weapons and armory bazaar. She is kindly to other adventurers and has an affinity towards the members of the Emerald Enclave. She employs two women, one human and one halfling, to run the establishment in her stead.
Role Playing Rorka - While kind, Rorka is very assertive and aggressive with her opinions. She stylizes herself as a great hero chieft of "The Twelve" and Triboar at large. She dutifully fulfills her role as enforcer of "The Lord's Decree." Stuborn would be a very accurate portrayal.
- Chione Trilloris - Female Dryad of Triboar
Chione is a fey spirit, guardian of Triboar. She & her sister Calliope left the Feywild and, upon arriving, Calliope Trilloris soon fell in love with a human male by the name John Sonoco. Calliope was found one day to have expired in her own kitchen after the regular practice of cutting her cooking flour with arsenic. Enraged, their mother bound Chione to the smallest tree in The Westwood Forrest to demonstrate how frail the children had become in the material plane. Her brother-in-law remained a close friend to her. When his son from a previous marriage moved away to Triboar, she was transplanted to Triboar so that she could keep an eye on the young man for John, but he later left for Everlund. She now roams freely with a clay golem whom she had constructed, her tree having been potted & put into an apparatus constructed as part of its frame.
- Jordain Tomkin - Male Human of Triboar
Jordain has secretly been smuggling Pegasus from both Amphail and Waterdeep to Triboar. The operation was made possible by some Zhentarim operatives, themselves having fashioned an enchantment for this very endeavour. Using "manacles of false appearance," these magnificent creatures appear as ordinary steads. He is now indebted to them, and they have forced him to make several Nightmare against his wishes.
- Margrave Wylymot Ruthiol - Male Human Fighter of Yartar
Relative of Nestra Ruthiol, Wylymot is the commander of the military forces in Yartar and a Lord's Alliance contact. During the day he can likely be found in the high district with the posh, upperclass nobles and lords, or in the militia training grounds. In the evening he is often in the "Velvet Brick," a fighting, entertainment venue in the trade district.
- Feliyana Thorne - Female Eladrin Elf
Feliyana is the owner proprietor of "What the Fucculent," a clothier that offers traditional clothing as well as some pieces made entirely from plants. She is a noble and owns a condominium in "The Porcelain Pearl Inn," though she rarely ever stays there. She discreetly allows Harper spies the use of her room for 50gp per assembly.
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- Gamop Mindall - Male Gnome of Beliard
Gamop has geniously made Beliard into a thriving service village upon which the local settlments are reliant. He is a skilled enchanter who has crowd-sourced his inventions from rich Waterhavians who have settled in Beliard. Outside of everyone's home in Beliard, the kitchen windows sport a sluiceway. Residents flush their meal scraps which are collected by a creature of Gamop's making. Crossed between tree ants & Fire Beetles, this creature is an unusually large ant or a diminutive fire beetle sized ant. They collect the scraps & take them to composters outlying the village. They then proceed to take any available nutrient rich soil to the fields where enchanted shovels & hoes till & work the ground. The handles of these tools produce a sap which the creature is dependent upon. Upon taking this sap, the creature brings it to its queen & returns to the field to lay upon the germinated, growing crop. The glands of this creature put off heat & promotes the growth of: Long Beans, Hot Peppers, Green Beans, Okra, and Zucchini Squash.
Due to the interconnection Beliard has with the rest of the Valley, Gamop can act as a primary - above ground, quest giver.
Gamop is a powerful enchanter that can help the Players with a variety of requests in the realm of arcane study. Money not being of much concern, he usually prefers to do things quid-pro-quo. Should any be so foolish as to attack and (by some stroke of luck) kill Gamop, he has a clone in the storage building belonging to The Halls of Hillmar" in Waterdeep. Post resurrection, he will arrive back in Beliard in no less than 12 days.
Red Larch,
having been the launching point of PoTA, is well established and full of fully fleshed out NPC's for your characters to interact with. This module will often reference a few of those non-player-characters. If in your campaign chronology, any of those individuals are deceased, make adjustments that fight your story and campaign narrative. (If you are running this module as a sequel to that adventure, then some of the PC's may have retired to Red Larch.)
Caldas Dhaghulath - Male Triton of Womford.
Caldas traveled the Dessarin River from very near Waterdeep, as far as it were traversable, all the way to Womford. A human women by the name Reeve Ossenna Dhaghulath bore him three children, all daughters. Unbeknownst to Ossenna, Caldas has a seperate familly in Waterdeep. Another wife and two more daughters, he visits them three days every other ten-day. He is mild mannered and no one in Womford suspects that he assails travelers and sacrifices them to Umberlee. By way of a cenote, he drags victims to a subterranean cavern. There he sacrifices them to Umberlee, feeding them to Dire Sharks he has created, praying that She will grant him a son.
Dire Shark
Huge Beast, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 120 (12d12 + 36)
- Speed swim 50'ft
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 1 (-5) 10 (0) 5 (-3)
- Skills Perception +2
- Senses Blindsight 60'ft, passive perception 12
- Languages -
- Challenge 5 (1,800xp)
Water Breathing - The Dire Shark can breathe only underwater
Actions
Bite. Melee Weapon Attack: +9 to hit, Reach: 5'ft, one target. Hit: Damage 21 (4d8+6) piercing damage
ADVENTURE HOOKS
DIVISIONED DIFFERENTLY
The Uthgardt tribes that once roamed the land, falling upon hapless travelers & pilgrims, are now dwindling. Sects conducting themselves in machiavellian ways have made for some strange new alliances. While Uthgardt of the Elk Tribe have seen their ranks dwindle, the Tree Ghosts tribe of the High Forest has seen the strained alliance of Drow come to fruition in recent months. The Drow claim that the extensive underground labyrinths beneath the Sumber Hills & beyond are no longer safe.
LOCAL HEROES - PG.48
CRIME OF THE CADAVER COMPOSER
Players affiliated with the Zhentarim can learn from Mangobarrel Lorren in Red Larch, or custodians of The Bargewright Inn, that things are a-foul as of late. One of their black market mulls, John Sonoco, experienced a death recently. He was witness to the loss of his niece at the hands of a mind flayer and his intellect devourer thrall.
LOCAL HEROES - PG.65
THE SECRET OF THE 2'X1' PITHEAD
The Deep Gnomes that made up most of the blacksmiths & wheelwrights of Old Bargewright have disappeared. Thus leaving the archers & swordsmen patrolling the two high walled-concentric rings, that make up the settlement's defenses, with weapons in various states of expiration.
LOCAL HEROES - PG.54
BAD BLOOD
A descendant of Tanta Hagara is said to be hiding in the Dessarin Hills. The culprit believed to be behind the sudden decaying of "The High Forrest." The Drow, Aliisza Mizzrym is heading up the investigation. The Hagspawn was last seen in Triboar. Aliisza can be found at Shadowtop Cathedral.
COLD CASE
Grydek Ashbeard, member of the "Order of the Gauntlet", has sent word by courier: rumors are circulating that in addition to his Legendary Greataxe, Torhild Flametongue also wielded Kezefbane. This is the same sword that Cryic removed from Kezef's mouth, used in conjunction with the rings of Samular to power a seige engine of incredible might. (This is a falsehood, intended to beguile the Knights of Samular into disclosing information about the siege engine or Renwick Caradoon)
LOCAL HEROES - PG. 73
THE BURIED TORCH
Not but a few tendays ago, long lanky bandits terrorized the roads where the Kheldell Path and the Long Road converged. It was said to be but a few miles southwest of Red Larch. Now normal trade has resumed and small business are able to make in-roads and trade amongst their neighbors once more..."thank Tymora, that ugliness is behind us."
INCITING INCIDENT - PG.23
THE VISITOR IN THE GRAVE
A cryptic messages prompts the adventuring party into the hallowed ground of a small community. What secrets lie within the bones of this quite little hamlet. The players earn inspiration if they discover the secret therein.
LOCAL HEROES - PG.60
CABAL OF CRIMSON
Around the year 1485 DR, The Year of the Iron Dwarf's Vengeance, Red Wizards of Thay had ventured to the Sword Coast and entrenched themselves there. An elven male by the name Rychell Elhice, a Lords' Alliance contact and member of the Red Wizards, is looking for Renwick Caradoon. Rychell can be found in Yartar in the One Foot in the Boat - local tavern.
SILENT BELLS ARE RINGING
Filthy Ann Mukmind, living relative of the Annis Hag Tanta Hagara, is looking for competent sell swords or adventurers. She is somewhere in "Black Maw Bog." A low born halfling woman of triboar sought Filthy Ann out under dire circumstances. The halfling had awoken to discover she had inadvertently laid upon her young child in their sleep. Thereby killing him. Ann Mukmind was able to resurrect the lad, allegedly, with the twisted heart of a Blight, born of the evil festering in the High Forest.
APOSTLE TO THE DYING
Turlang languishes in the High Forrest. Although many suspect the Drow, his condition began to worsen prior to their breaching the surface. Chione Trilloris is aware of a horticultural practice that Turlang underwent as a sapling in the FeyWild. He may yet live.
SONS OF TORIL THAT WAS
The resounding augury is clear...to those who will listen. The Underdark is in upheaval. Tragedy draws closer with each passing day. Spear head a mission to dam up the rivers of intent of those antagonists to free thinking humanoids. The character(s) earn inspiration if they make the enemy of their enemy, their friend.
CROWN OF PANDEMONIUM
You arrived at the scene of the start of your adventure with a caravan leader and troupe. The small assembly included the Guide, a merchant, and several pilgrims among whom you are numbered. The merchant has a strange device. Mysterious and obviously quite advanced, he has no use for it if he cannot determine how to operate it. Not to mention the blasted thing has a needle within the instrument that pricks the user. Better to sell it to the first gullible fool. (enter adventurer) LOCAL HEROES - PG.86
GNOME MAN'S LAND
Months ago, the character apprenticed for Gamop Mindall. Gamop's nephew Briner Mindall had fallen ill after an encounter that he cannot provide a recital for. Gamop was experimenting with Luminous Blue Dust that he'd acquired, said to have come from mages that didn't recover from the Halruaan Consumption, to try and allay Briner's condition. Perhaps its time to pay him a visit. The character earns inspiration if he discovers Briner's "condition."
LOCAL HEROES - PG.104
There is no reason player characters wouldn't seek powerful individuals to adjudicate on their behalf. The following are adventure hooks tailored to the specific species affected by the turmoils of the valley.
Motivations
FIGHT, GNOME MATTER WHAT
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DEEP GNOME HOOK|:: Thousands perished in the siege of Blingdenstone and thousands more were enslaved by the vengeful drow that assalted the deep gnome settlement. Those that escaped made their way to Mithral Hall and Silverymoon where they were welcomed, eventually settling throughout the neighboring area. You are a descendant of those survivors. Your family now makes up some of the Breach Gnomes that represent svirfneblin interest in "Ol' Bargewright," and they've gone missing.
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FOREST GNOME HOOK|:: Goblins are often widely declaimed throughout the Forgotten Realms as smelly, sneaky and greedy beings. The blighted forest however, had brought out the very best in even these lowliest of races. It was initially the Drow that hired them for their assistance, each learning from one another their tricks to woodcraft and archery. Combined with their penchant for clever tricks and traps, Goblin Wardens became an integral part of clearing the great forest of the Blight, alongside their Elven allies-often helping set up highly affective slash and burns. One such burn devastated your home within the forest. Thus you have decided to find more competent and capable allies to deal with this threat.
REDISTRIBUTION OF WELF
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SUBTERRANEAN DROW|:: Through ancient stone corridors, wet and slick with moss, Drow life proceeds. Many have heard legends of the night-skinned elves and of their cruel and hungry goddess, Lolth the Spider Queen. Thrusting this doctrine away and risking her ire had emboldened the flat eared, coward Drow to leave for the surface. To worship her is to blot out doubt and hesitation. Although all Drow nuzzle death, each individual needless to say prefers to embrace the death of others over their own. The inclination to avoid becoming Lolth's next meal drives all interactions in a dark elven community. But after months of striving vainly in the underdark, She is running out of candidates to sacrifice. You decide to look outside of your-selfs for assistance.
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SURFACE DROW|:: Drow held Driders in low esteem. But after leaving your matriarchal society for this Gerontocracy, it has pained you to see an overwhelming number of your past fellows have underwent this bestial change by the Spider Queen and come to the surface on blood hunts. You have killed old friends. You know many noble houses have fallen, proven by Loth's meat coming to be slain by your hand in this predator and prey dance. Your Underdark home is still in great duress. The time to act is now.
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WOOD ELF|:: Long have you lived in the Westwood Forest. In the years since Chione Trilloris was bound, lived in, and freed from the Westwood, the unicorn placed there by her Archfey mother has made this sun-dappled forest a heaven on earth. But then came a terrible omen. The unicorn roamed its domain constantly. Every denizen therein felt it as the proud being raced to meet the forest's intruders. What followed was a silence that one could feel. No one had seen the unicorn for days. Curiosity had gotten the better of you, and what you saw from your treetop canopy, you could not be prepared for. Corrupted with coal black fur and burning red eyes, the now blackened unicorn caught glimpse of you and spoke with a voice that carried:
And to seal her prayer far seeing Vlaakith sent down a sign, launching two red dragons flying high. All were dumbstruck as they vanished from sight descending bellow to Tyar-Besil proper. For Him that died refused to go, and blood shall be spilled to the very last drop, should the giant reborn once again become whole.
You can build a campaign around the idea that the player characters belong to a people group rather than, or in addition to, having them fight against a villainous or rival organization. The players might want their characters to align themselves with a group that is entrenched in your campaign. You can dispense the character's lives between undertakings given by an adventurer organization, if your group enjoys this aspect of play. It allows you to surround the party with a cast of NPCs who can drive plots and subplots by: providing information, requiring rescue, or introducing romantic entanglements. If your group enjoys a DM-directed style of play, the characters superior or a contact within the organization assigns the characters the next quest to undertake on the organization's behalf. Don't make membership in an organization feel like a job.
GITH IT RIGHT
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GITHYANKI|:: Shifting a relationship can be a defining moment in a campaign or backstory. This can happen over time or suddenly. The Lich Queen and current arm of her military caste begin to push an evil plot, and the characters must decide whether to try to restore the group's original leadership from within the organization or leave the organization and fight it from the outside. The moment you learned that Vlaakith implanted one of her own subordinates and assigned them to your creche as varsh (caretaker), it became abundantly clear why so many of them became duthka'gith. They were a hybrid of Vlaakith's own making. Preformed by infusing Githyanki eggs with red dragon blood. Narrowly escaping this fate, years later you have decided that it is time for a change in rule.
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GITHZERAI|:: Zetch'r'r has received a message. A prominent member of the Sha'sal Khou, he quickly spread word of this warning throughout the organization
I hope this message finds you in good health. I, Savras, issue you this dire warning. Patience wanes and guidance misdirects. A warrior within these ranks, raw material of the best substance but lacking refinement and polish. A warrior with the stink of destiny about him. Seeing the mud around the lotus is pessimism. Seeing the lotus within the mud, well that is optimism. Find him. For Vlaakith will soon wage war with an old rival, and the whole of many species lie in the balance.
The Character is given a test of your own making that designates him as the individual that will swing the encounter against Vlaakith and her forward soldiers in favor of the optimistic soldiers championing the side of good and life within the valley.
DO YOU THINK THEY SAURUS
SAURIAN|: Though you might have only recently left your colony, your colony has not left you; you carry with you the values and ideals of your people. You will fabricate any story about your heritage; it may be as outlandish as being the result of a mad wizard's casting words of power upon a lizard folk, or yourself being an off-shot of a dragonborn that spat you into being. Anything to not betray the existence of your people. Beyond that, you are no stranger to the value of cooperation and group effort. It is your straight forward manner that lead to (Insert settlement name here) accepting you with open arms and eyes wide shut. Nevermind that your an uncommon site. You've been a boon to the place since you arrived. It would be selfish of us to keep you to ourselves. "Weren't those traveling sellswords just saying they needed capable hands?"
CANARY IN THE MITHRAL MINE
DUERGAR|:: Whoever spills Duergar blood, by Duergar will his blood be shed. Once a race of bondservants to the mind flayer for generations, Duergar have long since been a proud and free race. Having stolen the invisible art from the Illithids, the Duergar have a complicated relationship with most other races and are mistrusting of others. Your people have been trading with and building for a race unbeknownst to many in the Forgotten Realms; you will not let the Saurian be subjugated like clan Duergar had been all those years ago, if only to slight the Illithid.
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Saurial
The Saurins had lived peacefully, undisturbed and undiscovered for centuries. They enjoyed it that way. Life was simple and they traded often with clan Duergar. The Mythal hung suspended aloft in the interspace between their colony and the subsurface level above in a prism of diamond, from which the ceiling was also formed. The aperture in which it was set cast daylight dancing across the cupola, their domed ceiling giving life to their region. In addition to light, water cascaded down and feed many of the underground springs in the Dessarin Valley.
BRANCHING VILLAINS
With the conclusion of this module, the Elderbrain and Illithids will undergo a transformation after the unfolding of certain events, at the end of the quest "Sons of Toril". The quest is given three variations. While the players have agency, these outcomes are ultimately decided by them. You can use this section as a reference so that the final quest does not become needlessly complicated. The other elements that could have been triggered remain as independent moving parts and individual threats. For example, if a player does not become "the bacteriophage," the Githyanki still ally themselves with the Myconids to accomplish this purpose, resulting in the first quest of the tier 2 product.
