Shadows Under Emystrell
Shadows Under Emystrell
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Kyle Ouellette, DM Guru, DMG LLC, Arkadian Dragon Knights, Lord
Barael Nightblade the Black Dragon Knight, all logos, designs, dungeons,
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Thanks DM,
Kyle
Thank you!
A very special thank you to everyone who ever believed in me, starting with my
parents who never once doubted their sons could do anything.
Even to infinity and beyond!
The night streets of Emystrell are as silent as a graveyard and with half of one’s
grisly charm. A creeping fog slithers between the lonely homes adding to the sense
of isolation to those who tremble with fear inside. A warm light bobbing through
the impenetrable darkness is held aloft by a pair of nervous guards who keep their
eyes peeled for any danger that might lurk in the deeping shadows. The tallest of
the two guards holds onto her shortsword to try and keep from nervously shaking.
Whenever she is afraid, her voice drops an octave to cover her nerves.
(That’s your cue!)
“Colder than usual...I’m tellin’ you something ain’t right. I can feel it. You
know two of the boys from the barracks went missing last week?” Her patrol
partner is shorter but heavy with muscle and second helpings. His voice comes out
an octave higher whenever he is scared and wants to play tough.
“Captain said they’re on a scouting patrol in the foothills lookin’ for any sign of
the folk gone missing. They’re no rangers but the hills haven’t been real dangerous
since our grandparents were young. Don’t tell me you’re falling for Cander’s
goblin stories, are you?”
Her boots stop short and he almost runs into her as she turns on her heel, her long
black braid slapping him in the face. “Well if it isn’t goblins it sure as all Hell
is SOMETHING that we weren’t trained for! And I know for a fact that the
story about the ‘scouts’ is all horseshit anyway! Grislow and Kabot got ganked just
like the miller’s kid. Just like all the people who just vanished!” Her shoulders
were squared; he knew she was fired up and he’d just have to weather her tirade
before he could try apologizing. He watches with horror as a dark robed figure
reaches out in the dark, covering his partner’s mouth. There is the sound of steel
being drawn behind him and he isn’t fast enough to react in time. There is a dull
pain in the back of his head and when his vision goes black, he can’t help but think
about how pretty her dark hair was in the moonlight. Two more souls lost to the...
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For months, the dreams of the people of Emystrell have become dark
and terrible. It seems their nightmares have come to life! In recent
weeks, people have mysteriously gone missing, vanishing in the night
without a trace. Everyone is too paralyzed by their own despair to do
anything, or venture far from the safety of their homes. Emystrell is
on the brink of collapse! The baron is offering a handsome reward to
anyone who can show proof of the end of whatever evil curse that has
taken hold of their town.
This adventure is designed for a party of 3-5 heroic characters of 2nd level.
It has elements of mystery and investigation in the first section which can be
detailed and highly involved for groups that enjoy the process of searching for
clues and solving mysteries. It can just as easily be glossed over for groups that
are more tactics focused. It also includes the town of Emystrell with a map and
NPCs for you to interact with. Of course, your table may just need the dungeon!
The second section of the adventure features the dungeon: a labyrinthine
complex of an ancient elven crypt which the thieves’ guild has used as a base of
operations for a decade...until the serpent worshipping cult arrived. The third
section of this book contains the detailed listings of magic items and stat blocks
to any homebrew monsters. Roleplaying notes are kept light to allow for room
for your own interpretations and details. NPCs remain as free to do with as you
choose, unless I felt inspired and hoped to give you a cool idea.
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Dungeon Masters running the game for more players or higher level heroes
may need to boost the hit points of the monsters (leaning towards their highest
maximum hit dice) or add more creatures (at least to match the numbers of the
players) and greater challenges to maintain the intended level of threat (more
random encounters or traps). Based on the player’s choices and paths taken,
by the end of the adventure (assuming they have defeated Talaash and cleared
the tombs) they will have gained enough experience for a starting group of four
level 2 characters to reach level 5 by the end.
This adventure has hooks for Dungeon Masters interested in a larger campaign
involving the sinister plots of the Yuan-Ti (snake people) as well as other
interesting adventure hooks (such as the giants in the nearby mountains or the
stolen gem: The Eye of the Dragon). These plot points are intentionally left
vague for you to fill in the gaps based on what your players seem interested
in. You are invited to use this as a launch point to lead your heroes on a larger
adventure that might someday set them against an Anathema Serpent demigod,
or it may simply be the beginning of their journeys and the evil of Yargoth stops
here at Emystrell.
K EY
Greetings and well met adventurer! I see our ranks are bolstered by
your honorable presence! This kind of text is intended to be read out
loud for your players!
Hey DM! Guru here!.Text like this is indicated with a yellow sidebar or
highlight to mark where the designer has a note for the DM.
Green text boxes indicate lore from my own world setting or behind the
dungeon that you are free to use or alter as you need.
Red text boxes are usually warning flags that there is some spicy content
that you should know about.
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PART /:
9
T he Shadow
The looming threat and potential long term nemesis of your players could be
Jarassu the Abomination, the leader of the Fangs of Yargoth: an ancient cult
to a serpent demon-god. The high priestess of Yargoth the Dread Serpent has
been preying on the people of Emystrell, sacrificing their fear and nightmares,
in order to finally transform into the demigod Anathema and reign terror and
destruction on the land. Her minions have begun to capture people in the night
using the forgotten crypt passages below the town to go unseen. She is nearing
her goal and only the intercession of brave adventurers now can stop her from
achieving nearly unlimited power.
T he Spy
The agent of the cult hidden among the townsfolk is a doppelganger named
Ssamar. Ssamar has infiltrated the town’s leadership and taken on the identity
of a councilmember: Vice Regent Ingvar Borson (see Fangdor Castle, location 18 of
Emystrell).
They have stalled any attempts at locating the cause of the danger. Ssamar has
slowly been poisoning the baron who now is at death’s door with illness. The
town will certainly crumble into ruin and its people snatched without hope for a
saviour!
This adventure is much inspired by classic pulp action adventure stories featuring
characters like Conan battling demonic snake-men to rescue a damsel in distress.
This trope can be fun if it is something your players will enjoy as a sort of homage to
classic western fantasy. However, feel free to change the identity of the captured
individual to better suit your table and your players. Maybe one of your players’
characters is from Emystrell and the final sacrifice is a family member. Perhaps
it is a prince instead of a princess. Whatever you think will motivate the players
is the perfect sacrificial victim of Jarassu. Of course, if your players are more
interested in just killing monsters because that is to their tastes, feel free to remove
the subplot to rescue someone and just lead them to the dungeon to hack and slash
their way to treasure. You can’t go wrong with treasure.
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Character Hooks
You can hook your characters to become invested in the adventure by giving
them a personal stake in the game. Not only can these hooks provide you with
good motivations to help tie a character to the story but you can use them as a
backdrop for a 1st level encounter or two to help them level up. Maybe they can
get some extra loot or a magic item of your own choosing or creation!
Bandits! With the instability in the area, the region surrounding Emystrell
has fallen into chaos. Local brigands, thieves, and monsters that were once
kept in check by the baron’s forces have grown bold since the terror has gripped
the local area. Soldiers have been called back behind the walls leaving nearby
hamlets helpless, relying on the aid of wandering adventurers to drive back the
forces of chaos that threaten their lives. After a brief adventure bringing a group
of bandits to justice, the PCs could be led to the walls of Emystrell to help with
the recent troubles and a wealthy lord who may graciously reward some thrilling
heroics.
Family Affairs: A PC could have a family member or friend that lives in
the town of Emystrell and have sent word to them that things have been feeling
wrong and they are in fear for their lives. This literal call to action could be a
driving hook for a player that could rally the other adventurers.
Fortune and Glory: The town of Emystrell is built on the ruins of an
ancient elven settlement and rumors mention a fabled magic sword being lost
in that area. Perhaps some ancient elf gold will help make this adventure
worthwhile even if you can’t find the magic sword.
Crime and Punishment: The local thieves’ guild, The Chain, has recently
gone silent. You may be a rogue of the guild sent to find out why. You may be a
solo thief looking to take advantage of whatever happened. Or a rival assassin
sent to use the opportunity to finish the job? A bounty hunter or crusader could
be looking to oust the thieves themselves.
Dark Curiosity: You may be a mage or arcanist of some kind and sensitive
to the forces of magic and a dark dream has led you to this town. Something
ancient...evil...and hungry is stirring somewhere in Emystrell.
You’re Finally Awake…: If you just want to get your players started, they
could be kept as prisoners in the Bailiff ’s tower dungeon cells. Their arrest
charges were likely just being suspicious but, with the recent disappearances, the
guard is hoping that these adventurers might be willing to solve their problem
for their freedom and maybe a reward.
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Chapter 2: The Town of Emystrell
A raven flies low over a dark and mighty forest split by a silver river. The
treeline breaks to miles of rolling green hills leading up a craggy hill with
the strong walls of a fortress upon them. A few farmers’ villages dot the
scrubby expanse. A long well worn road leads along the southern face up to
the drawbridge gates of Emystrell. Within the walls are homes, tradesfolk,
merchants, mothers, fathers, children...and adventurers!
Map of Emystrell
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1. Stormfist Goliath Tent City
The road leading to the fortress gates of Emystrell is trampled with hundreds of horse
prints, most leading out. The few structures outside the tower gates are obstructed by
a small tent city of towering half giants.
A small clan of goliaths (half-giants) have taken refuge outside the walls of
Emystrell. They have come down out of the Cloudwall Mountains far to the
north after a calamity drove them from their homes. Their war against the rival
frost giants and trolls went badly and they were forced from their ancestral
lands.
The goliaths of the Stormfist Clan are not made to feel abundantly welcome in
the town, with the exception of the halflings. During the daylight hours, they
are permitted to come within the walls to trade but after dusk they are sent
back to their tent city outside of East Gate. The recent troubles have escalated
tensions between the Stormfist and Emystrell; some have been saying their
shamans have cursed their town. Conflict has not boiled over to violence yet but,
if things do not change soon, they are on a clear course to clash.
They can trade in weapons not available in town such as heavy melee weapons
(greataxes, warhammers, etc.) and finely made hide and leather armor. The
goliaths may also have a few veterans or
berserker hirelings (see Part III: Magic items
and Monsters) that could be convinced to join
Consider providing this
the party for a cut of the treasure. Many of
slightly cheaper if there
their warriors are stifled after their defeat at
are fewer than 4 players
the hands of the giants and do not enjoy sitting
in order to supplement
outside the walls.
their numbers.
Successful adventurers could catch her eye as champions. She may request aid in
breaking the hold of the giants in the Cloudwall Mountains. She may also see
the potential in some of her warriors helping resolve the curse on the town so as
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to improve relations between the refugees and the humans of Emystrell. If the
PCs can negotiate their way to the
shaman, she can provide a magical
divination to point them towards the Feel free to have fun inventing a half
Wizard’s Apothecary, identify magic giant divination ritual! She may
items, or even provide magic healing. even have a useful magical item if
you are feeling generous, DM.
2. East & North Gates
The gates are 20 ft. high, made of dark wooden beams reinforced with spiked black
iron. The doors are blocked by a black iron portcullis. You can see capped heads and
spear tips at this range.
During the day, the gates of Emystrell are open and watched by a group of 4
men-at-arms at all hours (shifts of 8 hours), two on the ground and two armed
with crossbows up top. At night, the gate is barred and closed until sunrise. Due
to the pervasive dangers of the area, the baron has ordered the gates stay closed
until ordered otherwise and outsiders may only be allowed in if they can be
trusted.
The gate is made of sturdy timber and reinforced with iron, protected by a
portcullis of pure iron (DC 30 Athletics check to lift). It is flanked by 2 strong
30 ft. towers with slits for arrow and crossbow fire. A deep moat protecting the
East gate connects to the Houndsrun river that flows past the town’s southern
side where the halfling fishing hamlet of Smalfrye proudly works the river.
Defending the front of the gate is a drawbridge (usually up).
Outside the eastern gate, there is a guardhouse that has at least 4 guards in it on
duty at any given time. There is a stable for messengers and the militia as well as
the Mudflap Taphouse, where travelers often spend their coin on warm beer and
boiled root vegetables.
3. Flanking Towers
The gate is flanked by a pair of 30ft tall towers of rough limestone with wooden parapets.
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Atop each tower are 2 guards armed with crossbows at the ready. Each tower has
8 more guards resting with their armor on. In the event of danger, it takes them
2 rounds to ready themselves with gear and weapons. Each tower has a healthy
supply of arrows, bolts, spears, rocks, and several barrels of oil. There are
enough accomodations on rough pallets for 8 guards to rest while two remain at
the towers top.
4. Entry Yard
This narrow yard is paved. All entrants save those of the garrison will be
required to dismount and stable their animals (see Location 5, The Iron Wolf
Stables). The Bailiff will be stationed here during the day to greet travelers
and ask them about their business in town. The bailiff is Cara Janor, a female
human veteran wielding twin hammers and wearing studded leather armor. She
is accompanied by Whittaker Scrib, the town’s record keeper, an elderly and
codgerly old man.
This long building is about 15 ft. high with a 3 ft. parapet atop its flat roof,
so it can be used in defense of the gate. There are always 5-8 stable-hands
(commoners) inside tending to horses and gear. The stablemaster is a female
half-elf named Rowan Thistlecrest. She has green sweeping markings on her
left cheek. She wears riding leathers and her auburn hair is shoulder length and
tied back to show her pointed ears. There are 4 light horses, 2 draft horses, and
3 mules. (Horse names: Highlander, Pixie, Starbright, Topaz, Paladine, Anita.
Mule names: Bill, Mason, and Kahli.)
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Secret Door: Outside the stables, in the shadow of the gate towers is an iron wolf
headed hitching post. There is a secret door that can be opened by turning the
brass ring at the base of the post.
Unlocked
6. Warehouse
This long two storey structure has a fieldstone base and wooden second floor. Large
barn-style doors are chained and locked. The windows along the second floor are all
barred from the outside.
Visiting merchants and other travelers who have large quantities of goods
are required to keep their materials in this large storage building until they
are either sold to the persons at the keep or taken elsewhere. It has a similar
parapet to the stables for protecting the gate. It’s double doors are chained and
padlocked, and the owner of the Trading Post (see Location 10, Lucky’s Trading
House), must be called to gain entry as she carries the keys. Inside are 2 wagons,
a cart, several dozen wooden boxes, barrels, and crates and stacks of hay bales.
Numerous food items, cloth, arrows, bolts, salt, and two hundred pounds of iron
loaded into the wagons (avg. value is 100 gp per wagon load).
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7. Bailiff ’s Tower
This tall, stone tower identical to the gate towers, is reinforced with iron
supports and is barred by a locked, sturdy timber door.
Cara Janor, the Bailiff of the outer bailey of the fortress, lives here. She shares
offices on the lower floor of the tower with the scribe. The second floor of the
tower contains two apartments, one for
the bailiff and the other for the scribe,
Whittaker Scrib. Walls of this tower are Scrib is the keeper of the town’s lore
slitted for archers on both floors and has and records every person who has
a defensible parapet for archers. come in and out of the Keep for over
70 years. He also monitors trade
The basement contains 4 holding cells but the new tradesmaster, Lucky
for local criminals and brigands. Basic Copper, has taken much of those
iron bars with locks; DC 13 to unlock responsibilities. He is also generally
with thieves’ tools. a grumpy old goat of a man.
8. Private Apartments
This two storey stone structure has a reinforced wooden top floor and a spiral
stairwell that connects the two floors carved of ancient sandstone. The ground
level seems to be abandoned, its windows boarded up. The second floor has a
hanging sign which has a simple diamond shape carved and painted bright blue.
