DMDave Adventure - Vaskil Valley Wrath of The Wyvern Kings
DMDave Adventure - Vaskil Valley Wrath of The Wyvern Kings
Story Creator & Lead Writer: Dave Hamrick Layout Software: GMBinder
Writing Team: Ducke, Thomas Johnson, Benjamin Cover Illustrator: Forrest Imel
Palmer, Max Wartelle, John K Webb Interior Illustrators: Rick Hershey, Matias Lazaro,
Rules Development: The Griffon Saddlebag, Dave Nacho Lazaro, Tithi Luadthong
Hamrick, Loot Tavern Cartographers: Tom Cartos, Cze & Peku, DMDave, The
World Building: Dave Hamrick DM Tool Chest, Limithron, Dyson Logos, Maps by Owen,
Loremasters: Darion Nutter, Nathaniel Weinstein Torchlight Press
Proofers: Jason Kivela, Martin Maenza, Jeff Maynor, Cartography Tools: DungeonDraft, Inkarnate,
Christian (Chrissy) Pfannmuller, Roger Pugh, Ben [Link]
Richardson, Tyler Roark, Felix Stock, Chris Spradlin,
Producers: Jennifer Craig, Scott Craig
Nathaniel Weinstein
BroadSword Monthly Layouts: Scott Craig
Editors: Benjamin Gilyot, Laura Jordan
Marketing: Adam Zlotnik
Roll20 Design: Roll20, Thomas Johnson, Laura Jordan
Executive Producer: Dave Hamrick
Art Director: Benjamin Gilyot
Special Thanks: Ennio Morricone, Griffon McCauley, all
Graphic Design: Dave Hamrick
of our patrons, Wizards of the Coast
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Table of Contents
Introduction 3 Chapter 4. The Siege 96
About This Book 3 Phase 1 - The Siege Begins 96
Adventure Summary 4 Phase 2 - The Breach 97
Running the Adventure 4 Phase 3 - Once More Into the Fray 98
Adventure Flow Chart 5 Phase 4 - Escape 98
Character Creation 7 Adventure Conclusion 99
Chapter 1. Steeproost 10 Appendix A. Vaskil Valley History 100
Running This Chapter 10 Ages of Casar 100
The Village of Steeproost 10 A Brief History of Vaskil Valley 101
Welcome to Steeproost 13 Appendix B. New Player Options 102
Cattle Rustlin' Country 16 Bardic College 102
Caves of Silence 18 Gun Feats 103
Fist Fights with Werelynxes 22 Appendix C. Grimoire 104
Harpy Murder 24 New Magic Items 104
Ogre Baby's Rattle 27 New Spell 108
Silent Knight 31 Appendix D. New Monsters and NPCs 109
Strange Lights 33 Anorian Gunmage 109
Stonehill Blues 36 Black Horn 110
Tomb of the Drake 40 Brasuga 110
Wyvern King Clues 44 Doomspider 111
Chapter 2. Vaskil Valley 45 Ewoska 112
Running This Chapter 45 Fetch 113
Wilderness Encounters 47 Inak 114
Map of Vaskil Valley 50 Land Octopus 115
Alderth Keep 51 Megamoo 116
Black River Caverns 54 Nightmare Orb 117
Brenovale Manor 57 Ninja 118
Gaeleth's Temple 62 The Orb 119
Imfe Caan Asaari 66 Ogre, Baby 119
Mount Ashlar 73 Pressonian Abjurer 120
Wyvern Caves 77 Server Constructs 121
Chapter 3. Colddark Cliff 80 Subterranean Drake 122
The Wyvern Kings Revealed 81 Summer Drake 123
Travel to Rossgough Crag 82 Werelynx (Roe'dgope) 124
Rossgough Crag 84 Wyvern King 125
Colddark Cliff 84 Wyvern Wyrmling 125
The Labatory 84 Open Gaming License 126
The Orb's Proposition 94
2
Introduction
A
chill wind rattles down the jagged cliffs of the in their own lavish affairs and inconsequential qualms, these
Basilisk’s Spine, sinking low into the dark trees nobles care not for the troubles of the werelynxes, Anorians,
and rugged hills of Vaskil Valley. There, an or, frankly, anyone of less than noble blood within the valley.
ancient race of elves, the Anorians, carve out a Even the Pressonian humans, who share the same ancestry
meager existence among the short-lived as the Mydon Princes, are growing restless under the thumb
humans with whom they share this territory. of the nobles.