Mycelium Metamorphosis
Due to their own period of enslavement by the mindflayers, the Githyanki have a great disdain for the Illithid. When Raiyanko discovered that they had bedded down below Tyar-Besil the news spread like wildfire amongst the astral pirates.
Rigid, militaristic, and extremely persistent in the face of danger, the Gith began plans to destroy their settlement in accordance with the Gith's culture of combat; raiding Illithid strongholds is considered a rite of passage. The castes of Githyanki society fullfilled the different needs of the whole. In this instance, the Githyanki needed the mlar and the g'lathk to execute this operation.
- The Mlar are in charge of crafts and specialized tasks. Their role in engaging with the enemy (and PCs) is to make an Aegis of Self sovereignty. This artifact has an effect equal and opposite to that of their silver swords. Silver swords damaged the opponents' minds as well as their bodies. The ephod, when worn, shields an intelligent creature from detection by psionic means as well as defend against intrusions of the mind.
- The G'lathk are in charge of food production and labor. No easy task in the Astral Plane but it makes them uniquely suited for the mission at hand. To induce food growth in the Astral Plane, where nothing grows, some channeled their psionic abilities to grow a type of fungus that requires no sunlight. Thus was born the Seppuku Servant, A suicidal servant of Psilofyr.
The cunning Githyanki have recruited the fungus folk to their cause. The Myconid are a race of ambulant fungal creatures. They are known for their peacefulness and appreciation of discretion, making their homes in the darker corners of the world. With a complete aversion to violence, they deemed the G'lathk plan to be the most amiable solution. The Illithid settlement would most certainly disquiet life for all races in the valley; they were morally obligated to help dislodge this threat.
To embark on this campaign trajectory, a few adventure hooks and side quest lead ins have been provided. There is no rigidity to this taking place however. The characters could be informed of this opportunity from the Myconids or the Gith may be compelled to conscript them to this cause on the threat of violence upon their loved ones.
Grot Brain
Given that the brain is a part of the body, and that water comprises a significant part of the body, it should come as no surprise that the brain is made up of about seventy-five percent water. In terms of solid material, strictly speaking, the most numerous cells in the brain are glial cells. From the Netherese word glia, meaning glue. These cells serve a supportive role in the brain, both structurally and functionally. They also fulfill a number of varied purposes that psionicists are still endeavouring to understand.
Aside from water and glial cells, our brain primarily consists of nerve cells called neurons... commonly called brain cells. In many ways, neurons are the most specialized cells and tissue of all biological systems. They process information and pass it on to other neurons, thus initiating specific actions in other parts of the brain and body. Most significantly neurons are the only cells in the body that communicate directly with one another; They send messages back and forth in the form of electrical chemical signals or impulses.
Gamop and Briner Mindall are devastated at Briner's condition. They plan to lope the head off of the snake with the help of the PCs. Briner has been to Dess'aiyndoll and will supply the players with/::
- information on the enemies intelligence
- avenues for successful sabotage
- situations and areas relevant to operations.
Gamop intends to weaponize the blue dust. By his hand it is the most highly effective tool for the protection of the forces opposing this particular enemy. The dust is to be sprinkled into the brine pool, at which point all of it should thicken around the Elder Brain...but this is just a theory. While it is coated in the resulting paste, Lobediggol wont be able to reach forward telepathically. He will be unable to communicate or read another's thoughts, determine lies innately, know your alignment, and for the intents and purposes of gameplay the Elderbrain will be as though under the effects of the Feeblemind spell for ten minutes.
Although the Demonomicon states that Juiblex is the likely progenitor of oozes, there is another who has taken his portfolio in Realmspace.
GHAUNADAUR
In order for the adventurers to successfully complete this quest, they will need strong allies. If the players have not made any inroads with the Githyanki, the Knights of Samular or the other factions may be able to come together to form a peacetime garrison in which their main objective is to draw as many troops and thralls away from the Elder Brain as possible as a diversion.
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Immutable Cogitation
-Bren Grovon, Male Human
Red wizards, through subtle manipulations, convinced the team of artificers to conduct their research at Noanar's Hold. Both parties benefited from the areas isolation and haunting rumors; the servitor's of Orcus and the researchers cohabitated amicably until the remains were moved in 1488DR.
The Huntsmen provided the team with near dead and cadavers upon which to conduct their research. Dissection of brains revealed that, without life, the brain is just another piece of matter. The research focused primarily on the neurons. Very tiny, 30,000-50,000 would fit on the tip of a quill. The connection of neurons with one another establishes a myriad of patterns.
Firing in unique sequences make up the neural networks. An action potential is an electrically charged nerve impulse that travels down the axon and is generated by the movement of positive ions in and out of the cell via tunnels or channels in the axon membrane. The action potential is an all-or-none response. The artificers sought to apply what they had learned to constructs, in an attempt to gift them with intelligence.
Bren Grovon can be found in Yartar in Halassa's Waterwell & Fine Wines drinking himself into a stupor. He was a colleague to some of the learned individuals that had been studying Yshiggol remains. There research and notes lead them to remarkable discoveries...and horrors. The team employed a type of tremor sense that, after subjugating the remains to multiple castings of lightning, measured tiny fluctuations in the Brain. Neurons were pulsing with currents. Unbeknownst to them, Lobediggol was reaching out to the Illithid for help.
Bren will send the players headlong into the mouth of the enemy with an oddity; a strang wooden box that fits in one's palm. It has no apparent opening. It is revealed to the players that one of the warriors dispatched with them from the Defender's Crest knows of a potential ally that can help them infiltrate the colony.
To Orcus, so unstinting and so principled, I offer my praise and admiration. Son of the darkness and the night, O Orcus, you afford a longer span; an endless journey is yours to vouchsafe. Terrible Orcus, well-wreathed with supplication, black-winged god, fleet-footed one, bearer of the sharp-edged sword with which you cut the shackles of sleep eternal. Some call you merciless, hard of heart, O god who takes from us those we most love, and yet, dear Orcus, yours is a mercy great and freeing, a boundless comfort, a final peace. O god who gives us unencumbered un-life, I praise you.
TIER 1
LOCAL
HEROES
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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. These first four levels will acquaint the adventurers with the customs of the non player characters in the story as well as world events.
As their list of exploits lengthens behind them, things at the fore begin to look extremely dire. Adventures undertaken during this preparative phase should push the adventurers underground, as far as revealing the mindflayer colony.
Wisdom brings grief, and this news should penetrate the cast of players. It should be a low point in the story that rings of comfortless solidarity against a foe that must be meet at the peril of one's own life.
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
"I don't know who I am," the half-drow said. "Nothing makes any sense any more. I thought I understood my place, but it all vanished today. I lost one father I hardly knew, a mother I grew up despising, and a father who was as different from me as two people could possibly be, and yet I loved him most of all. Now I find myself grieving for all three of them.
Eirwyn smiled. "That's not so unusual," she said. "You came to see them as the people they were, rather than just the creatures they were."
"I suppose. But now I don't just see myself as the person I am, but also the creature."
"Be careful," Eirwyn cautioned. "Don't get sucked into the notion that your heritage is what makes you who you are."
Dialogue between Kael and Eirwyn - Source - Crystal Mountain, WotC, 01/01/2009
She tried for many years to hold onto the dream of a shared life with other intelligent surface species. Her internal dream could not withstand the external realities into which she were born; in-spite of all the good done by some surface Drow, it did little to rebuff the atrocities done by her people as a whole.
Her hope dashed, that dream deferred began to rot in her bones. An unwillingness to let go of that desired outcome made her hateful and bitter. She eventually turned a scrutinous eye on herself; what began as a self loathing, for not innately having enough power to effect change around her, sowed seeds of indignation toward her very lineage.
School of the Shadow Weave
Sshamath
Aliisza traveled to West Faerun, to Sshamath in the Far Hills, to take hold of new power. And thus, she was swept away in the doctrine of Shar.
In the darkest corridors of her mind, Shar has meet with Aliisza on the Ethereal plane in her dreams. Aliisza has seen visions of the unrest of the Drow people of Northwest Faerun, as well as the Elder Evil's swelling power. Ghaunadaur and Shar have a common goal and temporary alliance. Before departing for the High Forrest in the Dessarin Valley, Aliiza visited the Elder Orb of Ooze beneath the Spires of Mir. There she collected some vestiges of dark magic to help fulfill her dark goddess's plans.
Scourged Lineage
Now anchored firmly within Shadowtop Cathedral, she has a fixed object for her ire and years of broiling hatred and self loathing: Filthy Ann Mukmind.
Kaanyr Vhok - leader of the Scourged Legion, commander of Hellgate Keep, and once her grandmother's lover. Aliisza shifts all blame for her derisive existence on Filthy Ann. For had Kaanyr Vhok and Tanta Hagara not made an alliance, surely the fruit of her grandmother's womb would have been endowed with infernal boons from the demonic commander.
In a delicious twist of irony, Allisza would succeed where Tantra had failed. She would prove by blood, conquest, and victory, that Kaanyr's real folly was in breaking his dalliance with his consort. She has a perverted, storgic love interest in Kaanyr who has been deceased since 1385DR.
Filthy Ann Mukmind
Diction ...the choice and use of words and phrases to tell a story.
One can cherry pick the words they use to tell a story, but can not control how one will interpret.
Filthy Ann has tried to make a life for herself in a world where the love of many is run cold. Many peoples mouths' are an open grave that speak no life into a hag-born peasant women. When all anyone ever sees is a repugnant, villainous monster...it is hard to become anything else.
Deal Broker
Ann put the fun in fun - ding. Delighted to strike a deal, in the self-serving spirit of instilling a sense of indebtedness onto others. The haggard, hagborn woman plucking at people's insecurities and inserting herself in their affairs. She would do that which was within her power. Masochistic of her, for Ann repeatedly sought out occasions that would culminate in the praise and admiration of others, because she had become addicted to the patterns of despondency ...when others did not lavish that gratitude onto her.
UFS
Ann has forged a strong friendship with Chione Trilloris. She has thereby developed an impregnable case of "ugly friend syndrome." Taking up residence in "Black Maw Bog," she only ever leaves to visit Chione in Triboar. The pair visit the Inebriate Nippler and The Talking Troll for a fun filled night of sipping, singing, and sharing of stories. The night usually concludes with Ann, under the guise of an objectively beautiful Stoutfolk (dwarvin) woman, trying to accompany a man home.
Adventure Hooks
The background information should be useful in roleplay scenarios in: "Bad Blood," "Silent Bells are Ringing," and "Apostle to the Dying."
Encounter Tables
As the players embark on these quest, it may be days before they reach their destination. The treks in this book are not all reliant upon each other, but they all try to lend themselves to the through-line and over arcing storyline of the campaign.
These stories are can inspire and encourage acts of discovery for the benefit of the communities the players visit. Predictability and certainty help us feel secure. But every now and then, we wonder what if we just chucked it all and went looking for adventure? That is not a possibility for the denizens of the valley, because so many threats roam the open roads - the cause for the adventurers setting out to begin with!
While traveling, you the DM may make use of random encounters, or ignore them entirely. The uncultivated regions of the Dessarin Valley are fraught with dangers that may prey upon travelers.
Regularity - Check for random encounters during, extended periods of travel, in: the morning, the afternoon, and at night.
Distance - Place an encounter on the horizon of the field or within reach of the players. Whatsoever is appropriate for the landscape the players find themselves in or the terrain as you currently envision it. Some encounters can foreshadow their emergence, thus allowing the characters to avoid them. Others may be inescapable.
SPL - This adventure presents quests in a fashion that is in no way set or linear; the players may spark these adventure hooks at any given time at a range of experience levels as they approach objectives and explore the world freely. It is with that in mind that encounters of a specific difficulty are recommended for players of a suggested player level. Roll on the given tables 1d4 + 1d6 or a 1d10 to determine what the adventurers encounter.
SPL 2 | Roll ~~Encounter~ | Source |
---|---|---|
1 | (1d4+1) Axe beaks* | pg. 317 MM |
2 | (1d6+1) Axe beaks | pg. 317 MM |
3 | (1) Dretch & (2) Boar | pg. 57 and 319 MM |
4 | (2) Gnolls, (1) Gnoll Hunter, & (1) Gnoll Witherling | pg. 163 MM, pg. 154 VGtM, pg. 155 VGtM |
5 | (3) Bugbears | pg. 33 MM |
6 | (2) Githzerai Monks* | pg. 161 MM |
7 | (1) Slithering Tracker* | pg. 193 VGtM |
8 | (1) Thayan Apprentice* | Tales from the Yawning Portal pg. 245 |
9 | Two Red Wizards of Thay: (1) Illusionist & (1) Apprentice Wizard | pg. 214 VGtM, pg. 209 VGtM |
10 | (1) Tabaxi Minstril, (1) Orog on (1) Auroch mount, and (1) Orc* | Tomb of Annihilation pg. 233, pg. 247 MM, pg. 207 VGtM, pg. 246 MM |
Encounter table results that end with an asterisk require a brief description in order to explain their relevance to the story.
-
Line item #1 & 2 - The Axe Beaks are trained mounts. The players encounter them with the saddles and equipment of their previous owners. Some of these creatures have the blood of their riders matted in the feathers atop their guard hair. Depending on the distance from which this interaction takes place, if the players don't raise any alarm, they may present themselves as non-threatening. This will give players the opportunity to loot the axe beak saddlebags. Give the players any equipment you wish them to have that is appropriate for that storage container.
-
Line item #6 - The Githzerai are not hostile and will greet the players, if the players are not hostile. The Githzerai may offer them aide as well as provide lore about the Githyanki and the current involvement of the Gith in the valley.
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Line item #7 - This encounter should take place at night, with the Slithering Tracker attempting to kill one of the sleeping players. The soul had lost kin to an abduction by the Illithid. He/she visited Filthy Ann Mukmind, supposing she might help. When she refused ... he/she found another.
-
Line item #8 - Reflavor the Doomvault Devotion feature.
- Black Unicorn Blessing - Whilst within 50 miles of the Westwood Forrest, the apprentice has advantage on saving throws against being charmed or frightened.
- Line item #10 - The Tabaxi is a victim of cruelty by his captors: He is manacled at the feet and shaved to the neck, dressed in rags, and forced to play for his captors as they travel along. The Orog and Orc are under the benefits of his inspiration during the encounter.
Encounter Tables (CONT)
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SPL 3
Roll | Encounter | Source |
---|---|---|
1 | (2) Githyanki Warrior | pg. 160 MM |
2 | (2) Griffons | pg. 174 MM |
3 | (1d4 + 1) Bandits | pg. 343 MM |
4 | (1d4 + 1) Berbalang | pg. 120 MToF |
5 | (2) Bronze Scouts* | pg. 125 MToF |
6 | (2) Githzerai Monks* | pg. 161 MM |
7 | (1) Adult Oblex* | pg. 218 MToF |
8 | (1) Thayan Apprentice* | Tales from the Yawning Portal pg. 245 |
9 | (1) Swarm of Cranium Rats* | pg. 133 VGtM |
10 | (1) Giant Cranium Rat & (3) Cranium Rats | pg. 133 VGtM |
- Line item #5 - The Bronze Scouts were created by Gamop Mindall and will be perfect near, or around, Beliard.
- Line item #6 - The Githzerai are members of The Defender's Crest. They have heard of the players exploits. They are not hostile to the players and encourage them to Visit the Crest at Scarlet Moon Hall.
- Line item #7 - the Adult Oblex has, by this point in the module, eaten the memories and assumed the identity of the merchant traveling along Jundar's Pass. The creature is hiding within the caravan, preying upon its would be customers.
- A Faction leader should reach out to the players, insisting this anonymous patron has been spotted, and should be informed of the information he endorsed the factions for. [THIS HELPS ESTABLISH PLOT CONSISTENCY] (See points 2,6, and 7 on the adventure outline)
- Line item #8 - See previous entry on prior table.
- Line item #9
- Variant Ruling - When the Swarm falls below 11HP, roll 2d4 + 1, the roll represents the swarm dividing into individual cranium rats.
Giant Cranium Rat
Small Beast, Neutral
- Armor Class 14
- Hit Points 19 (6d8)
- Speed 30'ft
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 14 (+2) 5 (-3) 11 (+0) 8 (-1)
- Damage Resistances Psychic
- Senses Darkvision 60'ft, Passive Perception 10
- Languages -
- Challenge 1/2 (100xp)
Skills
Pack Tactics - The Giant Cranium Rat has advantage on an attack rolls against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Smell - The rat has advantage on Wisdom (Perception) checks that rely on smell.
Illumination - As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
Telepathic Shroud - The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells.
Actions
Bite - Melee Weapon Attack: +4 to hit, reach5 ft.,one target. Hit: 4 (1d4 + 2) piercing damage.