Special quarters are made available for certain merchants, guild masters,
and travelers with money to spend when they come to stay at Emystrell. The
apartments’ ground level structures are built out of ancient elven ruins. The
faded runes can be interpreted by a DC 10 Arcana check as elvish runes or by
anyone who can read and write elvish.
The local jeweler is a dwarf named Thrandoc Sharpnose (so named for being
able to sniff out valuable gems). He lives in the 2nd floor apartment with
his rock gnome wife: Inkli Dillywizzle. She is an expert haggler and keeps
Thrandoc’s enthusiasm from getting them out of business. They have 2 veterans
hired to guard their shop as they have very precious valuables. Each guard also
has a trained mastiff on a leash. Locked after dark (DC 20)
The ground apartment is vacant at the moment. This apartment can be rented
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by the PCs by negotiating with the Bailiff on behalf of the Baron. Rent is 10
gold a week. The apartment comes with keys for the sturdy locks (DC 15), and
room for up to four people to live and sleep comfortably. There are chests for
storing goods that come with their own keys. The only furniture remaining is a
simple table with log stump chairs, and 2 rickety bed frames.
Secret Door: Cunningly hidden in the stone floor is a trap door. A Perception
roll or passive DC 17 can notice a hidden seam between two stone tiles; with a
DC 13 Investigation check, it opens a hidden latch between the tiles, revealing
a dark stairwell down into the crypts below town. (see Part II, Room L1.1,
Thieves’ Front Porch.)
You can smell burning leather and hear the ring of metal on metal long before you see
the forge. Word around town is that the Silver Tusk Smithy hasn’t technically stopped
forging for 50 years. Massive fire-blasted stone columns leave the forge and workshop
open to the weather and the armory and workshop for leather and mail is done in the
refurbished watchtower next door.
This building is 20 ft. high, with the usual 5 ft. parapet above and walls slitted
for archer defense. The watchtower is 30 ft. high. The lower floor is occupied by
a forge, bellows, and other tools of the trade. The front entrance is marked by a
large silver tusk hanging by adamantine chains.
The smithy is run by a tall, red haired human named Brioc Smytson. The
smithy primarily works to support the guardsmen and repairs farming tools
and horseshoes. In his spare time, he is always working on an old weapon
commission from an adventurer who never returned or just honing his art with a
passion project battle axe.
PCs can get any of their gear repaired here for 25% of the base cost of the item.
Armor and weapons can be purchased at the blacksmith. Any weapon with a
gold value of 20 or lower can be purchased here. Brioc does not make or carry
any martial ranged weapons but can have ammunition made. PCs can have any
armor made up to 50gp in value from Brioc.
During business hours, the forge and bellows’ walls are opened to the outside,
allowing customers easy access, while a sturdy roof protects the workspace from
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the elements. When there is much work to be had, Brioc calls in help from some
of the local lads and lasses to help with some menial tasks. Brioc’s assistant is a
halfling teenager named Gwent.
Brioc sells gear primarily to the guardsmen for the local lord and for the
personal weapons of the locals.
This two storey structure has a smooth marble base and wooden additions as its
second floor. The red tiled roof is one of the tallest in the neighborhood and makes
the shop look like it’s wearing a peaked, red wizard’s hat. Beyond the smooth, black
marble doors is a neatly organized emporium. A pair of well armored half orcs stand
at attention. Racks of weapons and a pair of armor stands adorn the right section and
boxes of adventuring gear sit parallel to shelves of food and basic equipment. Directly
across from the doors is a doorway to the upper level blockaded by a large ornate desk
stacked with journals and abacus.
A middle aged female human named Lucky Copper runs the trading post in
the town. She wears a fitted velvet suit of navy blue and wears a bluejay feather
in her hair. Her bright copper hair is tied up in a ponytail and is streaked with
gleaming silver.
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Lucky is always offering to buy at half an object’s printed cost in the PHB and
sells whatever she can for any markup she can get away with. She does have a
weakness for Khopash’s special vintage of “Eye of the Beholder” Brandy, and if
bribed appropriately is much more easily negotiated with. She is the mother of
the half-elf stable keeper, Rowan.
11. Bank
This circular stone structure has a holy aesthetic to its design with tall, open gates
and celestial arched ceilings still intact with the original architecture. Inside, the light
dances in cascades through a marvelous stained glass window of fabulous colors. The
interior is a simple open stone space with comfortable seating and four dangerous
looking warriors in mercenary armor. They are centered by a lean halfling in a cape
and silk robes with his chest bared revealing a long serpentine dragon tattoo...and it
looks very fresh. His close curly hair red as fire, a debonair moustache slouches on his
sly grin with a single silver tooth.
At the bank, anyone can change money or gems for a 10% fee. Former rogue
turned banker, Drogo Puck is an athletic halfling male thief with fine clothes,
and curly, close cropped hair. The bank can also keep a person’s wealth stored
safely at no charge if it is left for at least one month, otherwise there is a 10%
fee. Loans at an interest rate of 10% per month can be obtained for up to 50gp
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with no security deposit; over 50gp requires some item of at least twice the value
of the loan. Puck has 4 thugs guarding the bank. The vault in the basement is
sealed by an elven riddle door: A dragon’s tooth in mortal hands, I kill, I maim,
I break the land. The answer to which is “sword.” When the riddle is answered,
the door dissolves for 1 hour or until someone speaks the elven word for sword:
claíomh. Have fun with that.
Rumors: Puck is paranoid that any day bounty hunters from the city of Talisman
will come for him for stealing the famous ring, The Eye of the Dragon, which
he lost in a bet to a stranger he met at the tavern 2 weeks ago: some huge guy
who wore a dark, hooded cloak. Psst! It was Talaash!!!!
All he knows of the current goings on is that when he first came to town, the
alchemist Ereldor was a reliable fence for moving stolen or illegal cargo. If they
are looking for thieves in town, try the abandoned alchemist shop. Ereldor was
one of the first people to go missing.
Some weird lookin’ fellahs tried rippin’ me off a few weeks ago. That’s why I had
to beef up security. Some weird kinda snake cult? But hey...since I got this sweet
tattoo they haven’t bothered me...well it’s only been an hour but still! Progress!
- Drogo Puck
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A creature that spends a long rest at the Pilgrim’s Rest gains 10 temporary hit points
and advantage on their first die roll after that rest for the next 24 hours.
This long, low structure has 5 private rooms on ground level that run 2gp. per
night; a cot in the common room costs 1sp. The innkeeper and his family live in
the basement floor apartment. He is a human man named Al’Gazali and his wife
is Zarasa. They have a young son and daughter (6 and 10 respectively): Fehmi
and Ari. They traveled here from Ofir 10 years ago when Ari was born and have
made a comfortable and happy life in Emystrell. They prepare morning and
evening meals for tenants of the Inn. They also have a tall black hunting dog
named Seth who can smell magic. Fehmi says it’s because his great great great
grand-doggy was a blink dog! I don’t believe her. - Ari
The common room has comfortable seating for up to 12 medium creatures. After
midnight, the couches are converted into cots (an invention of Al’Gazali’s).
The space is centered and kept temperate by a strange green stone the size of a
large barrel embedded in the center of the living room. It keeps the space warm
when it is cold and cold when it is hot, it soothes tempers and people feel at ease
around it. A single rune in elvish glows warmly that translates to “hearth”.
The rooms are locked (DC 20), and each tenant is given one key. That key goes
to a chest at the foot of the bed. The mattresses are warm and soft, a journal,
ink and pen have been laid out on a hand carved writing desk that bears the
carpenter’s initials: G.G.
A mirror is set in every room above the desk, as part of the original stone
structure. There is a window that looks out to the parapets and the forested
expanse beyond the walls and clear skies with dark clouds on the horizon. This
can be shuttered and locked.
There is a 10% chance during the night that a secret door will connect two
random rooms, appearing in a random wall.
Rumors: Al’Gazali remembers that when his family moved to Emystrell, it was
the same winter that Ereldor came to town and made the haunted banshee house
into the Wizard’s Apothecary. He has long distrusted the old man and their dog
Seth has never liked him either.
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13.The Twisted Hilt
This tavern is a single storey stone-walled building with a blue tile roof and heavy
wooden tables and chairs. The small patches of earth nearby have been cultivated into
a charming emerald sanctuary. The gardens that surround the entrance have vibrant
flowers and green grass, but they are beginning to gray and wither.
This tavern is the favorite of visitors and inhabitants of the Keep alike. The food
is excellent, the drinks generous and good. The place is always active with 4d4
patrons at any time of day or night.
Tavern Keeper: the barkeep is a heavy, brawny man named Khopash, with
umber skin and a thick lion’s mane of ebony hair peppered with grey. A cruel
scar runs down the left side of his face which has left his eye blinded. He is jolly
and enjoys laughing and sharing stories. He was an adventurer and pirate in his
reckless youth who came to the town 6 years ago and retired after suffering near
fatal injuries in a faraway dungeon and rescuing Cori (his adopted daughter,
a young halfling). Luckily, he had returned with enough treasure to buy the
tavern and start a new life. He raised Cori and has been in business with the
half-orc cook, Glonda Razorswine, since he opened up.
Menu
Khopash, if talking with a good customer and drinking to his health, will
sometimes talk about the lands around the keep (1 drink per story, half of which
may be true). He is known to love sharing honey mead. He is proud of his rare
bottle of brandy: “Eye of the Beholder”. A creature that drinks a glass of this
must make a DC 16 Constitution saving throw or fall asleep for 10 minutes.
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Rumors: If the PCs ply Khopash
with questions about what has
RPing Khopash
been going on, you may want
to have him give them relevant
Khopash tries to stay jolly but he is
information or perhaps just a
slowly beginning to lose his normal
random rumor that has floated
luster and boisterousness due to
through town. Use a d6 to
sleepless nights and endless nightmares.
determine that random rumor:
All the same, he will notice the arrival
of adventurers and see to it they are sat
1. Everyone in town is scared
comfortably and offered their best food
witless. All the people have
and drink.
suffered from months of terrible
nightmares that seem to drain
their energy. Khopash himself has
recently had horrible nightmares of a dozen dragons coming to steal his gold.
2. There is a gang of cutpurses and thieves that hide out in town. The guards
haven’t been able to find them, they somehow manage to get around without
being seen. A player with a background as a criminal or a DC 18 History check
may know the local thieve’s guild is called The Chain and is led by a wizard
called the Beggar-King.
3. A valuable gem called The Eye of the I note a Lore check when I
Dragon was stolen from a temple in the will accept History, Religion,
city of Talisman; rumor is that a cult to or Arcana as acceptable.
Tiamat is somehow responsible. Based on the setting or
circumstance, I might nudge
4.The baron has been dreadfully sick the the DC based on the character
past few weeks and since then, his council rolling and the skill chosen.
of elders have been bickering in Fangdor
castle while everyone in town panics.
5. The stone in the Inn has a single elvish DC 20 Lore: The elves used
rune for “hearth” that appears on a full circles of elven-waystones
moon or during the equinox. Legend says to create a network of
that the elves used to use their waystones teleportation circles.
for powerful magic.
6. The sword over the bar was won by the previous owner of the bar in a game of
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cards with the former High Priest of the Temple of Tyr. The hilt of the sword is
twisted like a gnarled tree root. Long ago it went to a statue in town but all that
now remains is the sword.
At the northern end of town, a tall stone building with bright blue roof tiles
has a chimney that never seems to stop exhaling a thin trail of smoke. It stings
your senses whenever the smoke wafts past you in town. Despite the bright
blue roof, the building has a deflated,
shabby appearance. The windows are
all yellowed and fogged from the inside,
but bizarre shapes and warped shadows
within tell of strange and enticing
objects of untold wonders. The doors are
of ancient, reinforced, black oak and the
door knocker appears to be carved in the
likeness of a horned and bearded creature
with a sinister fey grin. The sign over
the locked entrance simply has the image
of a pentagram and a mortar and pestle.
People in town say that Ereldor was a kind old man, somewhat eccentric, and
often had strange visitors. Everyone relies on some kind of potion from the
apothecary.
25
A basic search of the closed shop can reveal that some of the shelves have been
cleared completely. A character with proficiency in herbalists tools or an
alchemy set can possibly identify some kind of clue to tell that they may have
taken dragonroots bane, hydra blood, and fiend ichor...also a lot of basil for
some reason. Have fun with that...if you want. I’m not the DM, you are.
Second Floor: The second floor has wooden floors and a simple bedroom with a
writing desk and chest. The chest is unlocked, containing some old folded robes
and a wide brimmed hat. The desk has blank paper and the bed is neatly folded.
Inside the locked writing desk (DC 16) is a drawing that depicts the proper
sequence for the secret doors runic puzzle.
Investigation DC 12: Whoever lived here hasn’t slept in this room in a LONG
time.
26
nearly destroyed wall around its perimeter meets at a broken stone half-arch that
acts as an entrance to the tall double doors.
This massive church is laid out in the shape of a sword from a bird’s eye view,
but almost half of it is crumbling and ruined. In the front courtyard of the
temple is an ancient mausoleum of simple sandstone blocks sealed by an iron
door, the engravings long since faded.
What remains habitable of the primary structure is the stone chapel that can
house 200 people. Wooden gates reinforced with iron can be locked from inside.
These doors can be barred from the inside. Connected to the chapel via a tunnel
that runs underground to the next door living quarters for the high priest and
their acolytes
The temple is run by the High Beacon Eden Brightmantle. Eden is an elderly
human female caretaker and priestess of Tyr. There are 3 other acolytes that
help her in the chapel and live in the upstairs living quarters next door. They
are all humans between 15 and 27 (Dunnar (M), Nanette (F), and Jordyn (NB)).
Inside the coffin is buried the first Baron of Emystrell, Baron Agamenticus, a
27
delicate and dusty skeleton buried in
long rotted remains of leather warlord’s Deities & Demigods:
armor and horned helm. A rusted
shortsword and decrepit shield lay amid For this adventure, the local god is
a thick layer of dust and decay. A small Tyr, a god of protection and valor.
chest of iron remains under dust. Inside Clerics devoted to Tyr in my setting
is a diamond (300gp). of Talmor are often of the war,
tempest, and life domain serving
Cursed object! If the diamond is taken their varied aspects of defense, truth,
from the coffin, the creature that and justice. For your adventure feel
picked it up will become cursed! The free to use Tyr or replace her with
cursed creature now has disadvantage a relevant god in your setting. In
on attack rolls and ability checks. the Forgotten Realms, the temple
Whenever the creature takes a rest they could be dedicated to Helm or in
must succeed a Wisdom saving throw Dragonlance a temple to Paladine
against a DC equal to their Charisma would be appropriate. Emystrell is
score. On a success, the curse fades. On set in a dangerous wilderness and
a failure the effect persists. their patron god is one of defense
against that wilderness, and
Secret Door! A Perception check or remembrance of the war from last
passive Perception DC 17 will detect century. You could even change
a slight air current flowing from the deity to any that best suits your
underneath the stone coffin. If the campaign regardless of domain.
coffin is moved with a
DC 20 Athletics
check it reveals a circular tunnel that is filled with vines
that leads over a hundred feet down to a dimly lit chamber
far below (see Part II, Room L1.3, the Knight-Rune Door).
This low, squat building is heavily secured stone with iron gates manned by
armed guardsmen. The roof of this 10ft tall building is lined with iron and
wooden spikes. There doesn’t seem to be a notch or corner of this building that
isn’t marred by some dent or scar.
The guards live and work out of the barracks near the East gate and North gate.
There are a total of 60 guards for the outer bailey. Each barracks is roughly
the same: an open common room with an armory and training arena on the
ground level and bunks on the basement floor. Most of the guards are posted at
the towers during the day, and groups of 2-3 take patrols through the town as
the day goes on. At night, the watch is halved from the daytime with one guard
atop each tower and four resting within. The Commander has limited nighttime
patrols and now the guards mostly watch nervously from their towers.