Encounter Tables (Cont)
SPL 4
Roll | Encounter | Source |
---|---|---|
1 | (2) Githyanki Warrior | pg. 160 MM |
2 | (2) Githyanki Warriors and (1) Red Guard Drake | pg. 174 MM & pg. 158 VGtM |
3 | (1d4 + 1) Orcs & (1) Orc of Yurtrus* | pg. 246 MM, & pg. 184 VGtM |
4 | (1) Warlock of Ghaundaur, (3) Drow, & (1) Drow Elite Warrior* | pg. 220 VGtM, pg. 128 MM |
5 | (1) Warlock of Ghaundaur, (1) Allip* | pg. 220 VGtM, pg. 116 MToF |
6 | (1) Master Thief* | pg. 216 VGtM |
7 | (1) Stone Defender & (1) Iron Cobra* | pg. 125 MToF |
8 | (1) Thayan Enchanter* | pg. 213 VGtM |
9 | (1) Swarm of Cranium Rats* | pg. 133 VGtM |
10 | (1d4 + 1) Giant Cranium Rat | pg. 133 VGtM |
- Line item #3 - Should this encounter take place at a distance, then the Orc of Yurtrus along with half of the orcs will advance on the players position. The other half will remain at a distance of 120' ft until the nurtured of Yurtrus has been slain.
- Line item #4 - The warlock, kneeling with a blade in his gut, looks to the tree line. The players can roll for Perception, with advantage. This is a contested roll against the Drow Elite's stealth. The DC is 17
- "That Which Lurks will pillage the uncanny and fantastic which uses that wood as a barrier between herself and the world." is all that the warlock says before he succumbs to his injuries. If healed, divulges nothing more to the players, but isn't hostile unless provoked. Any sustained or prolonged questioning will result in the warlock biting off his/her own tongue.
- Line item #5 - the warlock is found dead and the Drow assailants have long fled. A search of the deceased will turn up a Necklace of Adaptation pg. 182 DMG and a scroll of near incoherent scribbles. It requires 48 hours over a period of 6 days or fewer to decipher the contents. The necklace is cursed with the presence of the Allip. The player must succeed on a wisdom saving throw, DC 10, or be compelled to read.
- Line item #6 - The individual appears very capable. He offers the players a hearty "Well Met!" He appears grateful for the company. If the players are forth coming then he will offer to build them a campfire for the night and allow the players to hitch their mounts (provided they have mounts) next to his stead. On this occasion, if their is at least one neutral player in the party, he discloses that he has been pickpocketing this route; many in the valley travel long distances and bring riches with them with the intent to sell, so as to pay for provisions along the way. He invites them into this enterprise. If the players are guarded upon meeting them, he will attempt to rob them whilst they sleep.
- Line item #7 - The Clockworks were created by Gamop Mindall and will be perfect near, or around, Beliard.
- Line item #9
- Variant Ruling - When the Swarm falls below 11HP, roll 2d4 + 1, the roll represents the swarm dividing into individual cranium rats.
Whilst in the company of the master thief, if the players agree to distract travelers with conversation, they may roll a d4 (table"x") each day to allow the thief to pickpocket the results of the appropriate table; roll once to designate which table and once more for the result of said table. They may do this a number of times equal to the remainder of days to be traveled.
Table 1
d4 | Loot |
---|---|
1 | Roll once on the trinket table pg. 160 PHB |
2 | Lapis lazuli gemstone |
3 | Black velvet mask stitched with silver thread |
4 | 5d6 CP & 4d6 SP |
Table 2
d4 | Loot |
---|---|
1 | Roll twice on the trinket table pg. 160 PHB |
2 | Zircon gemstone |
3 | Silk robe with gold embroidery |
4 | 3d6 GP & 1d6 PP |
Table3 d4 | Loot |
---|---|
1 | Roll three times on the trinket table pg. 160 PHB |
2 | Garnet gemstone |
3 | Gold dragon comb with red garnets as eyes |
4 | 6d6 x 10 SP |
Table 4
d4 | Loot |
---|---|
1 | Roll four times on the trinket table pg. 160 PHB |
2 | Black pearl gemstone |
3 | Platinum bracelet set with a sapphire |
4 | 2d6 x 100 GP |
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D
IVISIONED DIFFERENTLY
The Uthgardt tribes have been hit hard by the Illithid and the Githyanki having settled in the region. Their relationship with the co-inhabitants of the valley has become one of butcher and cattle. Guess which side they're on!
Tribe Elk has been ransacking travelers eight miles west of Yartar as the River Surbrin becomes the Horn Stream. Outlying residents of Triboar and Yartar alike often wash their linens & other garments in the stream.
BACKDROP
The Aarakocra once resided in Sumber Hills, nestled in the mountains within the Sighing Valley. When the astral warriors arrived, they set about to establish a clandestine operation unlike anything seen before. They have constructed a red dragon hatchery, as well as a turnery where they are feeding bags of devouring, the later of which is perched in the mountains the Aarakocra once called home.
Vlaakith's wicked plan extends beyond the confines of the Sword Coast. Through the wondrous bags, is an extradimensional creature; they are feeding an enormous Gibbering Mouther, adrift in space, with the intention of hurling it to the surface of the material plane. With their powerful red dragon steeds as accomplices, the Githyanki seek to unleash chaos and destruction upon the unsuspecting lands. Their first victims were those of the Uthgardt tribes
SETUP
SPL is from 1-2 - The Uthgardt have recently been the victims of an attack by the Githyanki. The players will soon come upon one of these grizzly scenes. Rosla Lightspark is the female halfling shop attendant for the "S3" in Triboar, and Ozi Firelust is the male genasi tailor of Firelust's Fabric and Tailoring in Yartar. Either are the quest givers for this trek. Whosoever you choose to disseminate this information will inform the character of the following (read the following to the players:)
After a few moments in the establishment you begin to feel the eyes of one of the store attendants heavily upon you.
"Excuse me," he or she remarks in a hushed tone. "I was appraising your equipment and...well you see, im inclined to ask of you...dont be alarmed but I believe a visual aide will better communicate my ernst."
With that brief interaction the characters are ushered into the back of the shop where they discover an ailing Elk tribesman. The quest giver speaks to the heavily wounded tribesman,
Furthermore he instructs them to brandish the mark of his tribe. After which time they are left alone with the tribesman.
The barbarian's name is Gregak. He is of human and orcish decent. He will bear witness against himself that his tribe was pillaging settlers at the stream when they themselves were entirely decimated. He too would have been slain in battle had his Goliath chieftain not succumbed to his wounds and died. He, dieing, fell atop Gregak. "I dont know how much longer I could have lain there without suffocating. As it were, I suppose my breathing must have been very shallow because of my injuries. (QUEST GIVER) found me. And so i was robbed of my death in combat. "
Gregak will request the party members accompany him to the site of the casualty, now three days passed. If the players agree then you may narrate the departure from the settlement and then read the following to the players:
Cultivated land and the protection of far away archers fade away as you push further away from the populace to your back. Outside, hills and wilderness stretch on for miles. After some gore filled tales of how the Uthgardt took possession of this land from their enemies, you at last come upon the grizzly scene.
The wrecked bodies of those who have lived all their lives by the sword lay before you. A ruin unlike any battlefield you remember seeing in all your days. The ground is stained with blood. Vultures have taken roost as they eat the entrails of the warriors who have had them decorated and wreathed about them, their open sword wounds having spilled them out. One sad soul must have clung to life some time. For the river tells the story of how his blood has yet to coagulate and it seems the fountain off his life does, all be it slowly now, still turn the stream a ruby red.
There are thirty fallen tribesman in this scene. The bodies have all been looted. Gregak tears his clothing and puts dust on his head as he goes from person to person throwing himself over the bodies weeping. This goes on until he sees some impatience on the part of the players, upon which time he makes his supplication. "This tragedy will serve to galvanize the tribes. If the thing is made known to them that is. The Griffon tribe keeps to the Sword Mts. Will you help me take my fallen up the way to my brethren?"
Evermoor Way
If the players agree then arrangements must be made for the transportation of the bodies. If the players visit a settlement to try and secure a beast of burden and wagon, and Gregak isnt concealing his connection to his tribe by coverings or cloak, then the players have disadvantage on persuasion checks to try and move settlers to be sympathetic to this cause, but advantage on intimidation to make a firm suggestion that they not arouse this crouching lion as he is a whirlwind of agony and pain looking for a willing victim.
When transportation is finally secured, you return to the battlefield. Only ten of the bodies are intact enough to transport. Gregak dismounts and begins cutting off the right hand and great toes of all the fallen. "This should serve as proof of what has happened here." Its just then that the players begin to see the swirling of great feathered shadows overhead as a Giant Vulture bears down on the party for disturbing the buffet.
A Hard Road
Battle ensues and the adventurers realize that three other vultures trail the larger.
- On initiative count "20" five Hyenas enter the fray as well, hoping to fall upon the battle wearied party. Roll for them or assign randomly.
- If the Hyenas can successfully attack a cadaver, it will try to escape with it. While carrying it's prize, each space counts as difficult terrain for the Hyena.
- If the Giant Vulture falls below 8HP, and can still escape, it will attempt to do so. If the smaller vultures succumb to their wounds and die, the giant vulture will depart.
- For Gregak the stat block for an "Orc Fang of Shargaas" may be used, Volo's guide to monsters pg.185, excluding the "Shargaa's Sight" feature. Gregak's health is significantly lower due to his injuries. He enters the fray with 18/52 HP.
If Gregak should die in battle, a quick search of his person will reveal a map of the area with Griffon tribe's camp on Sword Mts. marked. In either case, if the players chose to take this quest, they will take Triboar Trail to the West. If Gregak serves as guide then no skill check need be performed for the 36 mile trek up the cliff side. If the adventure's have no guide then those who aren't proficient in survival must make a DC 10 constitution check every hour. Each failed save amounts to a level of exhaustion. Where the mountain begins to start it's ascent, there is a visible crag that may promise a respite from travel.
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On the craggy cliffside, the mouth of a cave opens up at the bottom of this ravine to swallow part of the earthen road. Inside the cavern the walls cry out to you with the echos of chittering deep within.
The entrance of the cavern is 10'ft long and wide, but opens into a much larger space, 60'ft x 75'ft at its largest points in this reception area. Walking the length of the room, there is a maar at this room's north-most end. It is 80'ft straight down and this crater is 35'ft across, but more cavern is visible on the other side. To the right there is a small passage, traversable only to a tiny or small creature. It could accommodate a medium creature crawling along their belly, their movement being halved. To the left there is a passage that snakes and bends 'round a corner.
The passage to the left features a falling net DMG PG 122. Unlike that falling net however, this net contains stones. The ceiling is forty feet and, without a light source the DC Perception check to notice the net is 16. If the characters have a light source and are conscious enough to look up, with a passive perception of 12, the net is discovered. The net's trip wire is 3 inches off the ground. The DC to spot the wire is 10. If the players have already spotted the net, the DM can allow the players to make this role at advantage at the DM's discretion. If the trap is triggered the players must make a DC 16 Dexterity Saving throw. The players take 2d10 bludgeoning damage on a failed save and are knocked prone. A DC 10 strength check can remove the rubble from atop them. On a successful save, the players take half damage and arent pinned by the rocks in a prone position.
The trap is set in place by the Kobolds living in the cavern. There are two Winged Kobolds hiding among the stalactites. DMG pg.235 gives advice to dice rolling rules. If you prefer a legitimate rolled outcome, then roll a slight of hand for the winged Kobold as one attempts to violently toss a rock at one of the players. You can rule an auto hit if the attacker isn't seen or perhaps you prefer to roll for that as well. On a hit the player takes 3 (1d4) bludgeoning damage. The rock has a note tied to it that reads,
Stay away from left corridor.
The Kobolds have planned and are trying to execute a cause for the adventurers to kill a beast they have captured, but they will be just as happy to see the creature kill them so that they can divide the spoils of the entire party. They are taking actions or inactions that are favorable to them. They will toss the rock as the players begin to investigate their surroundings a moment, or as soon as they turn to either the right or the left.
If the players attempt to engage combat then the winged kobolds will retreat across the open expanse toward the other side of the cavern.
If party members can fit in the crawl space then they move, half speed, down the 50'ft shaft. Once 10'ft into the shaft the adventurer will begin to notice the face of the walls are punctured with pores throughout; tiny holes from which a slight draft can be felt, kissing the face and back of the neck as the player character passes by. A survival Check, DC 12, will reveal these to be the burrows of a Ringneck Posionous Snake. MM pg.334 Four snakes will appear as the PCs travel another 10'ft into, or retreating out of, the shaft. If the adventurers progress ahead then you can assign the snakes randomly or you can roll for each with a d3 or a d4 ignoring results of "4." 1 places a snake behind the player(s). 2 shares a space with the players. 3 has the snake appear ahead of the player, hindering the exit.
If the PCs are successfully bitten 3x they gain the "poisoned" condition PHB PG. 290-292. If the PCs are being flanked the snakes may attack with advantage.
If the players kill the snakes, a DC 14 Survival check will allow them to flay the snakes. The skins can be sold for 5sp or be used as crafting material.
Players taking the left corridor will reconvene with the party traveling to the right in the space of two or three minutes, if the right side party beds down to rest and wait (or heads directly for the light dancing along the wall), as it is a side trek around the maar, and a large loop at that. The players taking the left corridor will find that the winged kobold have moved on when they come around to the other side of the chasm. There is a path to the right that runs 165'ft to the wall but begins to bank to the right at 135'ft. Once the Players take that turn, it being the only option of travel, tiny bedrolls are visible with rickety stools circling about a campfire that is still lit. The dim light is visible to the party that traveled to the right immediately upon emerging out of the shaft. If the players approach the scene, read the following:
Stabbed into one of the stools around the fire is a hastily scrawled note: "Eat. Rest. Then go. Glittering rocks here belong to Kobold. Spoil valley elsewhere." Suspended over the lit campfire is, what you imagine to be, roasted rat. Apparently left here for the taking.
Up to this point, the path has been very well lit with torches. As the adventurers progress, moving past the crawl space cut-through, the path descends for a 1/4 mile. The placement of the torches is becoming more fragmentary. If Gregak has lived through the journey to this point, it is here that he says he will travel no further. He insists that the party turn back but if they wish to stay this course of action, he will wait at the mouth of the cave with his dead fellows for one day. He warns the party that he'll wait not a moment longer and then abruptly turns back.
Darkness imposes itself in the air and bats can be seen high above. The nocturnal residents keep a watchful eye on the visitors. The silence is only broken by the occasional word amongst the fellowship and far away rocks as they shift out of place. The path levels into an open area at the bottom of the descent.
There is a set of tracks for a mining cart that bisects the room. The tracks end in a rockslide, cave-in to the right and continues out of sight to the left. On the side of the tracks opposite where the players entered the room there is a worker's bench with mason's and carpenter's tools spread about, as well as twelve crowbars and strips of leather. The mining cart is off the left shoulder of the table and is full of snake's heads and half eaten rats.
If the players went through the crawl space and dispatched any snakes then a snake head awaits on the bench with a coin purse in its mouth. Inside are 7gp, 7sp, and 7cp, as well as a note that reads,
Killed snakes. take payment and FINISH. More ahead.
If the players advance, the cart path to the left descends for 30'ft into complete darkness. Read the following to the players.
The cave here becomes unpleasant. The trail that follows the mining track is wet, emanates a stench, is mold encrusted, and the sorry thing to say is that after a few moments one almost fells use to it. Finally, the trail emerges into a room where the* Kobold sit in complete darkness holding a single torch.
With Darkvision |
---|
See 5 kobolds & 3 winged kobolds in room ahead. Wooden latticed grille visible at back of the room |
See torch wielding kobold approach a kobold with readied sling |
The kobold lights his companion's sling who then fires it into the corner of the room along the wall where you enter |
Without |
---|
Sees the only kobold with the torch |
As the torch wielding kobold moves 5'ft to the left, a kobold on the periphery becomes visible |
The kobold lights his companion's sling who then fires it into the corner of the room along the wall where you enter |
Having seen the threat
that he/she and compatriots are approaching, the player with darkvision has the following reactions:
- free action - can shout the information to the party
- action - can make a Perception check DC 14 to notice anything amiss
- action - make a ranged attack (all things happening simultaneously, walking down the trail constitutes the player's movement. )
The Kobold's sling is coated in tar and pitch. Being set ablaze, it is fired into a stack of waddle and daub wood packed with hay and straw.
Now being clearly illuminated, regardless of player actions, the entire company of kobolds retreat toward the back of the room.
Moment of Truth
If the player(s) with darkvision meet or exceeded the perception check DC, they notice something mistrustful about the floor; it is revealed to be a canvas. A tarp possibly made with leathers of elven kind, tatters, and dirt mixed with rock to look like solid ground. Narrow ledges around the side allow for movement around it. The triggering creature(s) must make a DC 10 DEX save. On a successful save, the creature catches itself on the pit's edge or instinctively steps back. On a failed save, the creature falls into a downturn tunneled into the cave. It is all at once obvious that it isn't naturally formed. The players take no fall damage.
If the players don't rush the room they can attempt a DC 10 Wisdom (Perception) check to reveal the canvas and the 2 1/2' wide ledge around the edge of the pit where it is safe to travel.
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Somewhere deep within the Sword Mountains, amidst the belongings and remains of long forgotten adventurers, our heroes find themselves in the presence of a band of conniving and murderous kobolds who prey upon others who would set foot in this dreary cavern. The Kobold's beheld the party with mocking concern and worry as the group advanced upon them.
If the party doesn't fall prey to the kobolds' trap, they do not wait passively for the characters to close the distance between them; all the while as they pass along the ledge the kobolds launch attacks with their slings.
Down the pit
If the PCs succumbed to the trap then they slide down the pit and land safely without harm. Their fall is broken by brittle piles of bone and rock trodden down by those to come before them. A noise far ahead betrays a hint of danger. The room is 50'ft(w) x 75'(l). Walking ahead twenty feet, the party comes out from beneath the mezzanine above from which they fell. Looking back, the kobolds have lost all reserve and are throwing themselves wildly at the wooden fencing keeping them safe from threats below as they stomp there feet and clang iron implements together. From a hollow opposite where the pit was entered begin to glow four reptilian, yellow eyes!
At the top of the round two Cockatrice charge into the room (MM pg. 42.) A hidious sight not to often held by civil persons, these creatures are feverish and intense! Littered all about the pit are demolished statues of humanoid creatures, some with intact crowns with which to bear witness to the coming fray.
Belt of Tribal Ferocity
Belt, Rare (Requires Attunement)
Credit: crocodilewear.com Cost: ---
This belt is a deep maroon and has a rusty bouquet. It has been bathed in the blood of countless fallen warriors.
While wearing this belt, you have a +2 to your Strength Score (not exceeding 20) at any point that you are not at full health. If your HP falls below half, this belt grants you a frenzied solo action that you may take at any point in a given round. 3/3 charges per day. An action costs 2 charges. A bonus action costs 1 charge. You regain all spent charges toward this property after completing a long rest.
Adventurers set their hearts first on a kingdom's riches; they often go off in search of glory, honor, and immortalization through legend. The allure of treasure is palpable. All this and more waits to be seized upon by those bold enough to reach out their hand and take it.
Treasure allocation can be a nerve racking endeavor; you don't want to give your players to much to quickly. They should feel rewarded, however, for their heroic exploits. Use this encounter to outfit your players with whatever equipment you wish them to have or simply use the tools and resources provided by WoTC in your Dungeoun Master's Guide.
If the party skirmishes with the kobolds then simply roll eight times on the appropriate table on pg. 136 of the DMG. If they fall in the Cockatrice pit, roll on the Treasure Hoard Table found on pg. 137 of the DMG. In addition to any treasure that may be found, an investigation of the ruin of past adventurers turned to stone will reveal a title and land deed on what was once a Green Dragonborn's personal effects.
Earl Exarch of Freedoms, Durzba
Most excellent ombudsman to the diocese of "Reedy Brook Walk" behind "The Talking Troll," of Triboar.
This is a land parcel that will potentially provide the players a place of lodging in Triboar at the expense of added responsibility and a heavy roleplay scenario.
The quest wrap-up concludes with the inevitable scaling of the mountain and meeting with Griffon Tribe if the players fulfill this errand. If Gregak is alive, the players are instructed to wait on the fringes of the camp, otherwise security protocol is under the advisement of the DM. At any rate, the mission a success, a pilgrimage is promised to venture forth in order to reassemble and reunify the scattered tribe. The players are rewarded with a magical item:
S
ecret of the 2'x1' Pithead
BACKDROP
Old Bargewright was once viewed as little more than a conurbation of Ironford. All that changed after the Svirfneblin discovered a rich repository of citrine, opals, and other valuable gemstones. They used their collective tradeskill to build the area into a thriving boom-town. A rags to riches story.
On the month of (informed time of year), according to the calendar of Harptos (give a time of three months prior to current day), hulking spiders began to infest the tunnels as well as the occasional dark mantels.
The Deep Gnomes were only emboldened by this threat and took up arms to themselves. A hammer in one hand, a sword in the other, they continued to mine diligently. None were gripped in fear in a general sense; this was conveyed to all the settlers and served to bond them all as a chosen family, given the shared challenge and hardship. The tunnel network is wrought with many traps intended for spiders and the lionhearted thieves who would attempt to rob the mining network of it's hard won resource.
SETUP spl. 2-3
As the players arrive at Old Bargewright (or engage in downtime within a nearby tavern in the region) a hooded figure briskly makes his way over to the players. The figure tells the players of the woes of the settlements; how the entirety of the Deep Gnome populace has vanished. The individual suspects the Drow are involved, if not entirely responsible. The concealed figure promises a reward for the players' assistance in discovering the truth behind their disappearance. The individual doggedly refuses to reveal their identity, leaving the party skeptical as to the reliability of the information. Who is to be trusted. Are their hidden agendas at play?
If the players speak with any of the Deep Gnomes' neighbors, they will forewarn the players of any known trap locations. They can provide information to entrances of different locations within the mining network as well as obstacles the players will face.
As travel continues toward the entrance of the mines, you can see a gaping hole in the ground surrounded by abandoned tools and debris. The hole descends deep into Toril, and you feel a cold, damp draft issuing from its depths. Entering in, you see that the walls are lined wit variegated oranges, peeking through the stones. The stratification of these valuable stones is strikingly beautiful and even the most reserved individual is moved by awe for the natural allure found here.
ALUR SPIDERAKHS
swarm of tiny beasts, medium beast, neutral evil
- Armor Class 12 (natural armor)
- Hit Points 22 (5d8)
- Speed 20'ft, climb 20'ft
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 4 (-3) 11 (+0) 4 (-3)
- Skills stealth, +7 ___ Challenge 1/2, (100xp)
- Damage Resistances poison
- Condition Immunities poisoned
- Senses blndsght 20'ft, drkvsion 60'ft, passive: 10
Spider Climb - The spider(s) can climb difficult surfaces, including upside down on ceilings, without making an ability check. The spider ignores movement restrictions caused by webbing.
Web Sense While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Swarm Swarms can occupy another creature's space & vice versa. The swarm can move through openings small enough for a tiny insect to traverse through. The larger central spider occupy different spaces and share hp. The swarm cannot gain temporary hit points or regain hp. When attacking small members of the swarm, they lie dead in the space they occupy, and the alur spider shows the physical signs of harm. The entity has separate turns in the initiative order.
Actions
Bite. Melee Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, gaining the paralyzed condition on a failure, the poison having no effect on a success. The swarm either deals 1 damage or gives the medium beast advantage on its targets.
Web (Recharge 5-6). Ranged Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. Webbing can also be attacked & destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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WORKSHOP
A1
A1 of the mine is 30'x45'
The air is thick here, with a musky smell of damp earth and the faint odor of something decaying. The ground is a layer of loose gravel and dirt. If the party has not brought a light source, such as a torch or lantern, nothing is visible in this space. If the players have a light source, it reflects off of the gemstones within the walls of this room. Visible in one corner is a small pile of discarded tools and mining equipment, rusting and abandoned. If the players re-home these tools, they have the fragile property.
If the players remain silent, they can hear the skittering of creatures deeper within. Perceptive players may notice the glint of eyes in the darkness before they disappear again. These are bats (x10) (pg.318 MM) nesting in the mine. They aren't hostile unless threatened or disturbed by continual, fixed exposure to the player's light.
A2
To the left of this area, sidled up to the wall, is a makeshift office for the supervisor.
As the players walk the footpath of the first room (A1), they come to a "T." The next room opens up before them, 30'x60' at it's largest points. The caverna is vaguely larger here & stretches out with craggy, jagged walls. The webbing is more heavy laden in this area. Widespread, floor to ceiling tarps hang down in silky strands. The smell of the spiders' pheromones hang on the air; it smells of ammonia and skunk.
The foreman's office is pop up structure. Staves with woven waddle make up the inner wall, overlain with daub made of wet clay. If the Alur Spiderakhs in this area are defeated, a lesser spectre of the foreman will appear.
A few torch sconces are mounted herein to the walls. They are unlit but otherwise in working order. The walls are pitted here and, in the corner of the room, a pile of gnawed and gnarly bones is visible. They are bereft of any flesh. If the players move closer to investigate, the Alur Spiderakhs attack.
There are a set of hoax keys in the foreman's office. They initiate a trap, to be encountered later. The real keys were on the foreman's person when he met his untimely end, by the spider menacing the room. They await retrieval by the players, within it's belly. The foreman will try to warn the players of the danger, but he isn't fully discerning; he is unaware he is dead.
A2.1
As the path bears toward the right, the diastema arrives at a small, central pithead. The mouth of which is 2'x1.' It is sealed with stone, various bits of debris, and broken barrels. When cleared, peering in reveals a narrow tunnel shaft descending much further down. This is the primary lode from which the minerals are mined
A3
A3 is 50'x70.' This area is a garderobe. (A.K.A. Bathroom)
The crevice continues westward into a twice turned, counterclockwise "L."
The room is reticent with the stillness only ever broken by bat or bug. Every pas with the maleficent atmosphere, maneuvering forward, feels like a struggle. It is as if Toril itself is resisting your presence. It feels as if your presence here is a molestation of the space. The knowledge of this is suffocating, as this was once a pridefully conducted enterprise.
A4
A4 is 40'x75.' This is the kitchen and mess hall.
It now bequeaths cachexia upon the entirety of the mine. Desolate and in shambles, it is nothing more than overturned tables and a web strewn shamble of a room. Numerous rats (pg. 335 MM) are nesting in this area, surviving on what scant food they can scavenge.
Utensils and pots now lie bare, having long since been pilfered or destroyed, while the hearth at one end of the room is cold and lifeless. There are ashes of a long-dead fire still within.
A5
Bedroom cots
This multi purpose room appears to have been used for sleeping and the storing of various tools. Beds line the wall in one corner of the room, while the passage opposite the beds features: overhead cabinets, racks, and wheel barrels that all contain the tools of the trade. Wooden chests of oak can be found near the beds, each containg the personal effects of a given worker. They may contain any equipment you wish the players to have.
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B1 (North)
As the adventurers descend the mining lode, through the pithead, read the following to the players:
The lode features a ladder, granting access to a rickety platform 15'ft below. Upon reaching it, your view opens up into a gaping maw. It looms with a spiral staircase along the circumference of the room. The stairs, platforms, and wrought iron banisters, are like islands suspended in space. The steps themselves are slick with moisture.
The platforms themselves are prodigious and sturdy. They provide a stable surface for individuals to stand on, while the stairs are narrow and steep, adding a touch of danger and drama to the design. The entire structure seems to float in the air, giving a feeling of weightlessness to the descent that continues for not a few hours.
The stairs have a series of traps to protect the Deep Gnomes from pilferers and hostile creatures (pg.120-123, DMG). The first of which is a portcullis, lock-and-key door. If the players spoke to the lesser spectre of the foreman, he would have warned the players of the traps in the mine. Undeath has made his mind cloudy, and he cannot recall anything useful.
The key in his office is a fake. Using it, or attempting to pick the lock, will cause the trap floor to open. In the event this happens, a player will plummet into the depths. He or she will become harmlessly tangled in a mass of webs. This should only serve to build tension.
During the descent at such a time whensoever the players are seperated, whomever is on point having been the first to reach the next platform, that individual has the potential to trigger a simple, slaying trap intended for spiders.
Falling Rocks
Wisdom (Perception) Check, DC 14 to notice
- Trigger: The falling rocks are triggered when a creature steps on the pressure plate, causing the spring mechanism running into the wall, to turn over it's supply of rocks.
- Effect: When the trap is triggered, the victim takes damage from the pummeling force of the rocks (5 or 1d8), and they are restrained in the prone position until they can free themselves or someone else frees them. Additionally, the victim's movement is impaired on a failed dexterity saving throw (DC 10,) and they may suffer penalties to their Dexterity or other abilities.
- Countermeasure: There are numerous ways to counter the trap, including detecting and disarming the trap before it can be triggered, using protective gear to minimize the damage from the trap, or simply avoiding the trap altogether. If the players have any smithing or masonry tools handy, the appropriate check, DC 15, will allow the players to jam to hinged plate in the wall that releases the stones.
B2 (East)
Drow slave pins
WARNING:: THE FOLLOWING CONTENT IS GRAPHIC AND MAY NOT BE SUITABLE FOR ALL READERS. USE AT YOUR DISCRETION.
The staircase descent definitively completed, you press onward. What follows is depravity, the likes of which you have never seen. You encounter barracks decorated with symbols and images, likely associated with some religious figure (Religion intelligence check, DC 12, to reveal it is in association with Ghaunadaur.) The walls are covered in webs, and the air is thick with the stench of spoilage and decay.
The Deep Gnomes who were captured by the Drow and taken to the barracks have been subjugated to a range of torture methods. You take in the awful sight, all at once both repelled, but unable to avert your eyes.
Tiny men and women hang from the ceiling, all of whom had slowly bled out, after being made to endure hours of agonizing physical torment. The blood dried into tear streaks about their eyes, with the many tiny lacerations, suggest The Drow to have used poisonous blades to slowly weaken and kill them. Possibly subjecting them to psychological torture before leaving them broken and hopeless. A torture chamber filled with instruments of agony is visible off in the distance (South.)
Before any action enters into your mind, you begin to hear the clanging of metal nearby. Just then a voice breaks the silence. (central room.)
In Elvish: E Tel' nevae consumes viaren last breaths, may var remember siilen viaren kashk was sealed Tel' she'kyshuf quor'she var crossed aulor saren domain. Var should have fendil millentu better than lor nae challenge Tel' will Ath Tel' Dhaer'Quess. Viaren screams will be wyn lor nae saren ears e sar quar Arta viaren graves.
TRANSLATION: As the darkness consumes your last breaths, may you remember that your fate was sealed the moment you crossed into our domain. You should have known better than to challenge the will of the drow. Your screams will be music to our ears as we dance on your graves.
There are (2)two Drow (pg. 128 MM) and (1)one Armis Ooze. The Drow herein are spirited and merciless, with eyes that glow with a sickly green light. They wear black robes adorned with the same symbols etched into the walls, and their weapons are coated in poisonous venom.
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Armis Ooze
Medium ooze, evil
- Armor Class 18 (magical armor)
- Hit Points 50 (7d8+6)
- Speed 25'ft
STR DEX CON INT WIS CHA 14 (+2) 11 (0) 13 (+1) 1 (-5) 6 (-2) 2 (-4)
- Skills stealth +2
- Damage resistances acid, cold, fire
- Condition immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned
- Senses blindsight 60'ft (blind beyond this radius), passive perception 8
- Languages -
- Challenge 1 (200xp)
Anti-magic susceptibility - The armor becomes inert while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC, or be inert for 1 minute. In either event the creature within is considered a standard Gray Ooze.
Corrode Metal: Any nonmagical weapon made of metal that hits the ooze or ooze ladden armor, corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
Actions
Pseudopod Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 2 (1d4) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
TREASURE
The players can acquire the following::
- Bejeweled ivory drinking horn with copper filigree (300gp)
- Vial(s) of Gray ooze one vial per every 10hp (five total), on a successful check. DC10 to harvest::
Vial of Gray Ooze
Rare
- Cost: 7gp
- Weight: 1lb
- Expiration: 10 days
- Description:
A fast flowing, gray liquid of highly corrosive nature. The ooze is acidic and known to eat through metal and armor. Sought after by alchemists and most merchants.
- Ensorcelled metal. crafting component
- Two sets of black silk robe with green embroidery and (prominent) religious symbols
- Carnelian gemstones, equal to a value at DM's discretion.
- Two short swords
- Two hand crossbows and crossbow bolt cases, equipped with 10-20 bolts each
REWARDS
The party returns to the surface to the following rewards awaiting them at The Tought Tobacconist (formerly Ruldarr's Pipes, locks, and Fine Furniture) ::
- A coffin for each member of the party, advanced payment having already been received
- Hair and facial hair oils (flammable) (pg. 152 PHB)
- One chest pg. 153 PHB
- Truth serum (to be ingested) (pg. 258 DMG)
- Steel mirror
The chest has a hidden drawer, with a note to the players in a secret compartment. It directs the adventurers to a grave site located behind the gristmill in Womford.
This didactic letter will direct you to the entirety of your reward. Do not eschew from the path, lest other informed parties seize it before you. I cannot offer you any more information than what is contained within this letter, for discretion is of the utmost importance.
V
istor in the Grave
BACKDROP
The Laraer, or "life change" in Thayan dialect, brought about many changes in Thay. The Spellplague occurred in 1385DR, and made Thay very vulnerable. This event lead to subtle civil war and expulsion of offending Zulkirs and Red Wizards. Separatists formed from those exiled from their home land.
The foreign faction of Red Wizards report to their leadership in Mulmaster. Well connected, and very powerful, they conspire to amass more strength until they can one day assail Thaymount and depose Szass Tam.
The Red Wizards had been led to believe that Renwick Caradoon was within the Sacred stone monastery. Searching for him there, they uncovered the remnants of his research. He himself was long withdrawn however. It was at this time that the Red wizards laired within the temple beneath the monastery (Temple of black earth in previous modules.) For months, according to the calendar of Harptos, the Red Wizards have held one outpost in Womford. The small cemetery of the settlement has three rows of graves that run parallel, and one row running perpendicular to them. Unbeknownst to the villagers, one sarcophagus is not what it seems.
Speaking the appropriate magical word of entry will cause the stonework grave to betray its hidden stairwell into an underground scriptorium. There the wizards have left a muckle of undead.
SETUP
SPL is 2 - If the players uncover the hidden letter within the chest that they are awarded in Bargewright, they are told outright to travel to this location. The note is spellbound with a flavored version of illusory script. (PG.252 PHB)
The top half of the note has a legible paragraph, containing a riddle. The bottom half is an unintelligible, disordered body of text that will right itself, once the riddle's answer is spoken aloud.
Burry deep
Pile on Stones,
My mind wilst always
Sift thy bones
Answer:: Memories
Bottom paragraph:: A secret lair, hidden from view. The light of day, doth not break through. For thou art of, keen mind and wit. Surely the path ahead, you'll find a lit. - Womford cemetery.