The gates of the barracks are locked (DC 19). It would take a battering ram or
equivalent force to break the doors down. On the stone roof there is a seam for
a secret door (DC 18 Perception to notice) which leads into the training area of
the basement level.
In the clearing behind the temple, under the shade of an ancient willow tree is a
simple stone well. The stones are weathered from long years gone past and boards
lay with the vines and moss of many seasons of disuse. It stands somberly alone
amid the isolated peace of this solitary green place.
29
dungeon below the town (see Part II, Room L1.5,The Darkwell). 20 ft. down
the well, someone looking within may notice a hook which has a rope tied to
it leading deeper into the well. This well goes almost straight down for 350 ft.
The stone goes from natural granite to a creeping and strange black stone that
appears as though it was scorched eons ago.
Over a decade ago, the people of Emystrell had unmatched vitality and health.
People lived long and healthy lives, and many from Emystrell went off to
become adventurers themselves, a few even survived! The well draws water
from an ancient magical wellspring created by the elves. Its waters have
mystical properties that gave health to the people of Emystrell. When Ereldor
moved to town and discovered the well, he made it seem as if the well had
gone dry, forcing the town to rely solely on the river. He then used the water’s
properties to sell potions of rejuvenation to the folk of town for a modest fee.
The well is also totally haunted by a banshee.
The inner bailey of the castle has the baron’s own personal stables, barracks,
and armory as well as a private chapel to Tyr. The castle is defended by a
unit of 8 Knights of the Scarlet Tower Guild (knight). The castle opens to a
guardroom and then continues to the audience chamber and feasting hall of
the baron. With doors to other passages and deeper chambers. The castle has a
ground level, two levels above that topped by towers. There is a basement and
dungeon below the castle.
Feel free to map out the dungeon of the castle on your own!
31
Am I Missing Something?
Fangdor Castle is kept deliberately vague. Your players may not want to go into
the keep, and you can always bar their way with the current instability. They
are desperate though. It is entirely up to you. If I was running a scene in the
castle, I would treat it as theater of the mind and build it in everyone’s head.
Worry about maps if it looks like there will be combat inside (which is not the
goal but players will be players.)
Cold Reception
The PCs can roleplay speaking with the bailiff: Cara Janor, a guard with
studded leather armor (AC 14) 20 hit points, and dual-wields hammers
(otherwise uses the statistics of a gladiator) besides noted gear. Unless she or
the town are threatened outright and the PCs make too strong of a show of
intimidation, the captain will let the PCs through and let them know that
they’ll be keeping an eye on them.
Whittaker Scrib is an elderly human man who will grumpily insist on taking the
character’s names, inventory, and try to squeeze whatever information he can
out of them until they threaten him or give reason for him to back off.
When the PCs arrive at Emystrell, the people of the town will be naturally
32
cautious of outsiders, especially dangerous-looking ones. Nearly everyone is on
edge and the town is ruled by fear. Depending on the information the PCs have
or interest in what is going on, they might head for the tavern to gather rumors
and information. They might need to sell goods at Lucky’s Trading House or
get items repaired at the Silver Tusk Blacksmith.
Their presence is not overlooked by the cult’s spy in the town who sees to it to
know when strangers come and go in Emystrell.
The Spy!
The arrival of adventurers will spark concern and distrust from the fearful
villagers and word will be sent quickly to inform Talaash of potential
troublemakers. He will want them taken care of discreetly. Some may be bribed
with treasure to join the Cult; those who crave power may be tempted to serve
Yargoth the Dread Serpent. If they cannot be swayed by their offer, Talaash
will give orders Ssamar to have them captured. If they will not serve as tools,
they can still serve as tribute.
Ssamar’s Plans
Upon their arrival to town, it takes less than an hour for the false regent,
Ingvar, to hear about these newcomers and send word to Talaash.
Talaash will send him back orders within a day to try and corrupt these
outsiders to their cause.
After the first night the PCs stay in town, Ssamar may attempt to
meet with any rogues or warlocks (or other characters he suspects of less
than heroic motivation) to rouse their greed for gold or power and join a
rising power. He will be accompanied by a handful of bandits disguised
as guards. If Ssamar suspects the character will turn on them, he will
cast a suggestion spell and try to get away. If you don’t think any of your
player characters would even be remotely tempted, Ssamar probably
intuits the same thing and moves to have them captured at an opportune
moment or might even frame them for the recent troubles.
33
Searching Town
If the players are particularly motivated, they may begin searching for rumors
around town. You can describe how the people in the town are terrified and
look haunted. No one has slept peacefully for over a month and it has frayed
everyone’s nerves.
34
Hooking the Players
The arrival of the PCs will get the attention of some folks from the Castle. The
Commander of the Guards, Pendor Asarian, will want to meet with the PCs if
they seem like the kind of group that could be convinced to help and honor their
word. Some evil or curse has befallen the town, if the source of the disturbance
is not destroyed, it will tear everyone apart.
If the PCs seem lost and unsure on how to move forward (this is normal
especially if you are running for new players) then have the Commander arrive.
The commander will make a strong showing of demanding to speak with the
PCs in the security of the Bailiff ’s tower. They don’t want a fight or even to
intimidate the PCs, but rather want to show the people of Emystrell that there
are still forces looking to protect them. By approaching dangerous-looking
outsiders head on and taking them to the tower, they hope to spark some kind
of faith in the people. Once in the Bailiff tower they may try to relax and try to
explain themselves in a reasonable manner and ask for the PCs help.
Commander Pendor Asarian (human knight with 80hp) is trying to get to the
bottom of this. They notice the arrival of these adventurers and want to offer
them gold to find whatever is snatching people. They have payroll for a dozen
missing guardsmen plus some of their own savings amounting to a total of 500
gold as a reward. The baron may be able to offer more but in his condition you’ll
be lucky to get a word out of him much less a coin. Feel free to use the following
dialogue or just use them as inspiration.
“Whatever has taken hold of the town is a powerful force of evil. No doubt
you’ve already spoken to Khopash who was all too eager to spew our town’s
business to anyone from outside of town. It started with the nightmares, and then
once people started going missing in the streets at night then the real dread set into
the town. Trade has been drying up.”
“I can’t lose any more guardsmen to this. Our job is to protect the walls and keep
the people safe, not hunting monsters and ghosts that steal people and vanish. But
that is what you folk are good at… rat-catchers I mean. I’ll give you permission
to patrol the streets at night if you’ll give me your word to find whatever is
behind all this and stop it. In return, you’ll be paid handsomely.”
35
“The most recent victim was none other than the Baron’s daughter, Tohru. She
was always willful but for her to go out into the streets at night with all that has
been happening seems beyond even her youthful rebellion. Regardless, the people
of the town adore her and with her father ill...saving her could very well mean
whether or not Emystrell lasts beyond the turning of the year.”
Searching the town and investigations can lead to a lot of different places.
Try to steer the players towards opportunities to learn the locations of one or
more of the secret tunnels below the town: the Wailing Well, the abandoned
apartment, the Elder Tomb, the Apothecary, and the Stables.
Navigation
Finding the secret doors in town can be a fun surprise for players who don’t to.
If no one brings it up and while snooping around the abandoned apothecary,
someone finds a secret tunnel to a hidden dungeon...well that is going to be one
great story to tell around pizza.
Level 1 Room 3:
Temple Elder Tomb
The Knight-Rune Door
Crypt of the
Black Dragon
Knight
37
The ancient, mysterious burial site of the elven paladin Barael Nightblade.
The dungeon has the following characteristics unless specified otherwise. Each
square on the map equals 5ft.
Walls: The walls are carved smoothly from ancient, dark green marble shaped
by elven grandmasters long ago. The long forgotten carvings and inscriptions
are difficult to make out, but these ruins belonged to an ancient civilization long
since lost from the memories of those who dwell above in the town of Emystrell.
Floors: The floors are smooth stone tiles always striped marble with green,
rootlike veins of emerald. Each tile has a hair-thin seam along the diamond
shaped edges upon careful inspection.
Corridors: Every 10ft. along the base of the walls where they meet the floor,
a small stone snake head has a small 1 ft. culvert of water flowing between the
tiles and across the hall to a matching stone serpent in the opposite wall. Water
is always flowing in the dungeon and it is tainted with streams of red.
Columns: Except where noted, the columns of this tomb are all sandstone
and intricately carven with images of sleek and feral-eyed, fey monsters. The
column contours are all soft sweeping arches and no straight edges to be found.
Doors: Unless noted otherwise, the doors below the dungeon are wooden
reinforced with iron bands set with sturdy locks (DC 15). These doors were
installed by the thieves guild long ago. Since the invasion of the cult some of the
doors were broken or left open where noted.
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Light: The cultists and their minions can see in the dark but their human allies
cannot, resulting in low light scattered throughout the complex from sputtering,
greasy torches. Otherwise, unless noted, the dungeons are dark.
Disarm Traps: The secret doors and traps within the dungeon have puzzles and
other ways to solve them. Sometimes you need an expert and don’t have time for
games. You can always attempt to use thieves’ tools as a proficient tool to make a
Dexterity check against a DC 19. On a success, the secret door, trap, or hazard is
disarmed. A natural 20 might give the character some minor control over resetting the
trap!
Secret Doors: this dungeon is riddled with secret passages. A secret door
can be detected by a creature with a passive Perception of 18 and higher. An
Investigation check to inspect for secret doors can take up to 10 minutes at DC
15 to locate the secret door. Feel free to reduce the amount of time it takes if the
roll is really over the top (like 5 or beyond the DC).
The secret doors, unless noted otherwise, are all opened by locating the raven
runedisc. An elven ring of runes can be spun on 3 rings. A DC 14 Investigation
check helps the character spin the runes in the correct rotation to open a
previously unseen door detailed in the description of the room.
Locked Unlocked
Random Encounters!
Random encounters can help spark your imagination as the DM and keep your
players on their toes. If the players fail a stealth roll, take a long rest in the
dungeon, or even if you feel like they need to be slowed down a little bit feel free
to roll on the following table or just pick a random encounter to shake things
up. Sometimes combat helps reset the player’s brains and refocus them on the
task at hand.
39
Roll for a random encounter whenever the players take a short rest, and twice
during a long rest (or once per watch). Certain rooms are without enemies
but you can always roll a random encounter to make the place feel more
inhospitable, or just a more live or die experience. You can also roll for a
random encounter if the PCs revisit an empty room more than once. It will
make the dungeon feel like it is alive!
1. Elf ghost! The ghost of a long buried elf knight phases through the walls or
floor. The spirits of the elves buried here have been disturbed by the evil magics
of the cult. The PCs may befriend the ghost if they roleplay the moment well or
can just as easily battle it for XP. Consider the ghost hostile unless they see an
elf, but keep in mind that even a hostile ghost may not attack immediately.
2. Snake-men! The steady, heavy steps of clawed feet can be heard approaching
and a hiss issues from the darkness. As a patrol of 2 broodguards approach (see
Room L2.13, Viper’s Watch), the pungent reek of death and rotting flesh stings
your nostrils.
3. Will o’ the Wisp! A floating lamplight that moves with its own will catches
the attention of a character and attempts to lure them to the closest chamber
with danger! This undead spirit is a tormented elf soul that has now become
corrupted and only wishes to bring misery.
4. Goblin patrol! The goblins like to whine and chatter as they perform their
patrol. 2 goblins (see Room L1.7, Traitor’s Row) make their way raucously
through the dungeon. They will attack on sight but will break and try to run
away if the other is killed with ease. The goblins know all the secret doors in the
place.
5. Thorgrim the Savage Cat! The pet sabre-toothed tiger of Talaash sometimes
prowls the dark corridors of the dungeon looking for stray cultists to torture and
eat. If he senses the PCs he may stalk them stealthily looking for an opportunity
to strike when one of them is alone (preferably one that is lightly armored) If
he appears here in the dungeon, then he is not included in the final battle (see Room
L3.18, Lair of Talaash) unless he escapes.
6. Giant snake! This giant venomous snake is the pet of Zrax the Goblin Queen
40
(see Room L1.9, Zrax’s Lair) and has been given loose wandering privileges by
Talaash. It has eaten a few cultists and thieves but is always on the lookout for
its next meal. If the giant snake is killed in a random encounter, it will not be in
Zrax’s Lair.
7. Zombies! These shambling undead are the corpses of the slain thieves who
have been reanimated by the latent negative energies of the cult’s magic. They
mindlessly wander the dungeon in search of living flesh to devour. These are a
great random encounter for Room L1.5, The Darkwell.
8. Escaped prisoner! A prisoner, who escaped and has been hiding and surviving
however they can. Feel free to use Jozen the Beggar (see Room L2.14, Dungeon
Master’s Lair). This can be a great chance to introduce a new player, a useful NPC,
or someone connected to a character’s backstory if there is an NPC your players will
react to more favorably than a beggar they have never met before.
9. King Talaash! Oh no… (see Room L3.18, Lair of Talaash) The robed master of
the tomb is passing through the dungeon from an excursion on the surface. He
is a towering six and a half feet tall and broad with corded muscle. He wears a
black, hooded cloak concealing his serpent arms which are curled around his
torso. If he loses 25 hit points in a battle, outside his lair, he may shapeshift into
a snake to travel more quickly or stealthily, using the water culverts to travel
between rooms.
10. Bandits! These traitorous former thieves have thrown their lot in with
Talaash and the cult. In exchange for the promise of immortality, power, and
wealth they have taken their first taste of the blood of Yargoth. Many already
have serpent eyes and even have fangs and scales protruding in spots along their
skin. 1d6 bandits patrol the area listening for trouble, make a single Perception
check using the serpent thieves stat block once for the patrol against the group’s
stealth.
11. Ooze! Where did this come from?! A gelatinous cube slides towards the
characters eager to scrub them from the dungeon. These floors aren’t going to
polish themselves.
12. Rockbreaker! The basilisk that normally lairs in Room 14 (see Room L2.14
Dungeon Master’s Lair) is wandering the dungeon looking for a snack. If the
basilisk is encountered here, he cannot be found in Room 14.
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Dungeon Map: Level 1
42
Dungeon Map: Levels 2 & 3
43
Chapter 2: Dungeon Cr awl
L1.1: Thieves’ Front Porch
HEY! LISTEN!
At the base of the steps the smooth,
So be sure to give the players time to
dark-green marble walls turn right and
absorb your description, just when you
extend forty feet down a hall with twin
feel like at least half of them get it,
columns bisecting it. The archway at
describe the patrol of goblins marching
the end opens to a larger chamber with
back and forth between the side exits
an alcove centered at the back wall.
like guards at a military academy.
Within the alcove is a statue of a raven
perched atop the rim of a levitating
stone bowl. Leaping shadows are cast by unseen torches within and reveal a
simple wooden chair standing alone amid two racks of lethal weapons.
Shrine: The open archway opens into a 45ft wide and 20ft deep chamber of
smooth green marble. Sputtering torches on the south wall cast looming shapes
in the high vaulted ceiling of this arched, 30ft high room choked with grasping,
dark vines. A dark iron portcullis bars the passage on the west wall and an open
archway leading into shadow is on the east wall . Walking across the breadth of
the chamber are a pair of goblins in rattling, rusted chainmail. Stone weapon
racks sit on the walls sporting martial weapons and dark leather armor. The
stone tiled floor is scratched and marred by many scraping footpaths and peppered
with small dots of red.
If the PCs were not approaching stealthily, the goblins have a 9 Passive
Perception to become aware of intruders. The goblins are ferocious but lazy.