The lair is beneath the tomb of Shondrin Alight. A History (intelligence) check, DC 16, will allow players to recall that this individual once owned Shondrin's Packsack of Plenty in Bargewright.
Source - Volo's Guide to the North, Ed Greenwood. 1993 TSR
Speaking the previous riddle answer, "memories," will permit entry into the lair.
As the word of power leaves your lips, stillness blankets the area briefly. As quickly as it came, it is rent apart. The ground beneath you shakes discreetly, as the tomb relocates to it's left. Beneath it is a gaping hole that reveals a staircase to some hidden area.
The smells of incense and ancient dust rise to greet your nostrils. Power tickles the air and causes the hairs of your body to stand upright. The opening is large enough, just so, that an individual can descend one-at-a time. The steps are smooth obsidian. Along the wall, a handrail metal worked into the appearance of a snake.
Bite Your Parseltongue
All about the circular room, the walls are lined with bookcases. They stand tall and proud, but the shelves buckle and strain against the weight of their dusty tomes. The strange arcane symbols etched onto the stone floor surge to life the moment the players cross the room's threshold.
The chairs at the work desks are lavish. Balsa wood stained black with green, flat-woven fabric cushions with an applique thereon that display velvet snakes died in reds and blacks. The arm rests of the chairs are likewise whittled into intricate snakes, to complement the rooms many serpentine idols and statuettes.
As you turn the study over looking for information on the occupants, you begin to find recordings and ledgers of dangerous experiments. Most of the documents are written in a very old dialect from which many magical utterances are derived (draconic).
You begin to feel the vulgarity of the eyes of all the snake idols and carvings, as though they are watching your every move.
As the players venture into the center of the room, the Rug of smoothering (PG. 2O MM) springs into action, ensnaring one player on a surprise round.
WORKSHOP
If a player is grappled by the above mentioned rug, the party (in initiative order) has three opportunities to free their grappled ally, upon which time the rug will collapse to the floor. The contents that gave it shape (the player) have disappeared and it lies in an inanimate heap on the floor. The same outcome is reached if the rug is reduced to zero hp or if the scenario features the miasma.
Grave New World
As (player name) steps onto the contrapuntal woven rug, glyphs flare and betray the true nature of the situation. Inspite your efforts, or perhaps in agreement with them, it collapses to the ground. When (player name) rises to your feet ...you are alone.
A glance around the room, and you realize (player) that you are in a veritable replica of the previous one. You appear to be alone, and without your fellows, except for one occupant. Bound to a desk chair 20'ft from you is your sole co-occupier. She is unresponsive, and unmoving.
The party members, both the collective and the separated individual, can still hear and communicate with one another. The separated individual is in a mirror, pocket dimension created as part of the magical warding.
The lone individual stands atop a reflective surface. Read the following:
Turning you eyes to your footing, you notice that you stand atop a reflective surface rather than a rug. Moving along the surface, the mirror begins to ripple like water. This serves to distort your reflection into a blur of color and shape that would mesmerize, if not for your consternation. As you move your hand closer, the ripples grow more pronounced, almost as if they are responding to your touch.
As this occurs, the collective party receives a message on the wall:
It can be said
To be gold is to be good;
To be stone is to be nothing;
To be glass is to be fragile;
To be cold is to be cruel.
What am I?
ANSWER: A HEART
In order to escape this room, the player must place a heart on the glass. In so doing, it will send him back into the main room from whence he came. The heart (obviously) is supposed to come from the other occupant. The victim is blindfolded, gaged, and bound. It has sickly graying skin and an offensive oder. A wisdom (perception) check, DC 16, will reveal the woman to be a zombie (PG. 316MM.)
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Theory Atmosphere
If the player interacts at all with the Zombie, he or she must make a wisdom (perception) check, DC 18. On a failed save, the animated crawling claw (PG. 44 MM) scurries into the belongings of the player. Overtime the decaying flesh begins to spoil and rot the player's stored food and rations. The hand will dispose of the player's equipment whenever possible. Doing so is a contested stealth roll from the hand, VS. the player's passive perception, for the player to feel something rummaging in their belongings.
Desk Contents | Value |
---|---|
spellbook | 50gp |
alchemist's fire | 50gp |
alchemist supplies | 50gp |
spell gem (quartz) | -- |
jeweler's tools | 25gp |
In life, the zombie was a skilled gloom stalker. The player can fashion a unique transmutation spell from this scenario. If the player removes the gag from the zombie, she will growl and hollo. The glyphs on the wall will radiate with each shriek.
If the player examines the spellbook, a ritual is pinned to craft a magical item. The player needs three out of four successful checks in order for the ritual to be completed without a complication.
CRAFT BUT NOT LEAST
Skill | DC/ | Success | Outcome |
---|---|---|---|
Perception (Wisdom) | 12 | x/4 | Player aware that pocket dimension tied to zombie's maligned intellect, evidenced by glyphs reaction to it's anger |
Arcana (intelligence) | 10 | x/4 | Versed in transmutation magics, decipher proper amounts of powdered corn extract and other elements of spell as per spellbook |
Insight (Wisdom) | 16 | x/4 | Spark of insight and dots connected between magical arts and current situation. The bindings are part of the material components |
Performance (Dexterity) | 15 | x/4 | Marry the components using the alchemist and jeweler's supplies |
With a sharpened expression, you solicitously measure out integral substances from the crafting. Careful attention is placed on their haecceity, or "thisness," of each component. You move with careful precision, wielding a small scale and delicate measuring spoons. You are incognizant of time; raptured in the work of transferring components from flasks to beakers, from beakers to demitasses.
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Placing the Zombie's heart onto the reflective surface will cause it to sink below the player's feet. The surface hardens, fracture's, and the player then falls to rejoin his party in a shower of glass. If the player did not complete the ritual, an alternative is available.
TIE THE ROOM TOGETHER
RITUAL | RUG |
---|---|
The spellbook mentions the retrieval of the quartz spell gem | |
A small ring is visible in the emptiness from which the player fell | |
The liquid in the small cauldron has hardened. The player picks up a small chisel to claim the fruit of his/her labor | |
The rug on the floor seems attracted to the ring as it reaches and stretches toward it | |
Player rejoins party | |
The group rips the ensorcelled hair-on-hide rug into strands, weaving it together into a knotted rope ladder |
RING OF JUMAR
Ring, rare, does not require attunement
- Cost: --
- Range: Touch
- Components: M (Rope)
- Duration: 1 hour
This ring allows the wearer to cast the 2nd level spell "Rope Trick" (PG. 272 PHB) without components, excluding the rope itself. The ring has one charge.
The spell can be cast without expending a spell slot. This property can be recharged one of two ways. 1.) When the wearer succeeds an ability check or saving throw, in dexterity or arcana, with a result of 20 or higher. 2.) The wearer expends a second level spell slot into the ring.
Operationalizing the potential of the rug's magnetic pull, the party can tear the rug of smothering into long, sturdy strands. With nimble fingers, it is possible to knot and weave the strands together, and fashion a makeshift rope ladder. A combined dexterity score of 26 is required to successfully create the ladder.
Alternatively, the party can roll skill checks. The player to have been left in the pocket dimension falls to a catatonic state as the magic acting upon the rug quivers and trembles through his/her body. The player can give aide to any member they choose, as they telepathically whisper magic words of power into the chosen player's mind. This must be declared before the roll's success or failure is determined; the chosen player is under the affect of guidance (PG. 248 PHB.)
The players make a dexterity (survival) check, DC 18. If there are more successes than failures, the party succeeds. The reverse is also true. Critical successes cancel the lowest role.
The magnetic force, now directed along the newfound rope ladder, surges with paved intensity. The strands of the rug strain against the weight of the force, becoming taut and rigid, resembling an upstart bridge leading skyward to the magical property overhead.
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Once the party has completed this exercise, the room begins to transmogrify. All of the arcane glyphs realign with aptness to the players actions. They make six entryways into the room; doors in the earth of the now hexagonal room.
Additionally, the snake marouflages detach from the wall and a portcullis drops, obscuring the exit. The writhing, stone snakes twist and contort before lying still. Save for one. One stone snake falls to the ground and, as it does, it's stone carapace shatters. A Couatl (PG. 43 MM) emerges.
Battle is about to ensue as the adventurers hear the clanging of weapons and the sounds of earth being turned. Out of the newly formed entry ways, three skeletons (PG. 272 MM) can be seen, making their approach.
- On initiative count "20" three more will enter the conflict as well. This continues until there are 16 skeletons in total.
- The Couatl is friendly to the players and will offer them assistance.
- The Couatl, Vireo, will martyr himself so the players can escape this ordeal.
- Vireo has been subject to many of the rituals conducted, in similar fashion, on unicorns. He only has access to: detect good and evil, cure wounds, and sanctuary.
For Vireo, this encounter is likely divinely appointed. He is an ambassador of Selûne. He attempts to halt any aggressive actions on part of the adventurers toward him until he relays a message
Hear me, valiant frontiersmen, for I bring a message of utmost importance, entrusted to me by the divine grace of Selûne, the Moonmaiden herself. It is my solemn duty to help you, delivering this urgent missive referent to the dire circumstances that befall our land.
In the hallowed halls of the Gates of the Moon, where Selûne's radiance penetrates the dark, talk circulates of a black unicorn that has emerged in the Westwood Forest. Its presence bears great significance; a shadow hangs over the land. The lives of many are imperiled.
Shar, the Mistress of the Night, seeks to assail this land. With malevolence in her heart and darkness as her weapon, she schemes to plunge Faerûn into eternal night. Her dastardly intentions threaten the very fabric of our existence, casting a shroud of odious bleakness upon the land.
Take heed, for you are bastions of hope. Embrace the light, for it shall shield you from the encroaching darkness. Gird yourselves. Steel your resolve against this unholy hoard, for the fate of our realm hangs in the balance.
COUATL BLOOD
Rare adventuring gear
- Cost: 100gp
- Range: self, thrown: 20'ft
- Weight: 1lb. (vial)
- Duration: 1 minute or until depleted
The Couatl essence is a shimmering substance. Rare and potent, their blood is extracted from the veins of a slain couatl, a noble serpentine creature blessed by the divine. With its radiant properties, the Couatl's blood holds immense potential in combating the forces of darkness.
The effects of the Celestial Essence last for a brief but decisive duration; one minute. As an action, empowered strikes against fiends and undead foes inflict 2d6 radiant damage. The dark essence that sustains these malevolent beings is anathema to the Couatl blood. A successful strike ends the durations effectiveness (one successful strike, per application.)
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C
rime of the Cadaver omposer
BACKDROP
Within the town of Red Larch there is a quarry pit with stonecutters working all hours, day and night, by torchlight. The quarry had uncontested trade with the valley. Aspects of deep agreements are public goods. Certain provisions make for regional amity and goodwill and have pragmatic, efficacious welfare effects through expanded trade and an improved policy environment. But their efficient design requires a balancing of interests between settlements.
When the Svirfneblin of Old Bargewright opened up their own mining network it wasn't long before their pick-axe struck the earth's jugular; the gruff surface of the wall having been shaved away, the outer epidermis forfeited its secrets. Vein after vein of transparent, fiery orange gemstones.
SETUP
Fowl of all color and kind can be seen delivering letters through the Dessarin Valley. They most notably keep to the tree line or above the forests so as to not be easy targets. It is innumerable the difficulties, problems, and complexities of others in Faerun but this wonderful service grants the ability of the one to join himself to the suffering of the many. Or to simply, by wise counsel, cast their decision in an informed manner. The Zhentarim provide this service for 2sp from their posts and hideouts. If one of the players is aligned with the faction then they may receive just such a letter. If not, an npc hireling and Zhent can track down the players as quest giver, having been told to hire mercenaries for this "assignment."
The NPC will offer coinage as follows to the players|::
- 12 Electrum
- 29 SP
- 25 CP
The NPC will then offer to take the players to either Red Larch or Old Bargewright to be fully illuminated on the commission they are being hired for. If the players are determined for more information before they make an accord to go with the individual he offers what he knows.
One of the most powerful and awful constituents to call this valley home lives within the Westwood Forrest. He is a Zhent Viper by the name of John Sonoco. He has no interest in making new friends. We courted him long ago when he tried to sell some contraband here without giving us a cut of the action. It became obvious very quickly that he might not be the most ideal friend ...but he makes a superlative enemy!
This quest is best paired with Secret of the 2'x1' Pithead. The players could more easily be compelled into the Deep Gnomes plight with this equivocal adventure hook lending itself to each quest. This will help to introduce the player to the idea that the passing days in the region are incongruous with peace times. The players may know very little at this point of the Illithid and Gith strife in the area. Couple that with the certitude of a deadly encounter when entering the Underdark and it would behoove the players to have John Sonoco at their sides.
You can put it to a vote or randomly decide as to whether your story carries the players to Red Larch or Bargewright; the details are not the details, they simply make the design! Depending on whether you are playing this module as a sequel to PoTA or Storm King's Thunder, the following individuals may have a column in an obituary somewhither. If they are still alive and well, the following can speak to the players on behalf of the Zhentarim.
- Mangobarl Lorren (Red Larch), Male Human
- Nalaskur Thaelond (Bargewright), Male Half-Elf
- Chalaska Muruin (Bargewright) Female Human, Senior Swordswoman
If this NPC round-up does an injustice to your own creativity, projectiles of hankering and desire for what will be a memorable roleplay scenario, then this is the perfect place to plant some NPCs of your own making. Page 89 of the DMG offers invaluable information on how to create the individuals with whom your cast will interact.
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Dishonest Dealings
With the party now positioned within the relative safety of whatever settlement was chosen, they are discreetly led to the Zhentarim outpost or business front. The courier zhent, having now rejoined his ranking superior, stands guard the door.
The senior ranking Zhent will introduce himself and then tell the players to do the same. He/she will then monologue the following for the players, given in the best possible context if the players interject:
- "Some unlucky fellows have just signed there own death warrant. Our cause for bringing you here? Well you see, the thing is, one of the areas best swords for hire has got a bit of bloodlust at the moment. The niece he has taken in to himself has just been murdered in cold, slimy blood. I mean that in the most undeviating way possible; he found the lass with her head dissolved away and hollow. Something got her brain...we're thinking Mindflayer."
- "There's been an incident in the mines. In one of our veins of the mine. We use the tunnels to move contraband throughout the valley. We need to assimilate all we can about what happened. We can handle our own internal affairs; if word travels, then the Black Network stands to lose heavily if we are forced to abandon the mines because lawmen catch wind of it."
- "Its unclear how big of a threat this may be. On the one hand, this could be an isolated incident that forces our hand at closing a few shafts. On the other hand, if the Illithid are trying to establish a foothold in this area, the last thing we want is for them to have access to fast travel through the mining network."
- "There is also the very likely possibility that this is someone with a personal vendetta against John."
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Monologue (Continued)
- Deep trade agreements are important institutional infrastructure for areas to implement. They reduce trade costs and define many rules in which economies operate. If done efficiently they can keep the powerful apart. When the Deep gnomes launched their jacinth trade enterprise, we stepped in to help ...regulate things. We hired an Arcanaloth to broker the deal with Red Larch. He got us a no-contest agreement with them. Bargewright bought all their supply and we distributed it, along with our mining output, for the entire valley. Afterward, the fiend emerged from the mines out near John's homestead. John was a drug runner by trade. When he thought the Arcanaloth that close to his home was there for trouble ...he shut that down real quick. That could be the real culprit.
Make no mistake, John can handle himself. Thats not our concern. Our concern is with ourselves and our safety. John is behaving in a very truculent way. Haven't you ever heard the old saying, "Faithful are the wounds of a friend?" Your closest friends you should allow to be your advisors, but John wont hear any reason. So we reasoned within ourselves to get some... unimposing ...thats the word... some unimposing individuals to help talk him down from his depredation.
The players will then be lead to the quarry in whichever settlement this quest is taking place. If the players are in Red larch, then the quest giver discreetly pulls a Dwarf aside and they begin speaking undercommon in hushed tones. The same is true of the scene in Bargewright, but rather than a team of Dwarves working, the laborers here will be Deep Gnomes.
Travel far enough and you meet yourself. Inevitably you will discover how capable you are. Ropes of many cords are stronger so that the cord doesn't break.
The two are speaking in layers, both undercommon and Thieve's cant.
The leader is instructing the underling to let them pass to be about your business and that you are accompanying him on the likely hood of danger ahead.
Upon being lead through a faux-rock wall, you will find your chariot awaiting you! A mining cart handcar. It has a Sardonyx gem inbedded in the middle and is large enough to fit (6) six comfortably, eight should two sit and allow their feet to hang off the sides. The cart is 15'ft x 15'ft. The players at this time are unable to ready any actions. As per the creatures size and hexes illustrated on page 249 of the DMG, players are to closely confined to allow them to be in a ready position for battle. A variant ruling would be to allow them to take their necessary actions at disadvantage.
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The Black Network
The cart was commissioned by The House of Gond in Waterdeep. By pressing the enchanted gem in the center, it will magically self propel. Travel in this way is 1.5x faster than travel at a fast pace; on the cart the rider moves 65 sq./min (or 48 miles per day). After the carts magic is expended in this way, its use is exhausted after 1hr, upon which time it must charge for an hour before it can be used in this way again. During this time the cart must be moved by physical exertion of two passengers.
This is a good opportunity for the actors of the table to shine. Roleplaying is a part of every aspect of the game. You as the DM decide how much or how little is involved in this scene. This could be a quick episodic scene, where you the DM take some of the player's agency and simply state, for example, "Your ears perk up to the sound of water droplets crashing down to the floor of the mine. Satisfied that all is well, you sit down and birl your blade by the tip on the floor of the cart for the dozenth time, the Zhent leader staring daggers at you as you do." If the players prefer to act out the scene, this provides a great, hours long trip for them to divulge some of their characters backstories as well as give their mental image of what their character thinks and feels.
With the rust monster acquiescing its previously held position in front of the cart ...cautiously ...slowly ...the party begins to move along. Its eyes, however, don't release the party. A perception check of 14 will reveal it to be looking at either the front or back of the cart. The Rust Monster will jump at random to the front or back of the cart and the players in either space must make a DC 12 DEX saving throw. If the players rolled high enough on the Perception check, they can make this save with advantage. If the players fail the DEX save then the rust monster lands atop them on the cart and they suffer the rust monster antennae's penalty. If they succeed however, it simply careens by harmlessly and disappears through a burrow on the opposite side of the cart.
Death From Above
The encounter with the rust monster now behind them, the players aren't out of the mines yet. There are still more dangers waiting to hail the adventurers. Testing thier mettle before they reach their sought after goal. Very near the underdark, they are now on the doorstep of unsought after threats, all to eager to hamper the progress of any who would enter here.
As the cart progress, eight flaxen-yellow eyes are visible on the ceiling of the tunnel set into a leathery veneer wrapped about a stalactite. Two Dark Mantle's overlapping one another begin to un-twine themselves to make a proper introduction.
A harrowing experience. We could use competent men and women like yourselves. Have you ever thought of joining the Zhentarim? There is only so much a solo-sell sword can do. We can make it worth your while.
He/She proceeds to tell the party that the Zhentarim will pay 15gp per darkmantle that they bring proof of extermination.
John the indomitable Justicar
Sound reverberates off the cavern walls and a minute later, bats fly over head. They pay the players no mind at all and are uncaring of their presence as they pass by undeterred. Not long after, the source of their disturbance is revealed. In fact, long before it's seen, he's heard.
Turning the corner, John Sonoco is scuffling with a Roper. The grizzly scene isn't for the weak of stomach as veins are straining against skin whilst John rends two of the tendril appendages from off the creature, firing his canon mass backward by propelling himself off the axe being impelled in the reverse direction, bisecting the roper and spraying John with ichor in the process!
Just in time to clean up!
John knew every inch of his forest home like the back of his hand. He was well aware of the cave tucked away in a secluded corner of the wood. When an entourage made up of Goblin-kin, delinquent looking humans, and an Arcanaloth heading them up surfaced from that very cave, John made a point to discover why they were there.
He packed a satchel full of some moldy bread and a few empty waterskins and made for their direction. He had concealed not a few hand weapons on his person, approached the company, and made a show of throwing his battle-axe far to his side. "Please! If I could but ask of you. I'm not a good man. Im ready to disclose that I've murdered a few. And now, see I've been hiding in this wood for some time, until the avenger of blood passes me by. But im parched and near to dying. It's obvious to one like me that you take what you want by force and hold nothing back from your hand that you look to take. Let me be numbered with you so that my soul doesn't die and that im not cut off."
At that they searched his pack and, seeing the moldy bread and empty waterskin, they believed his tale and thought he had simply hide himself away in a remote part of the forest. Allowing John to travel with them, he spied out their intent. When they had found his home, they each said one to another, "We'll kill the occupants and spoil all their possessions!"
Knowing their wicked intent, John cut down the entire company single handedly! He attacked and incapacitated the Arcanaloth using druidic magic. He then ripped its jaw from its hinge and killed every individual with it before his improvised weapon, and its previous owner, dissolved to be reformed on Gehenna.
You may choose to give your bard some local lore included in this book, either during session zero or at some other convenient time. This is a very natural way to make the players feel that they belong to the settlement as well to encourage them to tell the story with you!
John defies every notion that one would carry toward a man of his stature and build. Thick muscle and chiseled features and a scar across his forehead where the skin stretched to tearing. But John is welcoming, forth coming, and open with the party of newly met strangers. Albeit noticeably full of grief and woe. Use him to feed the adventurers any lore you wish. He knows about the Black Unicorn in the Westwood Forrest as well as the valley being occupied by the Illithid. He is willing to open a healthy line of communication so long as it isn't asymmetrical; he is going to want something in return. John may point out the following:
- The mines used by the black network run throughout the entire valley all the way to Longsaddle to the north and Calling Horns to the East.
- In previous courier jobs through Bargewright, John has heard scuttling and painful grunts being dislodged. They were quickly cut off... like a hand clapped over a mouth. Wanting to have plausible deniability, he left the issue to be resolved by someone who wasn't operating in a secret, illegal shaft in the mine.
- His adopted "niece" was killed by an intellect devourer. He wasn't certain at first but since the time of the incident he has seen the mucus typical of the mindflayer transferred onto some of the walls.
- There is a recently excavated mine shaft near the Bargewright quarry outlet. It isn't natural, so someone went through a great deal of effort to tap into the mining network.
Any further dialogue should be with the goal of the players agreeing to delve into the mine to apprehend whomever is responsible for the death of his niece. Actions to the contrary on the part of the party will be meet with suspicion from John, who brazenly and openly ask the quest giver if it was wise to reveal the operation to those not belonging. Offering himself to teach them the value of silence. "Three can keep a secret if two are dead," he says. Hand clutching his axe.
Into The Mines. S-0.
John has created his own shorthand map and legend of the mining network. The single pieces of parchment reveal nothing, but when they are overlayed comes the true depiction of the area.
The Red Larch quarry outlet, or "S-0," represents the terminus for the veins of the network leading to "E-1," or Bargewright.
Miles of travel, with a slight chill to the air of the tunnels, a pungent smell begins to fill the air. The deafening quiet of the tunnel broken by the priggish wariness of John. Dropping to one knee and inspecting the railway, the track is dismantled and bent upward to impede further travel. An enormous, gapping passage to the left is faintly illuminated by biolumescent fungus.
The new tunnel, S-0.1 on the map (identical to John's), is full to capacity with life. John declares that this is to be expected. He and the players aren't to far from a Myconid hamlet.
The tunnels are very spacious. 19'ft, 2"in(T) x 25'ft, 6"in(W). The surface is pinpricked with all manner of fungus, some of which puts off an eerie glow. Unsettling as it may be, it adds dim light to the area. Light that had previously been offered only by the occasional torch affixed to the network walls and by that of the Sardonyx gem on the cart.
Allow the players an opportunity to vent their thoughts and curiosities, curbing to much enthusiasm by way of John trying to curtail unnecessary commotion. (What follows will be a cinematic scene!)
John stoops him self down and against a stalagmite on the ground. Motions for the group to do the same.
Cautiously peering down the shaft, John directs the adventurer's attention to a spherical floating creature that appears to have a large central eye. Without looking back he forestalls any actions by the players with two hand motions; a clear "stop," followed by a jerking "follow me" motion.
By all appearances a beholder is present in the shaft. Upon inching a bit closer, four more bob into view.
Build the intensity of the moment by the emphasis of the deliberatly slow approach. The haunched crawl forward. The controlled steady breathing. The twitching movements of the "Beholders" giving the players and John a brief pause. The atmosphere of complete gloom and dread should be tangible at this, the sight of four of the most powerful and feared denizens of the Underdark.
After giving the moment center stage, you may allow any number of the players a chance at the spotlight; anyone proficient in HISTORY/ARCANA/SURVIVAL may make a skill check, DC 12, to recall that Beholder never... never... travel together. They are extremely paranoid and xenophobic, believing that they are the only perfect being. So ingrained is this belief that they will fight another Beholder to the death!
After the tension of the moment is built, regardless of whether or not a player let loose a ranged attack and detonated a gas spore or not, deafening footsteps begin charging toward the group (a detonation if triggered being a plausible cause.)
A moment later a giant, 20'ft tall Fomorian turns the bend and comes into view. John bellows like a man possessed and charges the deformed creature!
The image of the giant stooped and lunging its huge mass forward would be comedic, if not for it being so terrifying. As the distance between the opponents begins to close, the giant makes a wide sweep of its club in front of itself in order to clear the battlefield... detonating the gas spores and sending the two combatants hurtling depper into the Underdark.
Three Grimlocks, pg. 175 MM, enter the scene from the direction the Fomorian came. There is 5'ft of traversable path on either side of the newly formed crater that represents difficult terrain.
WORKSHOP
The two tier one missions, Strange Bed Fellows and Crime of the Cadaver Composer each feature a chasm or gulf.
In literature a chasm can represent bravery... or rash stupidity. The use of the two here are coincidental rather than thematic. The chasm within the mine represents the inaptitude of the party do battle with a monster with such a high CR. It is very likely that the party, with the help of John and the quest giver, may have been able to defeat the foe. It may come at the expense of one of the player characters' lives. The chasm is established then to put into stark contrast the ability level of the players against the challenges to come by their complete inability to save their acquaintance. The scene should evoke images in the mind of the famous scene, credit to J.R.R. Tolken, in Lord of the Rings wherein Gandalf falls with the Balrog.
Zhentarim Mage
medium, humanoid
- Armor Class 12 (15 with Mage armor)
- Hit Points 36 (6d6 + 10)
- Speed 30ft.
STR DEX CON INT WIS CHA 11(0) 12(+1) 16(+3) 16(+3) 14(+2) 13(+2)
- Saving Throws Int +6, Wis +5
- Skills Arcana +6
- Senses Passive Perception 12
- Languages Common, Undercommon, Elvish, Thieve's Cant
- Challenge 5 (1800xp)
Actions
Spell Casting Spell casting ability - INT - (save DC 14, +6 to hit with spell attack)
Cantrips (at will): fire bolt, mage hand, message
1st level (4 slots): burning hands, fog cloud, mage armor, thunderwave
2nd level (3 slots): Scorching ray, see invisibility, web
3rd level (2 Slots): counter spell, lightning bolt
Quarterstaff* Melee Weapon Attack: +3 to hit, Reach/Range 5'ft, one target. Hit: 5 (1d6 + 3) Bludgeoning damage or 7 (id8 +3) if used with two hands to make a melee attack
After defeating the Grimlocks, a passive perception of 12 will allow players to notice the fungi in the cavern to be emotive in response to all the activity. A large tranche of the fungus detaches from the wall of the cavern and descends rapidly toward the hole left by the gas spores, affixing itself and tethering to all its loose pieces and joints until the cavern floor is traversable. If the adventurers survey the entire thing taking place, they turn around to discover the cavern from whence their adversaries came has been obstructed in like manner by the same process.
Turning around to head for the surface, some 10 minutes later, the fungus along the path begins rousing. It moves in an almost expressive way. It will then lurch toward the nearest player and rapport spores will be discharged into the players face and eyes!
For the next 10 minutes, or when dismissed by John, the affected player is under a potent variant of the rapport spores. This is treated largely like a scry spell.
This fever dream is the denouement of this mission. The tension herein reaches its peak as John, evidently alive, reaches out by some method unfamiliar even to his Zhentarim associate.
You see a reflection of John cast in a body of water. He is speaking with it and thusly, by way of this conceptual intrusion, its as though he is speaking directly to you as one would face-to-face.
John tells the player the following:
- I wanted to make contact so that you would be aware of my state of being
- The situation is as dire as we had feared; there are a few Illithid patrols in this area. Ive spotted a Mind Witness so it can't be known how many more there must be in the area.
- Im going to try and discover why they are interested in this region.
- Ive instructed the fungi and the Myconids to receive you as they would me. Follow it safely back to their colony.
Its at this point that John averts his gaze to capture a pack of roaming hunters of the Underdark. No less than four Intellect Devourers are moving in for a final confrontation with the party
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In common, thieves cant the voice says "I know you are on the lam, but the outfit suggested I help you since you were with the crumbs. Are we going to graft these few in once we get back to the surface?"
Obviously speaking to the Zhent, the players can roll an insight check. If the agent is nolonger with the players (which should be apparent) then the DC is 12. If he/she has remained until this point and time, the DC is significantly higher at 16. The voice belongs to the interchangeable NPC Dwarf/ Deep gnome the players previously encountered. If the players succeeded the skill check they realize a combativeness to his her/stance.
The Deep Gnome stat block can be found on pg. 164 MM. If the encounter is with a Dwarf then use the statistics for a Duergar pg. 122 MM, omitting the following:
- Duergar Resilience
- Sunlight sensitivity
- Enlarge
- Invisibility.
Add the following trait:
- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
The NPC has been body snatched by an Intellect Devourer pg. 191 MM. If the players failed their insight check then the Zhentarim operative is assassinated. If the operative is nolonger present then the Intelect Devourer gets a suprise round.
Adjusting the Encounter | |
---|---|
Very Weak | The Intellect Devourer will flee, with its host, once the host's HP falls below half |
Weak | The NPC is heavily injured with half its HP remaining. The fungi release rapport spores, typical of their communal "meld." This interferes with the ID's Detect Sentience and Body theft. Without a host and under this condition, the ID makes attacks at disadvantage and can no longer body snatch |
Capable | There are many iconic, villainous entities in this entry. Use them at the peril of the party's lives |
With the thrall dispatched, the players are lead through a Myconid colony (Resap Amherst,) and eventually find the mouth of the cave that places them in the Westwood Forrest.
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C
old
ase
BACKDROP
The leads available to the whereabouts of the merchant who traveled along the Stone Trail, Cain Road, Long Road, and Jundar's Pass, begin to thin. The player's turn there attention to some of the local gossip: Morally upstanding and reputable, the Order of the Gauntlet do not waver. They have a commitment to the fell all evils within Faerun. A cooperative group, cemented together by either their fervent religious beliefs or vigorous dedication to uphold justice in the realms. To these men and women in arms, evil is to be dealt with and can not be passed over. Inspite of the Order's best efforts to ally themselves with the Knights of Samular, male Dwarf, Grydek Ashbeard, can not square himself with the idea that the founder brought a lich into being. pg. 202 MM
SETUP
This component of the campaign is intended to strum the two cords of literary fiction: Setup and Deepening.
An anecdote about Kezefbane is beginning to proliferate in all the region. All the taverns are a-buzz with tales of Torhild Flametongue and his exploits. Weapon smiths have seen countless proud and patrician dwarven families, come to have their weapons appraised. Flyers are being hung at the entry posts of every settlement requesting information on the legendary blade.
By whatever process the adventurers discover this for themselves, the information can set them on the path toward their character's over arching goal by spending in the realm of their currency.
Through all the variable ways that this information can be traced back to its source, many pedagogues can be revealed. A character who displays tenacity, luck, or determination could be given the opportunity to study at the feet of such a one as this and learn techniques often outside of the reach of common folk.
Criminals and Strangers
A player who finds and begins to bone-up on his craft under another, equates to a novice apprenticed to an expert artisan. The character can expect the master to assign tasks that range from the trivial (sprucing up the master's home) to the daunting (journey into the badlands and slay the high priest of Cult of the Dragon). There is no shortage of archetypal individuals for the characters to interact with upon hearing this information. During this pursuit, the players can spend downtime to gain the benefits of a new level or training. During this time the players gain the following: one level in a class related to their training, a feature/proficency if the occasion merits it, and their cost of living (i.e. food and lodging.) This all transpires over the course of one 10-day.
Life In the Maze
Consider this quest as a series of choices with multiple possible outcomes; there must be a survivor of these ongoing skirmishes in the valley? Communally build this tale through joint story telling. Devise adventure plot lines around character motivations whenever and wherever possible. Advance story ideas so that they further the agendas of multiple PCs. This method divides attention between players evenly. It also covers you when life interrupts an individual being able to participate in the campaign.
Balance your idea for the campaign finale with the characters' backgrounds and current goals to shine the spotlight on everyone, being mindful that their are some individuals more cloistered than others that would prefer a lesser role in others' stories to taking center stage in their own. Some incentives can easily give rise to stories, while others might require effort to incorporate. If you consistently find it difficult to connect a PC's motivation with the plot in your game then simply reassess the motivation. Work with the player to adjust the motivation so that it inspires specific action.
In this case, a character masters a new ability through hours of focused, intense training. This training requires more than rote practice; it involves study with an expert in armed combat or magecraft.
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Rewards Through Roleplay
Class | NPC | Features | Rewards |
---|---|---|---|
Barbarian/Fighter | Mundomi Blusterhelm | +1 lvl in either class | Sentient Death Dog pelt |
Bard | Kaylessa Irkell | +1 Class Level | Intel |
Cleric | Harburk Tuthmarillar | +1 Class Level | Ring of Cure Wounds |
Ranger | Phaendra Chansyrl | +1 Class Level | Proficiency |
Rogue | Gurhith Suenzihr | +1 Class Level | Ring of Mind Shielding |
Wizard/ Warlock | Endrith Vallivoe | +1 lvl in either class | Boons and Benefactors |
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Although the rewards feature npcs previously published and having resided in Red Larch, the DM can implement his or her own custom npcs and this quest could just as easily take place in any settlement.