They perform a patrol between the doors and portcullis taking 1 minute to make
a single trek. If the PCs successfully sneak up on the goblins in this chamber
they notice that one goblin has a rusty set of keys looped on their junk-metal
breastplate strap.
Guarding this chamber are a group of 2 goblins (see goblin warrior and goblin
archer in Part III: Magic Items and Monsters). Their orders are to kill non-
44
cult members on sight and raise the alarm by running to Room L1.7 to get
reinforcements if intruders approach in larger numbers. The goblins here are
former members of the thieves’ guild. They have forked snakelike tongues and
patches of scales on their skin.
The chamber’s stone ceiling is arched with smooth, flowing supports which
have dark vines hanging like tendrils reaching from the shadowy recesses
above. The air is moist and drafty with a pungent stench of rot. Straight ahead
a large alcove has been outfitted as a small armory amidst a holy shrine to a
war goddess. A black shallow bowl of stone levitates over strange elven runes.
An open archway leads to a dark corridor on the eastern wall. The west section
of the chamber features an ancient copper lever and black iron portcullis that
glitters with silver runes.
Shrine to the Morrigan: This alcove has a statue featuring a raven perched
upon a magically levitating stone basin of smooth black stone. There is barely a
spoonful of freezing cold water at the bottom of this basin.
Secret Door! Set in the floor below the bowl is a runedisc puzzle which, if
unlocked, rotates the north wall of the alcove to reveal a small stone crawl
space that leads ahead into inky darkness. This passage leads to a secret door in
Room 11 (see Room L1.11, The Chamber of Woe).
Walls: The walls of this shrine chamber are covered in vines, but any inspection
reveals detailed carvings of elven sages, warriors, and kings who all bow
and genuflect to a towering female elf. Each depicts the elves dipping their
fore,middle-finger, and thumb in water and touching their foreheads while
bowing. On the western wall, the towering goddess is an elven warrior. On the
walls of the alcove, she is a fearsomely beautiful elf matron with half her face
covered by her long hair. On the eastern wall she is an elderly crone leaning on
a staff accompanied by many ravens. In elven runes at the base of the alcove it
reads “Every Spring has its Winter”. If a character prays at the well and speaks
the inscription in the carving in elvish, “Sol”, they are affected by the ‘bless’
spell until they take a rest. Once a creature has used this boon, the water at the
bottom of the bowl vanishes. There is a little bit of elven slang for you from my
world to yours, with love. Sol!
Gate: The passage leaving this chamber on the western wall is blocked by an
iron portcullis in a closed position. The portcullis is nearly impossible to lift
45
without using the lever. The iron bars are spidered with elven runes carved in
thin silver. The gate can be lifted and held up by an Athletics check DC 25, with
repeated Str saving throws every 5 turns to maintain holding up the portcullis.
If the lever has locked this portcullis, it cannot be opened here.
Lever Puzzle: This ancient device is made of copper, now aged to green. A
gleaming silver lever sits in the center position, it ends in the likeness of a
rampant dragon. Along the lever there is a gnomish inscription delicately
engraved that reads: “Some doors once opened, can never be closed.”
If the lever is pulled to the left, the portcullis doesn’t move, but the PCs can
hear a metal clanking sound. PCs with a Perception of 14 or higher can hear
distant clanking as if something was closed deep within the place (see Room
L2.15, Blackgate Pass). Once set, the lever does not budge. If the players pull up,
the rod comes free and there is a sealing click where it was once slotted. They
now have half an Immovable Rod. Which is useless.
If the lever is moved to the right, the portcullis rises and the passage expels a
bone-chilling cold breeze.
Pit Trap! The stone tile marked with a white arrow in chalk is a pit trap that
extends to a slide tunnel that deposits a creature in a dungeon cell in room 14
(see Dungeon Master’s Lair). When a creature steps on the marked tile, it swings
open like a trapdoor, causing the intruder to spill into the tunnel below. An
affected creature must succeed
a DC 13 Dexterity saving throw
or fall. The pit drops 10ft to a Long ago, this was a shrine to the elven
slick stone slide which winds goddess of battle and defender of the slain,
120ft before the creature lands The Morrigan. She is depicted in her
hard on an iron portcullis. A three most common forms (the warrior,
moment later, the portcullis the mother, and the crone). In ancient
opens, dropping them an extra times,visitors to the tomb would have
5ft to the floor of Room L2.14, paid their respects to The Morrigan before
Dungeon Master’s Lair. The entering any burial site. This chamber
iron portcullis closes again 6 functioned as the armory for the thieves
seconds later. The trap door guild and front post. They have utilized
can be magically held shut what natural defenses the elves left behind
using the Arcane Lock spell or best they can.
similar magic.
46
Treasure: These goblins have been rewarded with a cut of the treasure taken
from the victims of the cult and there is a total of 13gp, 14sp, and 107cp
amongst the two goblins. The walls have wooden weapon racks holding 1d6
martial weapons, feel free to add weapons if your party is lacking or roll randomly.
Recommended: x2 shortbows, 1x quiver of 20 arrows, x5 daggers sheathed on a
leather chest bandolier, x2 sets of dark, studded leather armor (one sized for a
small creature), x4 spears.
Hey DM. It feels like it took forever to get here. At least to me. So The Morrigan
is a great example of how you can grab lore from our world and make our
imaginary ones more alive. The Morrigan and many of the ancient Irish gods:
The Tuatha De Danann influence not just my elves’ gods, but their culture,
language, and identity that makes them mine. What’s cool about YOUR elves?
Peering down the twin, twisting corridors of polished black stone, you get a
strange dizzy feeling and a cold breeze bellows from inside which smells like
rain.
Beyond is a long dark stone labyrinth divided into two passages which wind
erratically, sometimes ending abruptly or turning on themselves. When players
find their way to the area marked with a star on the map, read the following text
and show them the art provided on the following page
47
48
Gricks: When the players first enter this labyrinth, a pair of gricks slither out
from the water drains in the labyrinth on the opposite side of the direction the
PCs entered (noted on the map). They will maneuver to try and ambush the PCs
with hit and run tactics, getting a hit and then using their actions to flee and
camouflage into the stone walls along the upper corners of the arched ceiling.
Feel free to have the gricks always slithering out of their burrows every 1 hour or 8
hours that pass in the dungeon. Who knows how many are down here?
This chamber is choked with vines and overgrowth. The walls can be climbed
up to reach the secret passage up to the temple’s elder mausoleum. A corridor in
the north wall leads to a spiral set of stairs leading down into darkness.
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Magic Door: This magic door can be
opened by assembling the 3 pieces of DM ProTip!
the stone replica of the magic sword
that once belonged to the elf hero The 3 pieces of the sword are
buried here: blade, crossguard, and notated in the dungeon but you
handle (see Rooms L2.14, L1.5, and can put them wherever you want
L3.16 respectively). The levitating dias for the sake of pacing. You can
is encircled with matching runes to the even make it one item or just two
mirror archway. At its center is an 8” pieces. Whatever will help your
wide, diamond shaped keyhole. game’s flow feel like its building
toward an epic climax and not just
Sword Key: The pieces of the sword, staggering about aimlessly and lost.
once joined, seal together by magic
with a satisfying “thwup” sound. If
the assembled sword is sunken into the keyhole, the runes on the sword, arch,
and dias glow bright blue and then fade. The stone sword turns to sand which
flows through the keyhole and disappears. Simultaneously the mirror of the
portal melts away like rain falling backwards to reveal a black stone passageway
divided by a wall of mirrored glass.
Random Encounter! Not a lot of the denizens can or enjoy coming to this part
of the dungeon. One creature that does make its home here is the Dire Squirrel
(see Part III: Magic Items and Monsters) that burrows under the town and
sometimes wanders into this chamber. She is large and treats any intruders as
hostile.
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L1.4: Tomb of the Black
Dragon Knight: Many ages ago when the elves’ rule
was at its height, the Arkadian
The door to this ancient chamber has Dragon Knights protected all the
long gone unopened by the thieves’ realms from evil. Their leader
guild and even the cultists have been was the legendary hero, Barael
unable to solve the riddle of the door. Nightblade: The Black Dragon
Knight. Before the Black Dragon
The passage leading down the tomb is Knight disappeared, he gave his
lined with mirrored glass, but as you oath that should his quest ever fail
look at your reflection you do not see to inspire and that there was none
your own face, but the pale visage of a to stand against evil that his soul
beautiful male elf in black plate armor. be damned for eternity. The evil
Any expression made is copied exactly magics and ages past the calamity
as if you were this ancient, mysterious have broken the magic seals on his
warrior. The passage extends 60 ft., tomb and the dark sorcery of the
and as you move deeper within the Serpent Cult awakens this once
black tomb, the reflection begins to noble champion.
move against you, becoming angry and
violent. As you pass the final 5 ft. of
the passage, the elf reflection shrieks
silently, his eyes burn red with rage and blood gushes from his fanged mouth. The
mirror passage shatters in a hail of diamond ice shards.
The corridor opens to the tomb proper of the former champion of the elves:
Lord Barael Nightblade: The Black Dragon Knight.
The tomb is a solemn and royal place: The stone walls of this ancient chamber
are polished obsidian. At a glancing angle the black walls and columns seem to
twinkle with the distant light of hundreds of tiny stars with the barest reflection
visible across its polished surface. The chamber is defined by draconic motifs in
the arches as well as the large silver sarcophagus at the northern end. The figure
carved on the lid is a lifelike male elf of noble bearing and beauty, adorned in
draconic plate armor. The back of the tomb behind the sarcophagus has a majestic
archway with a mirror that brightens this room despite the lack of any flames.
A wide, shallow marble basin floats 5ft off the ground. Within is crystal clear
water. Columned alcoves on the west and and are occupied with statues of elven
warriors completely concealed in armor stand guard resolutely throughout the
centuries.
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The water in the basin is
refreshing to taste and a
DM ProTip!
creature that drinks it feels
rejuvenated, healing 1d4
This is a great opportunity for roleplaying
hit points and regaining a
if you ask your player to describe whatever
single hit die. A creature
their character finds most beautiful or most
cannot gain the benefits of
horrifying. Try not to prescribe something to a
the water more than once
character unless you’ve talked about it with the
between long rests.
player before in the context of their character.
Mirror: The mirror behind
the sarcophagus seems to
almost move and breathe like a living quicksilver
pool. If one stares too long it may seem to go still
before they begin to look away again. The mirror
shows the beholder the following vision: roll 1d10
- on an odd result the beholder sees that which is
most beautiful to them. On an even result they see
their worst nightmare.
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Perception 16+: Would have noticed a grim, black shadow in the reflection of the
mirror looming over the sarcophagus just before the lights went out.
The Sword: The sword is the legendary Mirror, a mythic elven master-sword.
If someone grabs the sword it activates the curse of the Emerald Knight. The
sarcophagus explodes and leaping forth is the awakened vampire knight: Lord
Barael Nightblade! He will burst from his sarcophagus and it’s initiative!
Water from the corridor culverts pours down and into the dark yawning portal.
The passage archway features writhing roots reaching to the arch keystone which
is carved to look like a crescent moon. Looking within you see a strange, melted
obsidian rock veined with red ore. The stone slopes away from you, sliding down
into a dark ramp of shadow and strange echoing sounds like distant waves.
The sloping passage of the darkwell is long, winding ever downwards for 100ft.
The passage is stone the color of night, all light sources are dimmed in this area
and magical light has its radius halved.
When your players reach the well: The tunnel opens up to a much larger
chamber of twisted obsidian stone which narrows to a 10ft wide shaft in the
ceiling 100ft above. On the far side of the chamber, the clear water reveals a
black chasm at the bottom of the far side of the well which promises untold depths
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where light is only a dream. Hanging above the water is a swaying rope with
loops set every 5 ft. rising up into the cavernous shaft above.
Veins of ore glow blood red in the walls, illuminating the space in an eerie,
macabre gloom. The dank stench of rot assaults your senses. Floating in the water
are half a dozen humanoid bodies. A few narrow tunnels twist off and upwards
from this chamber. Emerging from the water is a rusted length of chain that
looks to be attached to a bucket deep within the pool. 20ft deeper within the pool
you can see a gleaming white marble crossguard that might fit a large sword. It
rests on the precipice to the dark yawning chasm at the well’s furthest edge.
This chamber is where the cult tossed the bodies of the thieves guild who would
not turn against Ereldor. There are 8 dead bandits, their gear has been stripped
and most are in their smallclothes at most. At its deepest point, before the well
opens to the submerged caverns below, the well is 30ft deep. Within the bucket
is a skeletal hand with a simple gold ring (worth 5gp).
Someone who inspects the bodies may notice that some of the corpses have
been gnawed upon and a DC 14 Perception check notices something bloody was
dragged toward the water’s edge. A DC 17 Medicine check identifies that the
teeth marks were made after the humanoids had died.
RED FLAG!
So corpses and body horror is always some aspect of my home games but not
every table or player will like that. And negative reactions to stuff like this
can really poison the well oftentimes. Be sure to have a solid understanding
of everyone’s tolerance and comfort levels with things like body horror, or
even just descriptive violence. Short version: Be sure to talk to your players
about boundaries.
Well: When a creature submerges into the water, they hear a whisper in their
ears and occasionally see a slithering form in their peripheral vision, but always
out of sight. An alluring, whispering voice asks them what their greatest desire
is. If the creature responds with a true answer, they are granted the benefits of
the ‘waterbreathing’ spell.
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If a PC spends 10 minutes or more in the water, they must succeed on a DC 15
Constitution saving throw or suffer a level of exhaustion from the cold.
Stone Sword crossguard: This is one of three key pieces used to unlock the
mirror door in Room L1. 3. Knight Rune Door. If a PC needs to swim down to get
it, consider having the ghouls mentioned in the random encounters try to grab them!
Random Encounter! Roll a d12 for a random encounter after every 10 minutes
the players stay in here...or right after someone says something ominous.
Resting are we? The first time the party takes a short or long rest in this
chamber, a banshee appears as a random encounter, descending from a
narrow shaft in the stone ceiling of the room which connects to the town well
above (see the Wailing Well in Part I, Chapter 2, Location 17).
On an odd result: 1d8 zombies rise, the cursed undead and former member(s)
of the thieves’ guild.
On a 12: 1d4 ghouls have taken notice from the underwater caves and come to
the surface.
Casualties of War: Amid the corpses are the blue boots of one of the honorable
thieves, the goblin Bloo (see Room L1. 11, The Chamber of Woe).
This towerlike landing is arched by sweeping branches. The northern doors are
iron-reinforced wood, more of the thieve’s guild’s renovations to the tomb. Along
the west wall there is an open passage that leads into a 10ft wide silver tunnel.
The area is dimly lit by softly glowing moss which illuminates this chamber with
dim purple light.
This ancient stone chamber appears to be some kind of tomb. Silver sarcophagi
line the upper and lower levels, their lids depicting elven knights.The first
thing you notice as you approach this room is the stale smell of blood and rotting
meat mixed with tobacco smoke. Cackling at a card table are a pair of goblins
smoking pipes. Lurking in the shadows of this chamber with coiled violence and
impatience are bandits in leather armor. Their hoods up and with weapons at the
ready. At the far end of the room are iron bars of some kind of cage guarded by a
stoic hobgoblin soldier sharpening his longsword. A stone stairway connects the
elevation along the northern wall.
The ground level is left open to a second level 10 feet higher, marked with tall
dark stone columns shaped like massive dual-headed warhammers. The ceiling is
arched between the columns and features a faded elven mosaic of a hero in black
armor and winged helm slaying a spider-demon in hell.
Perception 13+: 10 feet higher up a flight of steps is a raised area where a pair
of individuals in dark robes stand in shadow, their eyes glow yellow with thin
slitted irises that gleam in the dark. They have quivers strapped to their backs
and short bows in hand.
Perception 20+: There is a person in the prison cell inside the north wall,
huddled in the back.
This tomb is occupied by a pureblood (Part III: Magic Items and Monsters), 2
goblins, 3 bandits, and 1 hobgoblin.
In area a. there is a card table with a set of mismatched chairs where a card game
looks to be going very badly for one player. The
western wall has crates and barrels of supplies.
The sarcophogi are sealed with an ‘arcane The elven rune on
lock’ spell. Inside is a withered elf skeleton in all these coffins is a
chainmail with a shield and spear. A character single sweeping cross,
that takes from these sarcophagi is attacked by a an elvish rune for
specter which rises from the bones. “warrior”: “laoch”.
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In the back is a larger brig where the former guild master of the Chain is
imprisoned. His manacles and prison are locked DC 18. The key is carried by
the Goblin Queen, Zrax.
Area b. is elevated from the ground level by 10 ft. There are two more alcoves
with identical coffins and low burning torches which illuminate a locked
treasure chest (DC15) and an arch that leads to another winding stairwell
from this chamber. The bandits in this room report to the bugbear chieftain
that dwells in Room L1.9, Zrax’s Lair. The doors of this room are wooden and
reinforced with iron. The pureblood is armored in thieve’s gear and if things go
badly, may retreat to Room L2.14, Dungeon Master’s Lair.
If the PCs approach this room cautiously, the bandits are unprepared for battle
and will take 1 round (to gather their weapons) to join the initiative. If the
players fail a stealth check against a passive Perception 13, the pureblood detects
something is wrong and will alert the room.
The spiral stairs lead to a descending stairway which opens into a large cavern
with the rumble of continuous stone on stone.
Tactics: The hobgoblin can rally the goblins to a front line defense that utilizes
their martial advantage and the goblins hit and run tactics using nimble escape.
The bandits can attack freely at range until someone comes in close and then it
becomes a melee fight to the death. The bandits try to all team up on one target
they deem to be an immediate threat.
The pureblood cultist can cast a suggestion spell to briefly immobilize a PC and
fire poison arrows from above. She can also try fleeing if their forces number
below half by fleeing down the spiral stairs to the next chamber towards Zrax’s
lair.
Treasure: Most of the treasure is in the locked chest bolted to the stone floor
on the second level. The lock is DC 15. Inside the chest you find: 20lbs of fine
clothes worth 125gp, nearly complete silver dining set worth 400sp, collection
of 12 brass rings each worth 1gp, 4 golden cups and wine pitcher worth 190gp,
a bound book on the ecology of owlbears and their effects on their habitats, and
3 potions of healing (2d4+2). 1100 ep, 400gp, and 2 bars of gold. The serpent
pureblood cultist carries a key that opens the locked chest in this room.
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There is also a scattered
45sp around the room
in rat-hide pouches.
There aren’t many
books on the shelves
left but an DC 16
Perception check will
notice that one of the
books appears to be
a collection of spell
scrolls stuffed into
its pages. These were
Ereldor’s scrolls and
there are 6 random 1st
level spells in the sheaf
of scrolls.
Ereldor is an older human man who grew up a thief and on the wrong side
of the law in the faraway city of Talisman. Ten years ago he and his roadside
gang of bandits ambushed a wagon, killing a young wizard. Ereldor found his
spellbook and became obsessed with unlocking its secrets. He came to Emystrell
ten years ago and formed the local guild of thieves with his newfound powers
and the forgotten barrow hidden beneath the town as a base.
Ereldor the wizard is placed here as an opportunity to give the PCs someone to
talk to and gain information. However, this is also a great chance to introduce
a new PC or a helpful henchman for the heroes to add to their group if they are
few in number and need some key assistance. Create a simple NPC follower,
someone who used to work for the thieve’s guild who wants revenge against the
cult and can help the PCs out. If you have a new player joining the group and
are unsure on how to place them in the story, have them be another adventurer
who found the dungeons below the town and was taken captive by the goblins.
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RPing Ereldor
He is a cowardly man who feels defenseless without his spells and staff and
will do or say anything to get them back. If the PCs are persuasive he may
be convinced to help them get revenge on the goblins and their serpentfolk
leaders. If they fail to convince him he will want to cut his losses once he has his
belongings and skip town. Either way he will tell them what he knows:
• The goblins are from the nearby forests and were working for him for over a
year with his usual crew.
• There is a doppelganger pretending to be someone in the Lord’s Council, the
doppelganger is named Ssamar.
• The people being kidnapped are taken further below and he never hears of
them again.
• The serpent-folk’s master is a half-orc Malison, Talaash. They call him King
Talaash...the World Breaker.
• Zrax the bugbear boss has his magic wand and spellbook.
• The crypts are the last ruins of the elven city that once stood where Emystrell
was built over. An elf named The Black Dragon Knight was buried here but
not even the guild has unlocked the final door to the deepest crypt.
L1.8: Dwarf-Bridge
This 100 ft. tall cave reaches toward stalactites high above in the ceiling. The
place itself is bare stone, but streams of gold move in geometric lines toward a
curious pair of stone columns where a rickety rope bridge has been tied to span the
gorge that segments the chamber into north and south ends. An ancient stone and
wood water wheel system at the heart of this underground complex slowly churns
a trickle of water through, grinding slowly and loudly.
This chamber was where the dwarves engineered the complex waterwheel
system that supports the water flow throughout the whole dungeon. The
southern walls depict gold engravings in obsidian stone wet with moisture and
green tinged where moss has taken hold amid the smallest of seams.
The engravings show legions of dwarves marching from a three peaked mountain
fortress, they are led by a tall, lithe figure in black armor, wearing a dragon-
winged helm. The figure’s pale face looks noble and proud as they brandish a
sword over a battle scene of dwarves fighting against a mighty black dragon.
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The stone waterwheel system is ancient and is slowing down as the waters of the
wellspring have been corrupted (see Room L3.18, Talaash’s Lair). If a character
falls down the ledge, they land 30ft down (taking falling damage 1d6/10 feet
fallen). Their weight might set off the gears and now there is a rush to get them out
before the gears crush them!
The Dwarf-Bridge: Columns once connected this chamber’s two sides. When
the thieves guild first arrived, their intrusion caused the bridge to collapse into
the cogs. The columns have identical duplicates on the other side. The dwarven
runes on the columns read: “Let those who walk the honorable path pass freely,
and those without honor have nothing at all.”
The Rope Bridge is a construction of the thieves’ guild and is rickety but stable
as long as it doesn’t carry more than 300lbs of weight at once. There is a pin
in the far end that if pulled, unwinds all the rope used in the bridge and it
collapses below.
On the other side of the gorge is a set of stairs that rise up 10 ft. from ground
level to a pair of large double doors.
If the Eye of the Dragon ring passes through this room, “None the Nothic”
becomes hostile and will try to kill the wearer and take the ring back into its
cave within the cogs. (See Eye of the Dragon magic item in Index.)
Treasure: None’s only treasure and most cherished possession is the Crown of the
Black Dragon Knight. A treasure item worth 10,000gp to any knowledgeable
and wealthy enough buyer. It is a relic of the lost age of the elves, nearly 5,000
years ago.
The North end of this chamber is where Ereldor once slept but now is the lair of
Zrax the Goblin Queen. There is a large, luxurious four poster bed in one corner
with an expensive tiger skin rug and an enchanting mirror. Zrax has been
posing in the mirror with Ereldor’s many bizarre hats and seemingly endless
capes. To the right of the bed is a writing desk and chair each decorated with
silver (the whole set would be very valuable to a collector).
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Tactics! Zrax will begin the battle by hurling firebolts at the party but if
surrounded will panic and start swinging her greatclub. If Zrax detects any
intrusion she will try and use the secret door to hide until the intruders leave or
she can get a chance to sneak up on them and ambush the one in the rearguard.
If she decides the PCs look too tough and/or they kill Rexor, she may decide to
run to Thraka (see Room L1.11, Chamber of Woe) and inform her of the intruders.
If questioned about it she might say,“Talaash the snake-armed man-orc trusted me
with key safe keeping. He has two more! One gold and one jade. They open the big
snake-door methinks.”
Secret Door: in the northern wall is behind the bookshelf. It can be detected by
a Perception check DC 14. It can be opened by removing a book from the shelf
titled “Sneaking Out from Under Dragons” by Copernicus Stroud.This causes
the bookshelf to shift out an inch slide to the right revealing to open inward
to a narrow secret passage that leads to an upward spiraling ramp that goes up
into the back closet of the Apothecary (see Location 14 in Emystrell). A DC 14
Investigation check is needed to deduce the proper method of opening the secret
door.
Treasure: Zrax has the mage’s spellbook. The mage who penned this tome is a
5th level spellcaster that uses Intelligence as his spellcasting ability (spell save
DC 14 +6 to hit with spell attacks). The mage knows the following spells from
the wizard spell list:
Cantrips (At-Will): light, fire bolt, shocking grasp
1st level (4 slots): charm person, magic missile
2nd level (3 slots): hold person, misty step
There are also the art objects in the room: the tiger pelt rug
weighs around 80lbs and stretches out to be 11ft long. The eyes are
gleaming emeralds cut into lifelike false eyes (each worth 150gp),
the fangs are all genuine and still razor sharp. (500gp); the
Dragonwood Bed can provide a +2 bonus to temporary hit points
when used for a rest. The bottom left poster column has a draconic
inscription which reads: “There’s no place like home” If that
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phrase is spoken aloud in draconic, the whole bed and mattress and blankets,
pillows, etc. vanish into a foot long wooden rod that ends in a draconic visage.
Repeating the phrase activates the magic item; the mirror, a treasure item that
is elven in origin, is made with enchanted silver which can read the mind and
perception of those who look into it. The mirror weighs roughly 120lbs and
is considered large. Moving it could be a hefty task without damaging it, but
this mirror, if sold to a wealthy enough buyer could be sold for over 2,000gp.
The reflection is impossibly clear and whoever looks within it sees no flaws in
themselves. Only their greatest and proudest features shine and they are many!
South end: Nestled into the western corner of this musty chamber is a makeshift
nest of bones and rotted straw where a giant 13’ long viper lays coiled on itself.
On the east wall is an iron cauldron over a cold firepit next to a stone shelf filled
with jars and canisters of dried herbs and other organic samples floating in some
kind of discolored fluids. A greasy vapor from the cauldron chokes the air of this
room.
Once the bedchambers of the guildmaster, now this bedroom and laboratory
is the lair of the Zrax, the Goblin Queen (bugbear chieftain). The front of the
chamber is where Ereldor worked to brew potions for his guild of thieves. There
is a cauldron over a magical fire pit and a shelf of dried herbs and alchemical
ingredients.
The Alchemy Shelf: There is around 100gp worth of herbs and ingredients if
sold to a knowledgeable alchemist. A character with proficiency in alchemist’s
tools can identify the gold value of what is present and also determine that
the bulk of ingredients are the components to brew potions with properties
of invisibility, form manipulation, regeneration, and mutation...or it could
be shamanistic... A character with proficiency with a poisoner’s kit may also
identify a vial of green liquid identifiable as a vial wyvern venom (DC 16).
There is also a jar of milky fluid with a bizarre orange and purple eye inside
as a blinded beholder’s eye. (DC 18 Arcana check to identify as a potion of
invisibility.) The other in tact potions are labeled: 3 vials of antidote, 1 potion of
enlarge/reduce and a potion of poison resistance (lasts 1 hour).
Rexor the Snake: If the PCs were quietly entering the chamber, the snake
is sleeping, though its eyes always appear to be open. Having gotten used to
drowning out the loud fighting and arguing of the other cultists and goblins,
Rexor the giant poisonous snake sleeps deeply. If the PCs were noisy and the
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battle with the bandits outside alerted them of danger, the snake is waiting to
ambush whoever comes through the door.
Treasure Chest: In the nest of bones and straw, amid humanoid bones is a locked
and gilded treasure chest. It is locked (DC 17) any attempt to unlock the chest
without the use of the Iron key held by Zrax results in a poison needle trap
pricking the finger of the one using their thieves’ tools.
Trap! A character that succeeds or fails to unlock the chest by more than 1
without the key must have a Passive Perception of 16+ to detect the needle before
it triggers. If they do not have a high enough passive perception, they must
succeed a DC 15 Dexterity
Saving throw or be pricked by
the poison needle. Okay so the trapped chest is a little intense
On a failure, the character for low level characters. My goal in putting
must then make a Constitution the chest in here is to teach players to be wary
saving throw versus poison of traps and fear poison. It doesn’t make
DC 18 or take 24 (7d6) poison sense to trap your chest of valuables if the
damage on a failed save or poison on the needle won’t be fatal. There is
half as much on a successful a chance that the group will be suspicious of
one. On a failed save the poison traps if they find the wyvern poison
affected creature is blinded vial first. It is also likely that they will get
for an hour. Inside the chest is the key if they kill the goblin boss. However,
7000cp, 900 sp, and 1710 gp, if you want to make the poison less intense
4x amethyst (100gp each), you can feel free to reduce it or replace it
2x garnet (100gp), and 1 with drow sleeping poison.
diamond (worth 150gp).
This strange corridor is shaped like a winding tube with a rounded floor and
silver scales polished to a mirror sheen winding along the passage with black stone
walls that separate the passages. As you look at the mirror scales you see a large
winding serpent with red scales and flaming eyes slither past behind you, but
when you look, nothing is there.
Floor: A DC 13 Perception notices strange scratch marks along the walls and
floor here. A DC 16 Survival check reveals that the markings were likely made
by a single large creature. DC 20+ identifies the claw marks of a very large
sabre-tooth tiger, a male, weighing no less than 250lbs.
The Tunnel: This long, simple labyrinth is largely just for flavor and to make
exploring the dungeon weird and memorable. You can make it last a little while if you
want to have them navigate it, or simply brush it broadly with a colorful description.
The walls are all solid polished silver, shaped to look like softly segmented
snake scales. The silver is enchanted to strike fear in intruders. A creature that
travels 30ft. into the maze must make a DC 13 Wisdom saving throw against fear
or become frightened for 1 hour. The doors at the end of the labyrinth lead to
Thraka’s torture chamber (see Room L1.11, Chamber of Woe).
This wedge shaped room is centered by an ancient stone stairwell. The stone
border is marked at its four corners by lifelike statues of ravens What once may
have been a serene temple is now a depraved chamber of woe. An elven god is
stained red and draped with chains, where hangs a miserable, beaten goblin. A
red hat is crumpled on the ground below its feet which swing 2 feet above the
blood-stained floor.. All around you are pools of crimson and the musty smell
makes your head swim. A red cloaked figure stands admiring a dagger in the
firelight of a floating stone bowl in front of the elven shrine. The creature turns
and you see, cloaked and hooded in a bright red cape, an ape with a horrifying
grin splitting its face with serpent eyes that gleam with unnatural malice and
cunning.
Once the guardroom for the thieves’ guild, the cult have repurposed it into a
grim chamber of suffering where they break the spirits of their more willful
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captives before taking them to
Talaash’s Lair (see Room L3.18). The
prisoners are brought to Thraka, an
awakened ape.
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Secret Door! Set in the
floor below the bowl is a
Nature Domain God - Nuada the Silverhand
runedisc puzzle which, if
unlocked, rotates the west
An elf will know the history without a roll
wall (noted on map) to
otherwise a DC 20 Arcana/History will
reveal a small stone crawl
provide lore for the players on Nuada.
space that leads ahead
• Guardian of the Wilds: One of the Vydar
into inky darkness. This
gods, though feared and respected by all, the
passage leads to a secret
Horned King is beloved by his children: the
door in Room L1.1 (see
elves. He is the king of the elven pantheon of
Thieves Front Porch).