1.) Mundomi Blusterhelm
No one has forgotten how the Dwarven family of Blusterhelm propped their name up by the procurement of Orcsplitter, Flametongue's legendary greataxe. These days Mundomi spends his wakeful hours with a pint in his hand at the Swinging Sword. As rumors about Kezefbane begin to sink into the ears of every valley settler, Mundomi's great family achievement is all but suffocated. The Harpers had allocated a lofty amount of resources into insuring that very greataxe remained undisturbed.
When the threats and wardings of that crypt were at long last triggered and undone, the resting place of Torhild Flametongue was: restored to all the elder heads of the Dwarven clans, the place of his interment was hallowed and blessed, and maintenance and heirship was established and documented by the Dwarves in the presence of the Harpers.
These all being corroborated by eyewitnesses during the lifetime of other eyewitness, Mundomi finds himself a drunken fury. He shouts down these rumors before he to often finds himself thrown out of the local watering hole.
Mundomi Blusterhelm Is an expert axe thrower, capable of striking the apple off of a Gnome from nearly 30'ft away. He speaks loudly, boisterously, and arrogantly. Mundomi is aware of a race most recently brutalized by the Githyanki. The Aarakocra pg. 12 MM have been trounced by the natives of the astral sea and driven out of their mountaintop aires in the Sighing Valley of the Sumber Hills. They have taken up residence in the previously abandoned quarry 16 miles north of their attackers.
Workshop
This quest is meant to be largely role playing. What follows will be multiple was to extract the information, aid, or other desired effect previously mentioned in the "Rewards table." The following are just a few of endless approaches and need not be thought of as fixed ideas in the module.
-
These Streets are Goblin
Many Dwarves have been taking the Larch Path north-east of the aforementioned quarry, headed for The Stone Bridge and ultimately the "Halls of the Hunting Axe." Tenacious goblins have been smuggling from them as they travel once the wearied travelers bed down for the night under the starry sky. It was little more than a nuisance until their scattered successes drew approval of a Hobgoblin Captain pg. 186 MM.
The incidents were random and thought nearly impossible to head off. Thankfully an Aarakocra not present during the attacks on the mountaintops seen the Goblinkin traveling mid-flight, yesternight. Through clever roleplay the character will be invited/ voluntold to assist Mundomi with the circumstance. The characters might have come to his aid over the course of the tenday, him having been thrown out of the Swinging Sword on multiple occasions, or may have been requested to send him a good meal from the Helm at High Sun up to the Allfaith's Shrine where he is on the mend.
Speed By Example
12 miles North of Red Larch on the Long Road the PC and Mundomi find three goblin scouts of their company. They begin to retreat on their Worg mounts when, instead, Mundomi makes an interesting proposal,
As much as I hate that those fool Dwarves have believed the lie that there's anything of value worth pilfering from that crypt, I don't want any harm to come to them. You know how this goes! You tell your fellows, we warn ours... you really ready to throw down your lives like that?
With many other persuasive/intimidating talks, he proposes something else instead.
It boils down to this: either we, or you, reach our groups first. Then it could be all over for the other. So what say we make this interesting instead.
Gear of Influence
Race Statistics
Mount Speed Skill DC AC HP CON Goat 40/60 8 10 4 11 Mule 40/60 12 10 11 13 (+1) Riding Horse 60/80 14 10 13 12 (+1) Pony 40/60 12 10 11 13 (+1) Worg 50/70 15 13 26 13 (+1)
Mundomi proposes a race! He approaches anyone who shows interest to represent them. In this case, you'll have to enact the race through gameplay mechanics and roleplay. Encourage a heartfelt, fully immersed race where the stakes are high. A half mile is 2600'ft. You can determine the race to be this distance and decide upon an abridged number representing that distance. Each round the participants make a Wisdom (Animal Handling) check; the DCs for the different mounts are as listed. With each successful check, the first number is added to a running total. If the check fails, that mount's "distance" doesn't increase that turn. When an individual's distance meets or exceeds the "feet" traveled (set by the DM), that individual arrives at the agreed upon circuit finish. Participants can try to drive their respective mounts harder to move the second speed listed by chiding their mounts and whipping them. In this case, the animal handling check is made with advantage, and must be followed by a successful DC 10 CON save at the end of the round or the mount's speed is reduced to half until a successful save is made, being offered again at the end of each round.
This style of play doesn't have to include an initiative count and can, instead, see riders make their rolls in any order or all at once. The winning group is that which has 2 of 3 representing party members meet or exceed the required distance traveled first. If individuals are within 50'ft of one another, attack actions may be issued. Relative information is listed in the Gears of Influence table. If a mount has its health reduced by half, the rider makes animal handling checks at disadvantage.
Attacking mounts or their riders severs the intent behind the approach however, and may lead to a breakdown of relations where outcomes aren't honored at the end of the race; any attacks will certainly influence the roleplay exchange at the end of the race. Halflings and Gnomes make animal handling checks on goats and ponies with the DC marked down by (4)Four [Goat:4, Pony: 8].
To the Victor Goes
This event grants the players insight and intelligence on the current dwellings of the Githyanki as well as an opportunity to make an ally of the Aarakocra. The players get mixed coinage from the goblins equal to 200gp as well as any equipment they have pilfered which you wish them to have, PHB pg. 150. The proud Dwarf is so impressed with the player rising to this occasion that he presents one of them with the pelt from off his own back. It is a sentient Death Dog Pelt.
If the Players travel to the quarry, the Aarakocra there have been greatly humbled. The avian race tells the tale of how the Githyanki descended on them mercilessly from atop their red dragons and scorched entire hillsides. They not only captured their homes and slew many of them, but those whom they allowed to survive who stand before the player(s) now, were forced to watch as companions whom they had known their entire lives were wreathed in flames and devoured by the dragons. As a final act the Githyanki severed their wings and stole their flight. The Aarakocra before the player(s) feel as though they may never ride upon the wings of the wind again so long as they live; death would have been more merciful.
-
Bucket Fist
Grydek Ashbeard has stirred a commotion large enough to rival that of a bard. Roll 3d10 to determine how many days the rumors have been circulating. In the space of 40 days the rumors of Kezefbane will have found their way throughout the entire valley. As pervasive as the barkeeps and serving wenches who serve them, drunkards may be found in next to every tavern in every town. Drunkards are ale-sodden louts who haunt pubs far too often with their patronage, sousing away their paltry livings and often becoming surly and belligerent, especially against those from outside their home community. These are the men who leap up to start or join bar brawls, provided they’re not passed out in the corner, sleeping off their latest binge. When the player enters the tavern, read the following:
The inn is three story. On approach, the upper windows betray a hint of classism through the tattered rags over the windows as the lower level windows feature luxury drapes and linens that are foreign to the rest of Red Larch. Within the establishment's dining hall reside a nice mixture of people from all walks of life, carousing. A stout, surly Dwarven male can be seen striding between a few tables admonishing patrons and tossing glares.
Fisticuffs
If the player understands Dwarven, he/she can pick up between the drunken slurs and broken sentences that "it's bloody rubbish," and "Torhild wouldn't throw any weapon less than Orcsplitter over his shoulder!"
Before the character is but a few paces in the door, a table sharing the wall with the entryway to the tavern fires a stein in Mundomi's direction, who shoots the player an accusing glance.
Tavern Brawl
The character must make a series of checks against Mundomi, who then charges the character.
2d10 + 5 | STR |
---|---|
PC | - |
NPC | 15 |
2d10 + 5 | DEX |
---|---|
PC | - |
NPC | 13 |
2d10 + HIT die | CON |
---|---|
PC | - |
NPC | 22 |
The character makes three checks against Mundomi: Strength (Athletics,) Dexterity (Acrobatics,) and a unique Constitution Check with a bonus equal to a roll of the character's largest Hit Die. The DC for this is presented in the table or the DM may roll for it, the difficulty being 5 + 2d10. The players rolls a standard roll, adding the appropriate modifiers.
If the brawl is deemed non-lethal, you the DM may rule the PC loses one HP per failed skill check. Regardless of the outcome, Mundomi stands to his feet (or awakens hours later) to confront the player:
You've got a lot of moxie. Takes alot to brace up and go toe-to-toe. Tell you what: If you find out who's pushing this dribble, ill give you my here pelt.
The individuals at the Swinging Sword (or preferred establishment) know very little, but if the player wins 2 of three tavern brawls over the course of the tenday at the Helm at High Sun, following the same mechanics, it is revealed to be Grydek Ashbeard of the Order of the Gauntlet spreading this tale. He currently resides with the Knights of Samular in Summit Hall.
COMPLICATIONS
d4 | complication |
---|---|
1 | An opponent swears to take revenge on you |
2 | The Dwarves of (settlement name) maintain a grudge |
3 | You receive a near fatal wound |
4 | You inflict a near fatal wound; you are nolonger permitted in the establishments of (settlement name) |
Rewards
- One success awards the player a sturdy drinking stein: Mugs of ale make memorable thrown weapons, shattering upon impact and inflicting damage comparable to a sling.
- Two success and the proprietor will gurauntee half off ale, provided you refill the aforementioned stein.
- Three success and the proprietor will confide in you that the rabble has gotten shy with the player around and he/ she has saved in margins for not having to replace furniture. 150gp
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2.) Kaylessa Irkell
As of 1491 DR, the proprietor of the Swinging Sword was Kaylessa Irkell. This module will assume that to be a static position. If you choose to use her, a human female, you the DM may do so. Or she could be an interchangeable piece, having herself returned to Waterdeep and found alternate revenue and ownership through The Fellowship Hall on Waterdeep Way, the Guildhall for Innkeepers.
The following story ties can be implemented by a generic innkeeper with a Waterhavian background. The NPC is friendly and accommodating to sell swords and do-gooders who appear to make righting wrongs their business. He/she believes that disturbances in the valley are the birth pains of turbulent times. It is for that reason that he/she intercepts the character and says:
Mundomi is at it again. He's got alot of spirits in him at the moment; A finely tuned instrument and a soothing voice may be able to chase away his demons...or at least put them to sleep. Solve this problem for me and ill see that you have a roof over your head tonight and do my best to get you someone to play slap-and-tickle with if you require it.
The player is handed an mbira, a hand held piano, and expected to play and soothe the tension building in the room. The DC for this performance skill check is 14. On a failed check the crowd begins to become increasingly hostile, prompting the inn keeper to get in front of the situation and close the dining room early. He/she instructs anyone who hasn't purchased a room for the evening to leave. On a success the character is tipped in coinage equal to 15gp and the patron buys the character two rounds of ale.
In either case the innkeeper will offer the character employment. A success will be meet as an offer to be nightly talent, whereas a failure will grant the character a position as a serving staff member. In either case, a bard visits the tavern the followng day and can teach the character proficiency with his/her own instrument as well as up to two more.
The Gauntlet
To measure the overall success or failure of the week, the character(s) attempts skill checks to multiply a number of successful skill uses before he/she racks up 3 failures. The complexity varies based upon how many successes determines an affirmative outcome, contrasted by failing, once three checks aren't successful. In combination with the challenge's level, it also determines how hard the challenge is for the character to bridle.
THE DRUNKEN PIANO
Complexity | Success | Failures | Rewards |
---|---|---|---|
1 | 4 | 3 | 1 instrument proficiency & 3rd bullet point, Rosé Cheeks |
2 | 6 | 3 | 1 instrument proficiency & all bullet points, Rosé Cheeks |
3 | 8 | 3 | 2 instrument proficiencies & all bullet points, Rosé Cheeks |
Rosé cheeks
Over the course of the week the character learns a great many things revolving around the Kezefbane tale:
- Learns the history of the Orcfasting Wars
- The formation of the Knights of Samular in 952 DR
- Learns that Kezefbane was hidden within Blackstaff Tower in Waterdeep by Bronwyn Caradoon
The information on the Orcfasting Wars is that previously mentioned in this book. That, in the year of Rings Royal, two heroes emerged: Ahghairon and Samular. Six warriors claimed the mantle of War Lord of Waterdeep during this period, only to fall in succession to the waves of trolls and Orcs. One of whom was Amphail the Just.
Source - City of Splendors: WATERDEEP, Eric L. Boyd. WotC 7/2005
3.) Harburk Tuthmarillar
This quest time activity, most suited to a dedicated healer, features the leadership of any of the above ground settlements. For simplicity, this module will use Harburk Tuthmarrilar of Red Larch, but strives to present information that is malleable to any settlement you the DM may choose.
With certitude, the individual before you represents the interests of all the people in this humble settlement. He/she is obviously busy as the appearance is quite harried. After speaking with other prominent villagers it becomes apparent that he/she is need of capable hands. The Knights of Samular received letters of conscription from the Tower of Order, a guildhall of magists and protectors, drafting everyone to the service of healing the wounded of the High Forest.
This particular settlement now has its sanatorium over burdened. Even healing of a magical means exhausts the caster before exhausting the needs of the ill and wounded. The pedagogue and teacher to the player(s) wastes no time imparting all his knowledge in rapid fire succession on the player(s).
Observational Learning
The upshot of this time spent should, succeed or fail, serve to move the campaign along. That does not mean that success is guaranteed and you should prepare for the eventuality of failure. The character should "fail forward," and simply have to deal with the consequences that failure turns out. Ensure that failure still leaves the character(s) with a task to complete. Structurally speaking, this quest shouldn't measure whether the character makes the grade or stalls. It should determine how well he or she succeeds. Set a DC based upon the skill use the character determines to undertake. You may rule that a complication arises if the player rolls -2, or -5 below the objective DC. Alternatively, you may roll for a complication per every failure,
HEALTH ACTUALIZATION
Complexity | Success | Failures | Rewards |
---|---|---|---|
1 | 4 | 3 | 2 healing potions and empty vials (not exceeding 6, including the potions) |
2 | 6 | 3 | additionally - 1 herbalisim kit |
3 | 8 | 3 | additionally - a ring of cure wounds. While wearing this ring, you can cast cure wounds once per day. The spell uses no spell slot and uses the caster's spell casting ability. Requires attunement. |
COMPLICATIONS
d4 | complication |
---|---|
1 | You are pick-pocketed whilst administering aide. Subtract half of your coinage |
2 | Depleted of magical healing earlier in the day, this patient dies for lack of supernatural treatment |
3 | You contract a magical disease. Your HP maximum is reduced by 2. |
4 | You successfully heal your patient but the taxation on your spell casting focus causes it to shatter |
* | For results of 4, player characters not using a focus, a hemomancer subtly heals their relative by transfering your life force to theirs. You do not gain the benefits of Hit Dice, save for being cured by a Greater Restoration Spell |
Over the course of the week the character learns:
- Able bodied healers have been conscripted to service at the High Forest at the behest of the Emerald Enclave
- The druids of the High Forest who's magic is tied intrinsically with the forest, are experiencing difficulty crafting magic
- Multiple Drow sightings have been reported
- The Order of the Gauntlet is mounting an expedition into the Underdark
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4.) Phaendra Chansyrl
This quest time activity, most suited to a ranged attacker, features a local marksman or perhaps a retired adventurer. For simplicity, this module will use Phaendra Chansyrl of Red Larch, but strives to present information that is malleable to any settlement you the DM may choose.
Chansyrl's Fine Harness is a consistent purveyor for many a settlement up and down the long road. Tanned and oiled leathers for humanoids of all sizes become overtaxed and tired when they've seen constant use. Saddles, reins, and harnesses all need redressing eventually. Everyone on their pilgrimage to the Halls of the Hunting Axe stops somewhere!?
It may result in a game of telephone, but its always good to know people. The character meets not a few interesting individuals while leading them safely a few miles out of the settlement his/her party finds themselves at; watching the travelers until they are out of bow shot. This act of altruism catches the eye of the local tanner.
Obliterate the stench of this place if you can. Fine tune the stretching racks, reinforce the cutting tables, sharpen the knives. Do all that and I'll twist the ear of anyone who comes in here and we'll find out what you need to know about this fairy tale Kezefbane we've heard so much about.
STUDIOUS ARTISAN
Complexity | Success | Failures | Rewards |
---|---|---|---|
1 | 4 | 3 | Leatherworker's tools + Proficiency or 1 language |
2 | 6 | 3 | additionally - (20) +1 Arrows |
3 | 8 | 3 | additionally - Padded Armor +1 DMG. pg. 152 |
For Leather and a Day
This being but a side trail off the main path, the player character is forced to slow down. One might curse as the rest of life in the valley blunders onward... or relish the opportunity to work under the direction of another expert. This type of work can be a retreat from other obligations. Few get the opportunity to mix pleasure with pleasure as this helps further the goals of the party in sifting through the tales of the valley in an indirect, abstract way.
Little gets people talking like a ruse. With so many people searching for truths, the player(s) have the opportunity to be a listening ear while customers gush on and on about that which they should play closer to the vest. The player may eventually catch the repeating consonant sounds and sentence structures and become multi-lingual. Once enough has been learned, the player(s) can make the decision as to whether or not any of these tales need to be quieted with cold, hard steel. Most travelers are deliberately innocent. Most rub their hands together as they are subtly cross examined by the player(s) or the store proprietor.
The Player learns the following:
- The town of Amphail has an affinity toward the Knights of Samular, as their founders were siblings
- Samular Caradoon's children, Brandon and Bronwyn, didn't share their father's faith
- Anyone wishing to fact check these tales would find success in Amphail
- There is an archer with much clout in Amphail by the name Artimis Ravencloud
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5.) Gurhith Suenzihr
This quest time activity, most suited to a rogue, most notably features a new npc not introduced in previous publications. Gurhith Suenzhir is a half-elf male. He was a common thief on the streets of Rassalantar during his formative years, until he conned his way to Silvermoon to try and make it big. His charming features were abruptly replaced by a lifestyle of hard knocks; soon the callousness of his exterior matched that of his interior.