Tirnanog and The Archdruid.
• Silver Handed: Nuada is also known as
Trap! A DC 15 perception
Silverhand for losing his right arm in his war
check detects a thin
against Grond, the demon-god of the orcs.
tripwire between the walls
The great god of the mountain, Krom worked
where noted T on the map.
with Gyr the craftsman of the gods to forge a
A creature that moves
mithril arm. With this mighty new weapon,
through that space, snaps
Nuada drove the orcs out of the forested lands
the wire. As a reaction, the
and banished Grond to the abyss.
trap activates, targeting
• Dead? Elves mourn the loss of their god...for
the trapped square.
he has been silent since the great cataclysm.
A medium or smaller
The elves are abandoned in this world and the
creature in either targeted
Otherworld (feywild). Their last hope are
squares must succeed a DC
the fabled Arkadian Knights of the Ancient
14 Dexterity saving throw
Order who quest for the Lost Treasures of the
or be trapped in a spiked
Tuatha De Danann.
cage.
Spiked Cage! When a trapped creature starts their turn, they take 1d4 piercing
damage. They are restrained. At the end of a creature’s turn they take 1d4
piercing damage. A DC 19 skill check using thieves’ tools to pick the lock on the
cage can open it, or a DC 22 Athletics check to break out.
Treasure: There is not much in the way of treasure in this room. Thraka has all
valuables taken from her prisoners and transported to Talaash. However, some
of the spare weapons and armor of the guards the cult have been kidnapping
have been piled in the southeastern corner: a chain shirt, shield, spear, and short
sword. On Thraka’s belt is a magical dagger called Shadowlight (see Part III for
Magic Items). Thraka also wears the Crimson Cloak of the Gargoyle (see Part
III for Magic Items).
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L2.12: Pan’s Passageway
Hey DM, wow we are getting far and it
looks like I dumped some lore. Think of it as This long narrow passage
inspiration! I try to use catchy sounding, epic extends to either side,
names and if it inspires a plot hook you want, stretching west and east.
use it! Or just skip them! I’m not sure what Frigid water spews and
hooks I’d use at my table for this myself. bubbles up from the western
passage. The murky sewage
-Kyle is dark and floats with bones,
dust, and other detritus like
a macabre stew. Two alcoves
feature sinister gargoyles carved in the likeness of impish satyrs. Dripping vines
like earthy tendrils coil from the ceiling ten feet above.
Perception 12+: You hear voices speaking in hissing whispers from the western
passageway. The water here is 3 ft. deep and freezing. The water flows up into
the corridor from the southern stairs. It has begun to rise here and is draining
slowly down the spider warren caves in Room L2.14 and pools around the
cultists that man the guard station in Room L2.13.
Spiked Cage! When a trapped creature starts their turn, they take 1d4 piercing
damage. They are restrained. At the end of a creature’s turn they take 1d4
piercing damage. A DC 19 skill check using thieves’ tools to pick the lock on the
cage can open it, or a DC 22 Athletics check to break out.
This chamber is open with tall archways that reach up to the 15ft high ceiling.
It is guarded by cultists in dark robes and armor. They are on the lookout for
their dark masters. The back wall of the raised chamber is decorated in a vast,
intricate wooden mosaic of a massive tree that encircles the world. Standing
proudly in the center of the raised level is a lifelike, adamantine statue of a horse
rearing on its hind legs. Scattered throughout the room are wooden crates marked
with the cult’s symbol Two arched serpents with fangs bared over a burning sun.
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This chamber acts as a guard post for one of the major passages of the complex
as well as storage for barrels and crates belonging to the cult with supplies.
In each container is roughly 100 lbs of stone brick, excavation equipment,
salt, dried meat, and holy symbols emblazoned with the symbol of Yargoth .
The room is occupied by a small group of 6 cultists, (members of the former
thieves guild), 1 Blood of Yargoth Fanatic, and a pair of broodguards. These
broodguards stand guard at the archways and take single patrols throughout this
level of the dungeon once every hour. The cultists are not fond of the beasts and
keep their distance.
The chamber is separated into an upper and lower section by a 5ft stair and
4ft high stone wall carved to resemble dragon scales along the center of the
elevated section.
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L2.14: Dungeon Master’s Lair
This cave was accessed by the elves for giant spider silk in wrapping their dead
and a depositing chamber for intruders who were not welcomed by the trap on
the first level. It also leads to the Underdark.
The iron cells were made by the thieves’ guild and Ereldor’s transmutation
magic and are made of iron bars with 4” between the vertical bars and 2 ft.
for every horizontal bar. Each cell is locked (DC18) and can be
unlocked by the key on the belt of the dungeon master.
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revels in his power over the prisoners. He also
has a weakness for strong spirits. Hanging on a Years ago, Andaar and
natural stone outcropping is a pristine white cape Talaash were rivals
trimmed in gold. (see Part III for Magic Items). within the cult competing
for the title of Viper
Treasure: gold plate boots (300gp), a Jade Key King. In a test of might,
that looks identical to the iron key that Zrax has, Talaash proved to be the
and a platinum ring worth 50gp. greatest warrior among
their ranks and was
The basilisk is a dopey and stupid animal that is given power and rank
loyal to Andaar and has been trained not to look within the cult. Andaar
at him in the eye, but could be maneuvered to has never forgiven or
accidentally stare at his keeper by a clever PC. forgotten his shame and
plots for his revenge.
A. The first cell on the right of PCs entering
the dungeons has the corpse of a twisted and
horrible humanoid with lizard-like teeth and pallid, grey skin that are craggy
with rough scales and jagged spines. The eyes have vanished where only melted
flesh remains. This is the corpse of a failed ritual that turns humans into
broodguards.
Treasure: Amid the rags, bones, and dust which chokes this chamber, there
is a single silver ring set with a green stone encircled by a rampant unicorn.
Anyone from the town will recognize it as the ring of the baron’s daughter,
Tohru (noted for an amber gem set with a silver tree in the center it is worth
250gp.).
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For a moment he felt like
Stone Rot there was a chance things
would be okay. Then they
The venom of the basilisk can sometimes took her away...couldn’t have
infect a bite wound and cause a rot that been more than an hour ago
petrifies the victim. Use this alternate rule to now…
modify your basilisk: When the basilisk deals • He heard the hissing,
damage with a bite attack the target must hooded man: Talaash
succeed a DC 12 Constitution saving throw mention that the baron’s
or have the bitten location (determined by daughter would be the perfect
DM) begin to be petrified. This can be sacrifice for the Nightmare
cured with a remove curse or less restoration Speaker.
effect that can cure a disease. If the rot • There was going to be
is not cured, the target can make another some kind of ritual before she
saving throw to stop the limb from becoming was taken somewhere called
completely petrified. The Necropolis of Despair.
• He also saw the miller’s
son, Caleb, last week. He was
taken from the south cell.
Jozen frantically believes that all life and
Jozen heard screaming like
existence is a cruel game and that there is
devils howling and then they
a 5 percent chance of anything to be possible
returned with that monster
as some sort of crackpot quantum theory of
in Caleb’s clothing. He was
reality in the world…..he is right of course
just...drooling and growling.
but no one knows that.
It was like there was some
desperate shred of the boy
Jozen is a peddler and vagabond from the
trying so hard to just live let
streets of Emystrell. He wasn’t very useful
alone be that...whatever he
but people seemed to give him just enough
had become. Eventually even
work to earn a coin for some food. One
that shred went away. Then
night, he was on the streets when he spotted
he just died, thank Tyr...
the baron’s daughter being taken by hooded
figures. He followed them and they soon
C. Unlocked. Open. This cell
grabbed him, knocking him out. Unworthy
is filled with crumbled stone,
to be sacrificed and worthless to kill, he has
upon closer inspection it
been made the chew toy of the basilisk and
becomes clear that the rubble
hasn’t been allowed to die.
is actually the petrified and
half chewed remains of a
captive that was turned to stone by the basilisk and has slowly been fed on.
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D. Locked. Closed.This cell is often kept available and locked at all times,
even when it is not occupied. The ceiling has a 5ft square hole in the top that
is the bottom of a long slide from the pit trap at the entrance. The opening of
the hole is 10ft high and the walls of the slide tunnel are smooth. It would take
a feat of extraordinary athleticism, agility, and creativity for a creature that
couldn’t walk on walls to escape (but we leave that for the PCs to discover). The
interior of the cell is filled with straw and it is dank and smells putrid. This is
where the basilisk goes to use the toilet and it does not get changed out as often
as it should. One of the southern corners of this cell overhangs where the floor
collapsed into the sinkhole. The space is only about 6 inches wide.
Treasure. Amid the debris of the monster’s droppings is a diamond ring
(worth 150gp) that it over eagerly swallowed whole when it was gorging
itself. Unnoticed by the jailer, the one item not petrified amid the stone is
a white marble greatsword handle, missing its crossguard and blade. It is
carved in sweeping curves and detailed with soft snake scales engraved into
the handle itself. It ends with a falcon-shaped pommel. It seems to be a solid
piece of marble and nearly indestructible.
a. The webs in this room (marked by purple squares on the map) are difficult
terrain and for every time a creature enters or attempts to leave the webs as
part of their movement must succeed a DC 12 Athletics check to continue
moving. On a failed save, a creature is restrained as they lose their balance
and become stuck. They can use an action on their turn to become unstuck
by repeating the saving throw. Each 5ft. of webbing can be attacked and
destroyed (AC:10 HP:5, vulnerability to fire damage, resistance to non
magical piercing and bludgeoning damage).
b. Gloomvault.The portal door is carved of sweeping obsidian stone. Light
seems to have no effect on illuminating that which hides within the shadows.
Gazing into this room is to peer into an archway of pitch blackness.
A spell of magical darkness has been cast on this corridor towards room 14. It can
be dispelled with a dispel magic spell or similar effect. Once dispelled, the darkness
returns after 1 hour.
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Room Carvings: The carvings depict elves carrying trees across a great
expanse of land aboard flying, sail-ships. The elven carvings then show
warriors fighting against demonic creatures, dragons, and giants. At the end
of the battle, a single warrior is crowned a queen. Continuing along the left
wall, the queen learns sorcery and
then the carvings become a twisted
scene of violent chaos. The story If the PCs pass through this
ends at the dark black wooden door chamber, leave it empty on
marked with a brass, spider-shaped their first pass. Sometimes an
door-knocker. anticipation with a straightforward
puzzle element is a good change of
The door is locked (DC 15). It pace from nonstop action. If your
can be broken open with a DC 20 players pass through this hall more
Athletics check. Beyond this door than once or twice, feel free to roll
is a natural stone cavern that has for a random encounter for them.
been converted into the dungeons.
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a creature triggers either cage trap. They cackle maniacally and stab with spears
through the arrow slits until their trapped prey is of interest only to historians.
Quite dead. A third cackling skeleton armed with a shortbow and 20 arrows will
march to the northern secret door, open it from within, and attack any living
creature within sight. The eastern passage leads to a black oak door reinforced
with iron and is locked (DC 16).
Secret Doors: The presence of secret doors can be detected by a creature with
a Passive Perception of 18+ which detects a 5 ft. section of stone where there is
a half inch gap between the wall and the floor. This can be followed up by an
Investigation check.
An Investigation check to inspect for the secret doors and how to open them can
take up to 10 minutes at DC 15 to locate the secret to opening the door. Feel free
to reduce the amount of time it takes if the roll is really over the top (like 5 or
beyond the DC). A successful Investigation check will reveal that the gap belies
the presence of a secret door, and if one pushes on the section of wall specified
above (at least 20lbs of force), the door will depress inward slightly and then
automatically rise into the ceiling.
The southern secret passage leads to room 16. Marked by an ‘x’ on the map
is a buried chest under a clearly loose tile. It is locked (DC 12) and inside is a
scroll of cure wounds (2nd level) and a leather pouch with 120gp. The passage’s
southern door at the end can be opened by pulling on a wall-mounted lever on
the northern wall. The door rises up, revealing a ritual chamber of the cult.
Trap! A DC 15 Perception check detects a thin seam in the flat stone floor where
T is noted on the map. A creature that moves through that space, weighing
more than 100lbs triggers the pressure plate. As a reaction, the trap activates,
targeting the trapped square. A medium or smaller creature in the targeted
square must succeed a DC 14 Dexterity saving throw or be trapped in a spiked
cage.
Spiked Cage! When a trapped creature starts their turn, they take 1d4 piercing
damage. They are restrained. At the end of a creature’s turn they take 1d4
piercing damage. A DC 19 Dexterity check using thieve’s tools to pick the lock
on the cage can open it or a DC 22 (Strength) Athletics check to break out.
If the lever in room 1 has not been altered, all the portcullises here are in the
open position.
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Lever Puzzle: a gilded lever is accompanied by a skeleton in withered clothes
clutching the ancient device. A gleaming gold lever engraved with royal heraldry
sits in the center position, it ends in the likeness of a rampant stag. Along the
lever there is a gnomish inscription delicately engraved that reads: “A closed door
is a challenge to the cowardly.”
This chamber is a trap and the second half of the level puzzle from room 1
(see L1.1, Thieves’ Front Door). If the party interacted with the lever puzzle
in room 1 previously, refer to the result of that encounter to determine what
this chamber looks like. If in room 1 the PCs pulled the lever right: All the
portcullises are open in this room (marked by dotted lines on the map). If the
lever was moved to the left: All the portcullises in this room are closed.
If the lever in this room is pulled to the left or right, the portcullises marked on
the map close, and lever comes free from the device. The party now has half an
Immovable Rod. Which is useless. If the PCs assemble the two halves of the rod
they click into place with a magical “snikt” sound and become an Immovable Rod.
Zombies: The false walls, marked with blue on the map, are activated by the
lever trap. When the lever is pulled to either side, the walls slide down into the
floor. The zombies wander out and go
straight for the closest living creature.
This trap can be quite dangerous
There are 12 zombies (marked as ‘z’)
and if your players come up with a
that shamble out. The lever trap can
creative solution that works logically
be disarmed by locating the raven
to you and satisfies the challenge,
runedisc in the northern archer post
then feel free to roll with it. Just
(noted with a star). Once disarmed,
be sure you remain consistent and
the portcullises in this chamber open
don’t give them the sense you are
and the stairwell descends to the
taking it too easy on them.
floor once again.
Locked Unlocked
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L3.16: Ritual Chamber of Dragonflesh
This chamber is carved from ancient sandstone. Flickering green flames from
burning torches paint the walls with animated shadows that dance and writhe.
Standing at attention are a pair of snake-featured cultists in bronze scale armor
and cobra-shaped hoods. At the far end of the chamber is a robed, lizardfolk
shaman chanting in draconic, over a circular door set in the floor of elven oak
entwined with gold and jade. It is an impossibly interwoven image of the world
tree being encircled by the looping coils of a massive serpent with fangs bared.
There are two plated slots; one in the serpent’s eye and in the heart of the tree.
This chamber is a waiting room for sacrifices and supplicants to beg for blessings
at the altar of Yargoth. This room is guarded by 2 pureblood myrmidons
wearing ancient bronze scale armor and wielding dual scimitars. A lizardfolk
shaman prepares two unconscious bodies (guards at 0hp) with pungent oils and
mudlike paints that glitter with scales.
Secret Doors: The secret door can be detected by a creature with a passive
Perception 18 or higher. An Investigation check to inspect for secret doors can
take up to 10 minutes at DC 15 to locate the secret door. Feel free to reduce the
amount of time it takes if the roll is really over the top (like 5 or beyond the
DC). The trap can be disarmed by locating the raven runedisc in the northern
archer post. The secret door leads to the southern secret passage of room 15 by
pulling the eastern torch sconce. A crawlspace 5ft wide opens in a stone panel of
the wall.
Ritual: Dragon blood has been poured into open wounds of these victims as the
shaman chants cleric spells for hours with her talisman of Tiamat.
Stoneblade: The blade of the stone sword (see L1.3, Knight Rune Door) is
here, being wielded by the lizardfolk shaman as a -1 greatsword (-1 to hit and
damage). It has been lashed to a long bone handle wrapped with leather.
Treasure: Among the potions on the shaman’s belt are 1d4 healing potions, and
a potion of fire breath.
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Serpent Door: DC 10 Investigation. A close inspection
reveals that the holes in the eye and tree appear to
be keyholes. The center of the chamber is carved
to resemble the scales of a dragon and leads up to a
raised dais. The top of the platform is centered with
a complex carving in a circular portal in the floor
where the shaman performs their spell.On either side
of the altar are two tables with unconscious guards.
They are at 0 hit points and stable.
When the door is unlocked using both keys: (it can be unlocked with a DC30
lockpick check with two people working together with proficiency on the
attempt) read the following:
The keys slide into place in the eye of the serpent and the heart of the tree. The
door seems to grip the keys from you by the teeth of its inner mechanisms. You can
hear the sound of running water from within the door. The serpent, cast in jade,
begins animating with magic and bites down into its tail and rotates one full 360
spin. Liquid quicksilver flows like blood from within the door and down into
the woven oak of the tree carved into the door, as its roots rearrange and begin to
recede. You can hear deep, echoing stone grinding against stone as a spiral ramp
opens, leading downward deep into the earth.
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Secret Doors: The secret door can be detected by a creature with a Passive
Perception 15+. An Investigation check to inspect for secret doors can take up
to 10 minutes at DC 15 to locate the secret door. Feel free to reduce the amount
of time it takes if the roll is really over the top (like 5 or beyond the DC). The
secret door leads to the southern secret passage of room 15 by pulling the eastern
torch sconce. A crawlspace 5ft. wide opens in a stone panel of the wall.
This long, wide passage has a low ceiling, and sloping walls. No sound is audible
in this chamber. The walls are lined with everburning green torches which cast
wavering shadows across nine tomb guardian statues carved in the likeness of
armored warriors. They stand along the borders of the chamber atop short, stone
pedestals. The closest dais is left empty.
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This chamber is the long narrow memorial hall to the Knights of the Arkadian
Order.
As you pass by the free standing walls in the center of this chamber, you can see
mosaics depicting the brave heroics of the knights who are memorialized here. In
nearly all of them, the knight is accompanied by a wan elf prince in black plate
armor. At the far end of the passage are a pair of magnificent, polished silver
doors stained red at the handles. A single drop of crimson splashes in a small pool
collecting at the base of the doors. The reflections cast by the door are splashed
with dried blood.
When the PCs first enter this room or complete a rest, roll a d12, on the result of an
even number, that encounter occurs immediately. On an odd result, that random
encounter is detected on its way by the PCs.
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L3.18:The Lair of Talaash
As he slowly turns you see his eyes glow in the gloom of the chamber, they are a
sinister burning yellow and slitted like a serpent’s eyes. His voice is like a rasping
hiss over a rumble of thunder as he spreads his massive, python arms wide; their
fangs drip with venom as they hiss and bare their fangs in challenge.
“Ahhhh….. the ratcatchers have arrived at last. If you have come to save the
daughter of the baron, I’m afraid you are too late. Her blood has been anointed
by the Dread Serpent and she has passed through the portal to the Necropolis
of Despair!” Talaash grins past sharp tusks as he cracks his thick neck, a viper
tongue flicking out of his grim chuckle. “I must admit I am impressed you’ve
made it this far. Perhaps you will be a worthy challenge.” He shifts his feet and
coils his body to strike. “So come at me then! Hold nothing back and live or die
like true warriors!”
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Lair Actions! While in his lair, bathed in the crimson light of the portal, the
smell of fear heavy on the air with the rank stench of blood, Talaash is at his most
powerful. He has communed long with the magic in this place and twisted it to
his own dark sorcery and will.
Drawing from the latent magic in this ancient place, Talaash has invoked the
Blood of Yargoth to mix his dragon blood with the blood of their sacrifices. If
they are worthy of the dark blessing, they are taken through the portal to be made
a sacrifice to Jarassu. Those unworthy die and those who don’t are mutated
into slavering broodguards.
What if…?
Tohru could actually be here about to have her blood corrupted by fell magic in
this trial by demonic ritual! The heroes could swoop in and save her! If this
happens give her something to do by grabbing a minion’s weapon or a ritual
dagger and run her in combat using the stat block provided. If you do this,
feel free to get Talaash through the portal and retreat to the Necropolis and
reinforcements from his boss. And then the chase is on!
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Running the Final Battle
Unless your players manage to trick or side with Talaash (which is dope) likely
battle will ensue. The half-orc Malison, King Talaash the World Breaker is
designed as a solo boss monster for a group of 3-5 level 4 characters.
• If you have a lot of other players or they are very powerful, I recommend
adding some minions (a small handful of cultists or 2 purebloods in the
monster manual) to the battle serving here as his envoy to his dark ceremony.
• If the PCs have found a lot of useful items, they will be rewarded with greater
resources for this tough battle.
• The King is no joke, and while the dice can humble even a god in the world’s
greatest roleplaying game, it's best to prep by the numbers. There is a lot of
math coming from Talaash when he is running smoothly. A memorable boss
battle is important so try to think of all the things he can do as tools in a
box, you’re free to drop or tweak each one but be careful, he is delicate.
• If you have a lot of players, just add some minions (just 2 purebloods) and
then gauge how the fight is going whenever they are gone.
• If you have 3 players I highly recommend running Talaash by himself and
using lair actions very lightly.
Finally it is worth noting that Talaash is deliberately given a lot of tools because
it is always easier to hold back on prepared content if the players need some help
versus trying to juice up your big bad during the final battle.
Backup Baddies!
If the doppelganger, Ssamar, has not been killed elsewhere he could appear as a
townsperson the PCs trust held in bonds at the altar or even Tohru, if you think
the PCs will enjoy that kind of gut punch. You could also add another mini boss
that comes in to support their leader if the battle is going badly for him.
This form shift keeps the progression of the battle by having the stakes raised!
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Just when the PCs are excited that they are making progress, something changes
and it’s not good. This provides him with a lot more damage and resistance.
If you decide not to use this just keep in mind that he will be considerably easier
to take down. That’s your call, and even a well planned fight can go sour if the
dice gods demand blood….its always blood!
If you decide not to use this just keep in mind that he will be considerably easier
to take down. But that’s your call, and even a well planned fight can go sour if
the dice gods demand blood...its always blood!
Tactics!
• Talaash should try to capitalize on his out-of-turn actions to try and cast his
spells and keep pressure on spellcasters and healers.
• Talaash can use his action to attack the character with the highest AC. If he
hits a lot, Talaash might get overconfident and start spreading his attacks
and ‘toy’ with the groups melee combatants. Spreading damage is a good way
to give the PCs an opening to really coordinate. Once characters start going
down it is hard to reclaim it.
• Try to keep the PCs spending movement to keep up with Talaash. His bonus
action options can let him control where he is at all times. Make them chase
him.
• If Talaash starts his turn within 5ft of an opponent he can use a bonus action
to use martial arts for 2 more attacks. Less damage and a chance for some
status effect.
• Don’t forget to use openings to set up having a character limited by a status
condition like restrained. This can set you up for advantage, a dramatic
critical hit, or even a bargaining moment.
• Talaash will prioritize his reactions for things like deflect missiles once per
round 5x per long rest.
• Don’t forget to roll for his venom bite at the start of his turn, you coward!!!
• Don’t forget his damage resistance and bonus while raging!!!
Ouch!! Combo-breaker! Use this if you have a killer set of rolls and just go all in
(especially if they are close to winning). If Talaash has four medium or smaller
creatures grappled he can immediately use his reaction to perform a slam attack
on all four targets. Each target takes 1d10 bludgeoning damage+6 (roll once for
all targets, rage included in bonus). The grapple condition is ended immediately
after the damage is dealt to the targets and they are knocked prone.
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Magic Spells: Talaash might use Suggestion once during the battle. Try not to
spend too much time with it since he is the primary target, that concentration is
a lousy bet, even for this brute. Don’t be afraid to open with the spell to get the
players off the balance, but be totally willing to abandon it halfway through the
battle when Talaash unleashes his rage!
Treasure!
If Talaash is killed here ,his arms become: The Jade Staff of the Viper King (see
Part III Magic items). This could happen any number of ways, especially easy to
describe if he is slain using slashing damage. But otherwise you could describe how
one of the serpents of his arms writhes even after his death and it detaches with a pop
of bone and oozes blood as it slithers away. It slows and bares its fangs as it rapidly
petrifies into cold green stone with dazzling eyes.
There are also emeralds embedded into the basalt altar embedded
in the eyes of dozens of writhing serpent carvings. Total of 9
each worth 100gp per gem.
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can be unlocked with Talash’s Golden key. Inside is 1991 cp, 3102 sp, 2010 gp,
50pp, a Small Bag of Spices (25 gp), Diadem (25 gp), wooden crown set with
a 300gp diamond, Polished Stone Miniature of a strange frog-like creature
(100gp), Pewter Censer (25 sp), Brass Choker (25 gp), Oil of Slipperiness
(uncommon, DMG 184), Potion of Greater Healing (uncommon, dmg 187),
Potion of Growth (uncommon, DMG 187), The Eye of the Dragon (magic item),
Dragonwing Shield +1 (magic weapon).
The eastern alcove also has a life sized marble statue meticulously detailed of
Talaash in a herculean pose flexing with his serpent arms. A modest fig leaf
covers his tremendous nudity. Despite it’s absurd existence, it is marvelously
done and is worth 550gp to an art collector.
As you step through the portal, you feel the ground fall out from beneath you and
you cannot breathe. Your lungs threaten to burst as you feel yourself spin and just
as suddenly your feet feel solid ground, you step up and out of the surface of a
cold marshland lake. You stand on soil over a hundred miles to the south in the
riverlands. Beyond the trees which shelter you, you see an ancient ziggurat of
blood-red sandstone that is being dug out of the nearby hillside by a small army of
weary captives.
The temple to Yargoth has slowly been rejuvenated by Jarassu and her minions
in recent years. It is still decrepit and a crumbling ruin, a shadow of its former
power. Much of the original structure was sundered and the surviving ruins now
lay beneath the fetid waters of the marshlands. This is my idea of where this
adventure goes, with the question: can the heroes save the innocent in time?
What do you think should be on the other side of that portal?
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Epilogue
With the cult broken in Emystrell, the town can finally begin to heal and
return to some semblance of normalcy. If the trouble had ended quickly, perhaps
there is time to save the baron’s daughter. Is the baron even still alive? What
happened to the doppelganger? Did you manage to save the young baroness?
The nature of how this adventure ends could change the direction of the
campaign. The attack on the temple in the swamp could be a military campaign
or a dungeon crawl. You may decide the portal goes somewhere entirely
different, maybe even another world or plane of existence.
The players may want to stay around town and explore if they left some threads
unfinished or they might want to keep adventuring, in which case the sky's the
limit. My plan for a sequel might include a much larger dungeon crawl in an
ancient death trap pyramid of the serpent gods where the PCs are set against the
clock to stop the Dark Priestess from becoming a demigod Abomination!
Until next time adventurers! Don’t save the world without me!
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PART ///:
This iron brooch is fashioned from two tiger claws set in silver at their bases.
While wearing this brooch, you gain a +2 bonus to your Perception skill.
This red cape flows like fabric but looks and feels like stone. The ends are pointed
like a bat’s wings. An attuned wearer can speak the command word “Gohleeath”
and transform into a gargoyle. When the gargoyle form’s hit points reach 0,
the wearer immediately turns back to their normal form and the cloak will
recover after one full night’s passing. The wearer can spend a total of 1 hour
transformed before the cloak must regain it’s charge.
This cloak of spider silk is enchanted to never stain or bear any minor damage
such as small tears or holes.
Dragonhide Pants
Magic adventuring gear, rare
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These dragonscale trousers have soft red scales that flare out slightly when bent.
Dragonbone seams provide extra protection. These magic trousers provide
resistance to fire damage (does not stack with other fire resistance).
+1 Dragonwing Shield
Magic shield, rare
This medium, curved kite shield is formed from a green dragon’s wing. This
is a +1 shield. A creature that wields this shield gains resistance to poison
damage. They can also use a reaction once per long rest to activate the shield’s
magic. Wingburst: As a reaction to being hit, each creature within 10 ft. of the
wielder must succeed on a DC 15 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone.
You must be under an open sky for this magical item to work. You may use an
action to bury this item under at least 1 inch of soil, snow, sand, mud, or other
type of natural terrain. The talisman then spends 6 seconds growing into a
large oak tree. It is 60ft tall and 10ft. Diameter trunk. At the top, the branches
cover a 30ft. radius. This tree is resistant to non magical attacks.
Girdle of Venom
Rare magic belt, requires attunement
This belt grants you the following action. Once this ability has been used once,
roll a d6 at the start of your turn to recharge this action on the result of a 5-6.
A creature hit by this attack must make a Constitution saving throw (DC equal
to 8 + your proficiency bonus + charisma modifier) or become poisoned for 1 min
or until the target succeeds the saving throw at the end of their turn.
Ghoul Venom
Magical poison
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If this thick, viscous mucus is consumed or coated on a metal weapon it
grants the following property: a creature hit by this attack must make a DC
10 Constitution saving throw or become paralyzed for 10 minutes. A creature
affected by this can repeat the save once every 60 seconds.
Immovable Rod
Wonderous magical item
This rod has a button on one end. You can use an action to press the button,
which causes the rod to become magically fixed in place. Until you or another
creature uses an action to push the button again, the rod doesn’t move, even if it
is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight
causes the rod to deactivate and fall. A creature can use an action to make a DC
30 Strength check, moving the fixed rod up to 10 feet on a success.
This potion is constantly bubbling and sparking electric shades of blue. When you
drink it, it feels alive almost as the liquid zaps your tongue and all along your
throat. When you finally swallow the potion you feel this electric surge burning
in you ready to be unleashed. This potion is a single use item. A creature that
imbibes the potion gains a lightning breath weapon for 1 hour. Dexterity saving
throw, 30ft. Line, 3d6+Constitution lightning damage. Once this potion wears
off you can only smell and taste ozone for 1d4+2 days.
Potion of Invisibility
Adventuring gear, magic potion
This potion’s container is filled with a shimmering opalescent clear liquid that
disappears when shaken. When you drink it, you become Invisible for 1 hour.
Anything you wear or carry is rendered invisible with you. The Effect ends early
if you attack or Cast a Spell.
Shadowlight
Magic weapon, rare dagger
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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This is a magic dagger with a handle made of a hook horror’s claw. There are
gnomish runes keenly engraved on one side of the blade that read “shine.” If a
PC reads the runes out loud in gnomish, the knife will glow as if affected by the
light spell. The other side of the blade has runes that read “shadow.” If a PC
reads those runes out loud in gnomish, the knife will vanish as if affected by the
invisibility spell until the runes are repeated.
While invisible your bonus to hit with this weapon gains an additional +1.
This item has 5 charges. The dagger regains 1d4 charges every dawn. Using
shadow expends 2 charges. The wielder can look through the glass
blade of the dagger and expend a charge to cast Detect Magic.
Shine costs no charge.
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As an action you can turn the staff into a viper. You can make a melee spell
attack with a range 15ft., on a hit deal 1d4 magical piercing damage + 2d6
poison damage.