His appealing elvish features began to thin and wear, replaced with a face like flint. His strawberry-blonde hair is as thick as vines and he has managed a physique that is quite impressive for one of elvish decent. He has a scar through his right bicep where an intended mark somehow became aware of his presence, leading to him catching the Lightfoot Halflings's blade in just there. These days he is given a wide birth as he travels with his staff, typically adorned with a humanoid heart magically suspended in the air an inch from the tip of the staff.
Gurhith spends his time training the new recruits of the Zhentarim. The character(s) enter a bazaar at any given location. The PC and Gurhith very nearly bump into one another as the character strides in and Gurhith closes on the exit. A perception check, DC 18, reveals that the player has had his coin purse lifted. Once the player settles him or herself, Gurhith calls to them:
You're fortunate it was me this time. Anyone else and this would be long gone.
With that, he tosses the coin pouch down on the table... 1gp short. It was love at first theft.
The NPC wants the player to:
- case out a noble's secluded estate
- discreetly record the prices of one purveyor's prices, to offer to his competition
- steal a shops ledger to see when new wares are being delivered
ONCE MORE, WITH STEALING
Complexity | Success | Failures | Rewards |
---|---|---|---|
1 | 4 | 3 | Moon-Touched Rapier XGE pg. 138 |
2 | 6 | 3 | Staff of Adornment XGE pg. 139 |
3 | 8 | 3 | Ring of Mind Shielding DMG pg. 191 |
COMPLICATIONS
d4 | complication |
---|---|
1 | Someone has become aware of your presence and paid someone to follow you; your next skill use is made at disadvantage |
2 | Something identifiable of yours fell off of your person during your last "unsanctioned" job. The local lawmen are now after you |
3 | There was a magical ward cast over the last coinage you acquired; all your money has been transmutated into copper |
4 | You accidentally name-drop one of your fellow adventurer's; this may lead to misfortune for the two of you down the road |
CLEAR the ARRR!
A Widow approached Gurhith Suenzhir two months ago with a compelling sob story. Here husband and three sons were traveling from Uluvin to Goldenfields to visit their daughter. None of them ever returned. Similar disappearances have taken place, within a circumference of 50 miles of Womford. Unfortunately Gurhith Suenzhir has been made in that area. That women gave her entire livelihood so that whoever was responsible would have justice meted out. Not death ...justice. The player(s) learn the following:
- The primary suspect has been described as likely belonging to one of three races|:: Sea Elf, Sahuagin pg. 264 MM, or a Triton.
- The grist mill may provide a vantage point to survey the countryside.
- River pirates in the area may sell more information.
The Bitch Queen
If players receive intel from the pirates, they reveal that tools and instruments used in sacraments of oblation to Umberlee were brought in with their freight to one of the locals. They provide no names and, should they feel threatened with harm, they will strike. Three pirates and their captain. pgs. 343&344 MM
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6.) Endrith Vallivoe
A thin, wiry man that looks to be past his prime hastens around the corner. He keeps a good running record of his inventory in his mind and tells you that you are free to peruse his shop "to your hearts content."
Shadows on the Wall
"What do you suppose he meant by that?"
"The heart is deceitfully wicked. Who can know it?"
"Consider well whats before you, and put a knife to your throat if you cant keep a secret. Items ...walls ...places ...they all have a memory."
The player hears inharmonious whispers within the little shop. Upon approaching the back of the shop, movement catches his/her eye. A cat? A crimson weasel? ...Then it moves again and a vase falls to the floor and a net drags some wares off of a shelf as the thing scales up and down the wall in a blur of movement.
When the player can finally train his/her eye on it, it is unmistakable. A living shadow is creeping along the shop. It approaches a dusty linen bed sheet thrown over an eight foot tall antique. The shadow approaches it and turns to face the player, waiting expectantly.
DIVERGENT PATHS
REVEAL | REJECT |
---|---|
If the player choses to remove the sheet, then an ornate mirror will be exposed | |
Refusing to remove the sheet will, by all appearances, repudiate the shadow. It disappears until such a time as it feels it can tempt a malleable individual | |
With the mirror revealed, the shadow passes behind the construct. What appears in the oculus is a creature quite unfamiliar | |
The shadow disappears behind the veiled mirror and is seen no more. Endrith then finds and approaches the player |
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Krinth
The tall figure before the character is a gray skined, black haired, black eyed humaniod female with an intimidating figure. She stands 6'3" and appears to be 200lbs.
What defines you, youth? What relationship might we enter into? What blessing could you impart to me that I may , in like manner, indulge some fancy of yours? For the meager cost of but a service to me ...I could expose for you that which lies hidden in this universe.
Light About the Cost
The innermost motivation for a character accepting a quest is whether or not anything of interest is promised to them. This interaction is the perfect opportunity for any character wishing to multiclass into warlock.
The Krinth, because of their demonic heritage, are often evil hearted. The quest given by the Krinth should be personal. This could possibly lend to the eerie element of the quest giver. "How does she know this about me." This meeting binds the character and Krinth into a deal of chosen escalation for an unending period of time, or until cordially nullified by both parties. Upon completion of the agreed obligations' parameters will be meet by both parties. The agreement, as a whole, remains until the predetermined period of eternity.
QUEST | REWARD |
---|---|
Snuff out any source of light within reason, relative to your ability for two tendays | The Krinth will teach the player to draw spells from the Shadow weave as opposed to the Weave |
- | - |
Install two statuettes of the goddess Shar within a place of divine worship, outside of her portfolio. The player must not interfere with this installation upon completion, and any interference will be considered a violation of this deal | Starting at third level, the player can cast Cloak of Shadows a number of times equal to half his/her hit die pool, rounded up, without expending a spell slot |
- | - |
Shed blood and end the life of an individual attempting to atone for evil deeds | Starting at fifth level, the player can cast Touch of Death a number of times equal to half his/her character level without expending a spell slot |
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K
RINTH'S BOONS
Shadow Weave
Drawing magic from the Shadow Weave, apply the following features
Perception
- A Counter Spell attempted on a spell cast by a caster relying upon the Shadow Weave must first succeed a (wisdom) perception check, DC equal to that of the caster's spell save DC.
Cloak of Shadows
- As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Touch of Death
- When you hit a creature with a melee attack, you can use Touch of Death to deal extra necrotic damage to the target. The damage equals 5 + half your player level. You can do this a number of times equal to half your player level, rounded up.
Since the Shadow Weave is a separate force of magic, it is not affected by areas of dead magic or wild magic within the Weave. An anti-magic field counters all magic within it's area, and that includes Shadow Weave magic. Shadow Weave users also must overcome any spell resistance a creature might have. It is harder for a Weave user to perceive, counter, or dispel spells created by using the Shadow Weave. Any magic item created using the Shadow Weave is a Shadow Weave item and is affected by the same benefits and limitations as a Shadow Weave spell.
If the player denounces the Krinth, the old merchant will find the player.
In my day and time, people actively sought the good of their neighbor; no one wearied of doing good for one another because no one could tell what would prosper. This, or that. Ive done quite well for myself here, alone, for some time now. But as need warrants, its always good to bind yourself to others. Then you have a more sure reward for your efforts. If I have any inkling of an idea about what just transpired back here, I'd venture to say you have alot of personal integrity. Id like to extend an offer for you to join the Harpers. If you are interested?
Rewards
- As a Harper, the adventurer and his companions can expect to receive free lodging and exchange of information by others of the organization.
- If you are charged with a crime, the organization will compile and supply any available evidence corroborating your innocence. If a strong enough case can be made, they may even cover expenses.
- Glamoured Studded Leather DMG pg. 172
C
rown of Pandemonium
BACKDROP
Illithid colonies have fashioned the ability to create or modify certain equipment, imbuing them with the silent art. Mind flayers craft magic items that can only be used by the colony and it's thralls - a practical security measure to hinder foes from turning the Illithids' own creations against them.
The Ulna Cataphract, as one smithy has called it, is a strange type of bracer that fastens onto the side of the forearm opposite the thumb. At the wearer's wrist is an arm from this device that, by all appearances, one would point directionally. When grasped, the user is abruptly meet by the stabbing of a needle into the palm of the hand. This is the final iteration of the "laser pistol" developed by Gnome Ceremorphs in 1489 DR.
The needle makes an analysis of the users blood. After verification is made, the device hums to life with a red, purple-amethyst glow. Alien metal that is lustrous and untypical. It is not impossible to fool, but very unlikely, since the mucus that coats the Illithid seems to also be a necessary component in activation.
SETUP
Enumeration is for ease of use, as it pertains to visiting different locations throughout this quest. Suggestion was made for a player to have the Ulna Cataphract in his/her possession. If you the DM and a player act upon that adventure hook then the following passage will provide ways the adapt his/her having the artifact to this quest as well.
If a player chose the adventure hook that included this item as part of his/her background equipment, the introduction to this quest is all that need be changed. If a player has the aforementioned adventure background, then a familiar pilgrim avows to recalling the player character and his/her having purchased the peculiar relic:
Gond above, its you! You are the one that possess that alien artifact. Fate has brought us together again. I found myself tossing on my bed, night after sleepless night, thinking on that object you had. I told myself that all things consist in and have their creation in the will of Gond. I asked myself how that object, being woven into and grafted in with humanoid instrumentation, used by the will of the god's, was to satisfy the burden of those great divine beings. I think there is a villager in Westbridge that can help us fill in the details as it pertains to how providence brought that item into your possession. Go with Gond, and discover what that thing is! Ill pay 3sp just to know what it does. Blessings until, stranger!
If the Ulna Cataphract is absent the player character's knowledge, this quest is easiest to begin in a large settlement like Yartar. The reason being, that settlement in particular is already home to 6,000 souls. The christening of Dess'aiyndoll has occurred, not many winters ago; not even the most assiduous individual would have been immediately aware of the surge of individuals into the city; hundreds of humanoids, all amnesiacs, have wandered up from the Underdark to find themselves. The faux kindness of releasing their thralls, in this mockery of mercy, has allowed these humanoids an autonomous mind, with no freedom of thought! Themselves having had their intellect pressed and crushed. Their minds persecuted and abandoned. Memories all destroyed. Themselves being of no significant importance, the players perceive all of it almost immediately that the refuse and homeless of the city all have vacant corridors in their minds; unfurnished rooms in their head space. One layperson spots the characters and offers to pay them each 3sp if they will take several of the peasants to a philanthropist in Westbridge, as well as gifting them with a strange alien artifact that one individual was carrying.
1.) Westbridge
The village is located at the confluence of the Kryptgarden Forest and Dessarin Hills. It is built on a hillside and has early, exemplar, narrow streets. As a result, horse drawn carriages aren't accommodated. Consequently, most day visitors enter on foot. The town was largely passed by in the war times, but is saved from oblivion by the efforts of a small number of dedicated people on numerous occasions. This includes, but is not limited to, the Knights of Samular.
The town has very little construction dating from between 1359DR to 1480DR, leaving the early structures intact. The roads become cobblestone trails in places of prominence, the road leading to civil administrator Pistachion Longstocking being one such example.
The party arrives at Westbridge and is immediately meet by an excited halfling male on stilts! He introduces himself as Pistachion Longstocking. After waiting a moment, supposing recognition at the name to dance across the faces of the players, he plainly states,
I own all the enterprises here in Westbridge. Im a self made man you see. I received a mere 20,000gp from my father Perrich Longstocking. I took that 20,000gp, and all my own, I've made it my 21,000gp. Aside from all you see here, I own a few quaint houses up in Waterdeep. So you see it is absoulutely no trouble at all for me to underwrite your expenses here while you get these poor souls settled.
Walking the entire time with the players whilst he shows them around his town, he turns to face the brawniest looking of the bunch. Pistachion claps his hands onto the player's face and cheeks. Head on over to the "Wemic Comes to Westbridge." They are expecting you. Your meals are on the house. Tell them you want "the lightly salted pistachio."
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The Tiefling, Yuvine Ecstasy, notices the flaking paint as the players help to get their charges (if the party doesn't already have the Ulna Cataphract) settled in.
How I wish we could put right the weaknesses of this place so that she could show herself capable to bear the cares and worries of needy travelers. This Inn is ready and willing, and our burden for the people is in kindness. We try our best to approve the things that are true and excellent with all wisdom and discernment. But when i see this place... well it saddens me that the surroundings wont be to others' individual likings ...do you suppose you could be hired to paint the Harvest Inn for us? You seem quit capable? I could pay you all 3cp a day?
Stone-slippery
Before painting, the characters must first strip the walls of the old paint. If the old coat is simply painted over then the new coat may bubble or peel, because the current finish is flaking in every room, inch by inch. When characters begin to sand the walls, they have a sure result from their efforts. Given ample time and the right tools for the job (and Pistachion being an "excellent foreman"), the characters begin to see the fruit of their labor. The AC of the paint is 13. After every hour of work, allow the players to role for progress. The paint progressively losses its integrity; the paint has: 5 + 1d10 HP. When it reaches zero, the character has finished the individual room (or segment of room) that he or she is working on. The player may use their strength, dexterity, or constitution modifiers for progress. Whichever you the DM determine as most appropriate per the player.
TREASURE
The player to complete their task first will have his or her work appraised by Pistachion. Satisfied at the work
- he places a golden nose ring on the player as well as two silver brow rings.
- (female) in addition to the rings, he will dust the player's hair with gold shavings and flakes. (+3 to Charisma persuasion checks, made against nobles.)
If the Player has a feature or proficiency
such as Stonecunning or Proficiency with Mason's Tools, the player would have additional insight into stone structures; treat this as a +5 to the individual's PASSIVE Perception.
A Wisdom (perception) check, DC13, reveals that the building is made with asbestos. If the players fail the check then a Dwarven tenant will make this fact know to the players. It is more rewarding for the players if they are made to feel like they have discovered it all their own.
Naturally fireproof and of significantly strong quality. Asbestos building material also aided in sound absorption, making it highly sought after for establishments such as an inn.
Asbestos, eh? Hmm ... well with the variety of paints available, that which should take the crown? I would say the paint should be an oil based one. The mason's crafted, the painter's painted, but the supply stays the increase. Don't take my word for it. Trust but verify. I believe a guild man and caravan leader left from here bound for Amphail about two days ago. Can you deliver a payment to him and a request for materials?
Parcel Payment
The guildhalls build up lucre wealth to the hot displeasure of many. For by their dominant position of industry, and their banding together, they are seen as leading to price-gouging and worsening value due to the lack of alternative choices for the common man. They also can concentrate affluence, influence, and potential in the hands of one or a few individuals.
Wealth comes in all forms. Administration could be through livestock, services, land, taxation, or access to resources. Governing bodies control what the average consumer has access to. Competition is rarely seen once a guildhall is formed. To work discreetly and autonomously as a way to live within ones own means (i.e. doing one's own roof repair for example) is to risk drawing the ire of the guildhalls. For if one guild takes issue with an individual or entity, they make it known to the other guilds or guildhalls, and the offending person or persons may find themselves unable to receive aide or supply of any good or service which the guilds have oversight of.
Yuvine, if the players accept this assignment, will send the players on their way with the following payment:
- 50 lbs of wheat (5sp or 1electrum)
- 150 lbs of salt (75sp or 7gp & 5sp)
- 15 lbs of garlic cloves (45gp)
Yuvine will also provide dry rations for the party for four days travel as well as enough food for equal days for any of their mounts.
The party will do well to have mounts to traverse the expanse of the valley
Before the Ink was Lie
It is entirely possible for the players to abnegate this request. As in Joseph Cambell's 1949 work, "The hero with a thousand faces," the players may refuse the call to action entirely. This course of action, or non-action more specifically, humanizes the character and is thematically appropriate; the party is in the savage North and perils are everywhere. Roleplay a party refusing this opportunity as acknowledgment of the danger of the mission. The quest giver, Yuvine, then tells the party that she fully understands. She would, however, like the party shodden themselves for the many perils they will likely face.
Instead of being suspended between two minds, your belief in your ability to achieve mixed amongst your self-doubt, train against these contradictory positions. Emotional indecision or the lack of reliability when you are armed and able as you are is revolting. You are like a cloud during a dry season that brings no rain.
This presents the opportunity for performing repetitive tasks; have the players explore the low CR of core source materials. Players who appreciate a more "hack-n-slash" style of play will appreciate a moment of dedicated combat drills. The design of this module will influence the amount of "grinding" in gameplay, but this moment offers some.
There is also the chance that the players will lean into a chaotic alignment and agree to this assignment, only to rob the payment entirely. Under these circumstances, if the players should return to Westbridge the following month, according to the calendar of Harptos, the Harvest Inn will be permanently closed. Yuvine has also hired a rival party to oppose the efforts of the adventurers and bring them to justice.
The rival party will withstand the player characters and be a constant threat when the party least expects them to strike. In the same way the cat is evil to the bird, these npcs don't have to be of an evil alignment. They exist a reminder of the party's character flaws, themselves being hired to right a wrong done to a settlement's economy. As suggested by the supplemental content presented in Xanathar's Guide to Everything, you may choose to enrich these npc's by giving them a connection to a player or players from the pc's individual backgrounds. XGtE pg.124