As an action you can throw the staff up to 10 ft. away and turn it into a giant
constrictor snake. This creature acts on your initiative in combat and acts in
accordance to your unspoken will. If it is not reduced to 0 hit points it will
remain a giant constrictor snake for 10 minutes. When it changes back it cannot
be transformed into a giant constrictor snake again until the next dusk.
The wand has 5 charges. A spellcaster can expend a charge to cast a spell from
the wand without needing any spell slots or components. For 1 charge you can
cast charm person. For 2 charges you can cast hold person, and/or suggestion.
The wand recovers 1d4+1 charges every dawn.
Mirror
Magic weapon longsword, legendary (requires attunement by a creature of a lawful
alignment)
This elven master-sword has a long, tapered mithril blade centered with
runes of power that simply read “mirror’s edge”. The blade is locked by a coil
of gleaming dwarven knots in gold which connects to the black and writhing
wooden crossguard and handle. Wrapped in serpent scale leather, the handle is
smooth and arcs with the supple grace of a tree in the wind and ends in a hefty
mithril pommel. Set in the center of the crossguard on both sides of the sword is a
dazzling emerald that always manages to catch the light.
This magical longsword grants a +1 bonus to hit and damage to attacks made
with it. It has an additional +2 against fiends, undead, and aberrations. Any evil
creature that starts their turn holding this holy elven weapon takes 20 radiant
damage. A spellcaster that completes a long rest attuned to this weapon has one
additional spell slot of their highest available spell(s) known.
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Unbreakable: This weapon is indestructible and
cannot be weathered or broken.
Curse: Whenever you attempt to lie, you must succeed a DC 10 Charisma saving
throw or be forced to remain silent for 1 minute.
Eldritch Weapon: When a creature of 5th level or higher wields this weapon,
they can spend charges of the weapon’s magic to cast spell-like effects. The
sword has 5 charges.
• 3 charges: Shield - As a reaction, you can cast the Shield spell.
• 2 charges: Mirror - As a bonus action, magically blink and teleport to a
space occupied by another creature, swapping places with them within 25ft. A
friendly target may allow this to happen willingly, an opposed creature can
make a Charisma saving throw vs 8 + prof + charisma modifier.
• 1 charge: Shapeshifter - You can cast alter self on yourself for as long as the
sword remains in your hand.
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Chapter 2: Unique Adventure Monster Stats
For this adventure I have added monster stat blocks that are unique to this
adventure. Any monsters used in this adventure that are not in this book can be
found in the Monster Manual of the World’s Greatest Roleplaying Game!
Magic Resistance. The malison has advantage on saving throws against spells
and other magical effects.
Actions
Multiattack: The malison makes two ranged attacks or two melee attacks,
but can use its bite only once. The malison’s attacks can only be used while in
humanoid form.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 +
2) piercing damage plus 7 (2d6) poison damage.
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Razor Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
5 (1d4 + 3) slashing damage. On a successful hit, the target must succeed a
DC 12 Dexterity saving throw or become grappled. An affected creature may
repeat the saving throw or make a DC 12 Strength saving throw at the end of
their turn. A creature that starts their turn grappled by the whip takes 1d4
slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
Dark Devotion. The fanatic has advantage on saving throws against being
charmed or frightened.
Actions
Multiattack. The fanatic makes two melee attacks.
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Broodguard
Medium monstrosity, neutral evil
AC: 14 (natural armor)
Hit Points: 30 (7d8+14)
Speed: 30 ft.
STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 11 (0) CHA 4 (-3)
Saving Throws: Str +4, Dex +4, Wis +2
Skills:Perception +2
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft.
Languages: Cannot speak but can understand draconic and abyssal
CR2 (450 XP)
Actions
Multiattack. The broodguard makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2)
piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2)
slashing damage.
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Languages: Common, Goblin
CR: 1/8 (25 XP)
Sneak Attack. If the thief has advantage on their attack or target a creature
within 5ft. Of an ally they can add an extra d6 to the damage of the attack.
Actions
Shortsword. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 4
(1d6+1) piercing damage.
Light Crossbow. Ranged weapon attack: +3 to hit, ranged ammunition
(80/320), two-handed, loading. Hit: 7 (1d8+3) piercing damage.
Keen Smell. The dire squirrel has advantage on Wisdom (Perception) checks
that rely on smell.
Pounce. If the dire squirrel moves at least 20 ft. straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked prone. If the target is prone, the
panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2)
piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2)
slashing damage.
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Hit Points: 32 (5d8)
Speed: 40ft.
STR 9 (-1) DEX 14 (2) CON 11 (0) INT 19 (+4) WIS 12 (+1) CHA 11 (0)
Saving Throws: Int +7, Wis +4, +3 Con.
Skills: Arcana +6, History +6, Nature +6
Senses: passive Perception 11
Languages: Common, Draconic, Dwarvish, Elvish
CR 5 (200XP)
Spellcasting: The mage is a 5th level spellcaster that uses Intelligence as his
spellcasting ability (spell save DC 14 +6 to hit with spell attacks). The mage
knows the following spells from the wizard spell list:
Cantrips (At-Will): light, fire bolt, shocking grasp
1st level (4 slots): charm person, magic missile
2nd level (3 slots): hold person, misty step
Goblin Warrior
Small goblinoid, chaotic evil
AC: 16 (small set of bloody chainmail)
Hit Points: 14 (2d6+2)
Speed: 30ft.
STR 14 (+2) DEX 10 (0) CON 12 (+1) INT 10 (0) WIS 8 (-1) CHA 8 (-1)
Skills: Stealth +2, Athletics +4
Senses: darkvision 60ft., passive Perception 9
Languages: Common, Goblin
CR: 1 (200 XP)
Nimble Escape. The goblin warrior can take the Disengage or Hide action as a
bonus action on each of its turns.
Poisoned Ammunition. The goblin warrior has a quiver of 6 poison arrows, and
6 steel arrows.
Actions
Multiattack. The goblin warrior makes two attacks when they take the attack
action.
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Mace. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2)
bludgeoning damage.
Shortbow. Ranged weapon attack: +2 to hit, ranged (ammunition) 80/320,
two handed, loading. Hit: 4(1d8) piercing damage +1d4 poison damage.
Goblin Archer
Small goblinoid, chaotic evil
AC: 16 (leather armor)
Hit Points: 14 (2d6+2)
Speed: 30ft.
STR 8 (-1) DEX 16 (+3) CON 10 (0) INT 10 (0) WIS 13 (+1) CHA 8 (-1)
Skills: Stealth +2, Perception +3
Senses: darkvision 60ft., passive Perception 13
Languages Common, Goblin
CR: 1 (200 XP)
Nimble Escape: The goblin archer can take the Disengage or Hide action as a
bonus action on each of its turns.
Poisoned Ammunition: The goblin archer has a quarrel of 12 poison arrows, and
6 steel arrows.
Covering Fire. If the goblin archer misses their target with a ranged attack, they
can mark that target and their allie’s next attack against that target is made
with advantage.
Actions.
Dagger. Melee weapon attack: +5 to hit, reach 5ft., or range (20/60) one
target. Hit: 5 (1d4+3) piercing damage.
Stormfist Berserker
Medium humanoid (goliath), any chaotic alignment
AC: 13 (Hide Armor)
Hit Points: 76 (9d8+36)
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Speed: 30 ft.
STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
Resistances: cold
Senses: passive Perception 10
Languages: Giant
Challenge 3 (700 XP)
Reckless. At the start of its turn, the berserker can gain advantage on all melee
weapon attack rolls during that turn, but attack rolls against it have advantage
until the start of its next turn.
Powerful Build. Counts as one size larger when determining carrying capacity
and the weight they can push, drag, or lift.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12
+ 4) slashing damage.
Stormfist Shaman
Medium humanoid (human), chaotic good
AC: 13
Hit Points: 38 (7d8+7)
Speed: 30 ft.
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 10 (0) WIS 15 (+2) CHA 12 (+1)
Skills: Medicine +4, Nature +4, Perception +4, Survival +6
Languages: giant, Common, dwarvish, draconic, elvish
CR 2 (450 XP)
Innate Spellcasting. The shaman can innately cast the following spells. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
At Will: dancing lights, message, mage hand, thaumaturgy
1/day: augury, bestow curse, detect magic, prayer of healing, speak with
dead, spirit guardians, identify, prayer of healing, cure wounds
Actions
Warhammer Staff Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or
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range 20/60 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10 +
2) bludgeoning damage if wielded with two hands.
Stormfist Veteran
Medium humanoid (goliath), any alignment
AC: 17 (Splint)
Hit Points: 67 (9d8+27)
Speed: 30 ft.
STR 17 (+3) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 11 (+0) CHA 10 (+0)
Skills: Athletics +5, Perception +2
Senses: passive Perception 12
Languages: giant, common
CR: 3 (700 XP)
Actions
Multiattack. The veteran makes two battle axe attacks. If it has a shortsword
drawn, it can also make a shortsword attack.
Battle Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
(1d10 + 3) slashing damage. two handed
Battle Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8
+ 3) slashing damage. one handed
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
(1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one
target. Hit: (1d10 + 1) piercing damage.
Pureblood Myrmidon
Medium shapechanger (monstrosity), chaotic evil
AC: 14 (+1 hydra scale hide armor)
Hit Points: 50 (4d6+12)
Speed: 30ft.
STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 10 (0) WIS 14 (+2) CHA 12 (+1)
Saving Throws Str +7, Dex+5, Con+5
Senses: darkvision 60ft., passive Perception 11
Languages: Draconic, abyssal, common
CR: 4 (1100 XP)
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Loyal. The myrmidon has advantage on saving throws against being frightened.
Elite Training. A melee weapon deals one extra die of its damage when the
myrmidon hits with it (included in attack action).
Actions
Multiattack. The myrmidon makes three attacks when they take the attack
action.
Reactions
Riposte! Melee weapon attack of opportunity triggered by being hit by an
attack. Req. a melee weapon in hand. As a reaction to taking damage while
your weapon is equipped you counter! Roll 1d6+4 slashing damage and
reduce the damage taken by the triggering attack by 2.
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Once he has used this feature he cannot do so again until he has taken a long
rest.
Shapechanger. Talaash can use his action to polymorph into a Medium snake,
or back into his true form. His statistics are the same in each form. Any non-
magical equipment he is wearing or carrying isn’t transformed. If dropped to
zero hit points in snake form the creature dies as a withered snake.
Magic Resistance. Talaash has advantage on saving throws against spells and
other magical effects.
Malison Type. Talaash is a yuan ti with humanoid head and torso but snakes for
arms.
Shed Skin (1/Day). Talaash can shed his skin as a bonus action to free himself
from a grapple, shackles, or other restraints. If he spends 1 minute eating his
shed skin, he regains hit points equal to half his hit point maximum.
Actions
Snake arms! Talaash can make two separate melee attacks as one action using
his snake arms. +9 to hit, reach one target 10ft. Hit! 6 (1d4+4) piercing + 7
(2d6) poison damage.
Bite! (Recharge 5-6 at start of turn) Talaash’s face twists and his teeth grow
into bestial fangs with a serpentlike tongue dripping venom, his wide neck
contracts and then lunges at you!
+9 to hit, reach one target 5ft. Hit! 6 (1d4+4) plus 12 (3d8) poison damage!
A creature hit by this attack must make a DC17 Constitution saving throw or
become poisoned for 1 min. An affected creature can repeat the saving throw
at the end of each of their turns.
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Bonus Actions: Martial Arts!
Make 2 Unarmed strikes! The mighty half orc spins and pirouettes with
the agile grace of a dancer and the bared strength of a wild jungle cat. As
the snakes dart out with lightning speed, Talaash is a spinning dervish of
powerful kicks and bone-breaking elbow jabs.
Unarmed strike of the Serpent King: +7 to hit, reach one target 5ft. Hit 6
(1d4+4) On a hit, you may choose to impose one of the following conditions:
• A creature hit by this attack must succeed on a Dexterity saving throw
DC 15 or be knocked prone.
• They must make a Strength saving throw. If they fail, you can push
them up to 15 feet away from you.
• They can’t take Reactions until the end of your next turn as you stall
their nerves.
Slither! Take the Disengage or Dash action. Jump distance is doubled for the
turn.
Reactions
Deflect Missiles. Deflect or catch a missile weapon when you are hit by a
ranged weapon attack. When you do so, the damage you take from the Attack
is reduced by 1d10+5. If you reduce the damage to 0, you catch the missile if it
is small enough for you to hold in one hand (or snake mouth) and you have at
least one hand free. If you catch a missile in this way, you can throw it as part
of the reaction. You make this attack at +7 and deal 1d4+2 piercing. He can
only use this once per round for a maximum of 4 times between rests.
Bloodied. When Talaash reaches half his hit point total he can use a reaction
to unleash his rage! He will invoke the Blood of the Serpent and grow two
more snake arms from his shoulders! Until he is reduced to 0 hit points his
attack action has 2 more attacks. Talaash while raging gains the following
properties:
• Resistance to all damage types excluding psychic.
• +2 damage
• Can no longer cast spells.
• Advantage on Strength checks and saving throws.
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Legendary Actions
x2 per round: At the end of another creature’s turn, King Talaash the World
Breaker invokes the name of one of his snake arms!
“HOGG!” This cunning-eyed serpent head flicks its tongue at you before
lunging and attempting to constrict you, crushing the last breath in your
lungs! +10 to hit and reach one target 15 ft. Hit! 7 (1d4+5) bludgeoning
damage. A creature hit by this attack must succeed a Dex Saving Throw DC15
or become grappled. A creature that ends their turn grappled by Hog must
succeed their saving throw at the start of their turn or become restrained.
“NYD!” The hissing serpent arm swings around in a sweeping arc like a
crashing wave of scale and muscle. +5 to hit all creatures within 10 ft. Hit!
9 (1d8+5) bludgeoning damage and get pushed back 15ft. Affected creatures
must succeed a DC 15 Str saving throw or be knocked prone.
Regeneration. The Vampire regains 10 Hit Points at the start of its turn if it has
at least 1 hit point and isn’t in sunlight or running water. If the Vampire takes
radiant damage or damage from Holy Water, this trait doesn’t function at the
start of the vampire’s next turn.
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Spider Climb:.The Vampire can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Actions
Multiattack: The Vampire makes two attacks, only one of which can be a bite
Attack.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a
creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit:
7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit
point maximum is reduced by an amount equal to the necrotic damage taken,
and the Vampire regains Hit Points equal to that amount. The reduction lasts
until the target finishes a Long Rest. The target dies if this Effect reduces its
hit point maximum to 0.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4
+ 4) slashing damage. Instead of dealing damage, the Vampire can grapple
the target (escape DC 15).
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Speed: 30 ft.
STR 17 (+3) DEX 14 (+2) CON 14 (+2) INT 18 (+3) WIS 12 (+1) CHA 7 (-2)
Skills: Athletics +5 Deception +6, Perception +3, Stealth +3
Damage Immunities: psychic
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 13
Languages: Telepathic, common
Challenge 2 (450 XP)
Awakened. Thraka is a sentient ape and can speak all known languages.
Bloodthirsty. When Thraka reaches half her hit point maximum, she enters a
rage. She gains the following benefits:
• Resistance to all damage types.
• +2 damage
• Advantage on Strength checks and saving throws.
Magic Resistance. The ape has advantage on saving throws against spells and
other magical effects.
Actions
Multiattack. The ape makes two melee attacks.
Shadowlight. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6
(1d4 + 4) slashing damage.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage.
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Psionic Blast. (recharge 5-6) Ranged Attack: +6 to hit, range 25/50 ft., all
targets within range. Hit: 6 (1d6 + 3) psychic damage.
Keen Smell. Thorgrim has advantage on Wisdom (Perception) checks that rely
on smell.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 +
6) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
6) slashing damage.
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