Once a proud race of warriors from the Amber The civil unrest within the valley is like sparks on tinder
Forest beyond the mountains, the browbeaten Anorians cling and when the flames catch, the whole valley will burn. It’s
to the history their conquerors hope to sweep away. Since only a matter of time.
their migration to this valley, the Anorians have traded in
their wands for guns. They’ve relinquished their undead
armies for cattle. And they’ve turned their anger into song.
About This Book
West of the cold, white rapids of Vaskil River, the valley’s Vaskil Valley: Wrath of the Wyvern Kings is a Fifth Edition
original lycanthropic inhabitants, the Roe’dgope adventure optimized for four to six characters. This book
(werelynxes), stir. Dragons have seemingly returned to the describes the monsters and villains who the heroes of the
valley, wyverns specifically. Upon these lesser dragons’ backs story—the player characters—must challenge to bring the
ride dark-armored aberrations known only as Wyvern Kings. adventure to its conclusion.
The Wyvern Kings have pushed the Roe’dgope from their The book presents Vaskil Valley, a region in DMDave’s
ancestral lands, forcing them to enter the territory of their Omeria campaign setting, as a full “sandbox” within which
old rivals, the Anorians. Tensions are high. you can host a bevy of adventures and campaigns. The
Meanwhile, the true rulers of Vaskil Valley, the Mydon fundamental details of the setting are included in this book.
Princes of Presson’s Enclave, pay little heed. Too interested However, we’ve left plenty of room for you to create your own
3
adventures, campaigns, villains, and epic battles. the Rasgax Highlanders protect the lower lands from the
horrors that hide in the ice and snow. Central Omeria is
Adventure Summary divided by two great features: the Basilisk’s Spine Mountains
and the Three Great Wastelands: Desolation of Ditimaya,
A riveting mix of western and fantasy tropes, Vaskil Valley: The Obsidian Plain, and The Wither. Major city-states cling
Wrath of the Wyvern Kings sees a group of characters— to the coastlines in this region. To the far south, the Nation of
native to the region or not—handle the threat of the Odonburg utilizes the innate magic of emerald odonburgite
newcomer Wyvern Kings and their detrimental presence. gems to enhance their technology.
The book’s main plot deals with the Wyvern Kings Vaskil Valley, featured in this adventure, is located at the
themselves. During the first chapter, the characters learn of far northern edge of the Basilisk’s Spine Mountains. This hill-
the Wyvern Kings and how they’ve affected Vaskil Valley and country valley is the primary home of the Anorian elves, an
its people. As the adventure progresses, accumulated ancient race that once ruled the northern parts of Omeria.
evidence leads to the true identity of the Wyvern Kings and Now under the purview of the Pressonians of The Summer
how the characters can stop their constant attacks. Land in the near south, these elves eke out a living within the
While working on the mystery of the Wyvern Kings, the valley’s sweeping vistas, dense forests, and the surrounding
characters also have the opportunity to complete additional impassable, snow-capped mountains.
side quests. Most of these side quests see the characters
handle the side effects of the Wyvern Kings’ presence in
Vaskil Valley. They also offer the characters a chance to
Adventure Flow
further build their experience and arsenal of magic items in The accompanying adventure flowchart visualizes the
preparation for their final confrontation with the Wyvern narrative flow of this adventure, which includes chapters that
Kings (and the real threat of this adventure). focus on places of interest (chapters 1 and 2) and chapters
that focus on plot (chapters 3 and 4).
Running the Adventure Chapter 1 introduces quests that prompt the characters to
explore the town of Steeproost and its surrounding areas.
To run the adventure, you need the three Fifth Edition core
Each of these quests should take no more than one or two
rulebooks. If you don’t have a copy, you can access a free
sessions to complete.
basic rule set from Wizards of the Coast ® on their website.
Chapter 2 expands the characters’ area of influence by
Text that appears in a box like this is meant to be read offering new and exciting locations outside of Steeproost.
This includes trips to the capital of Vaskil Valley, Imfe
aloud or paraphrased for the players when their
Caan Asaari (or Sorryville as it is called by non-Anorians).
characters first arrive at a location or under specific Like the quests in the first chapter, these quests are short
circumstances, as described in the text. and made to last no more than a session or two.
4
5
of the people, places, and things to better fit your world, too. (werelynxes), Brasugas (giants), and of course, the Anorian
Remember: it’s your game! elves. Although non-Pressonian humans enjoy the same
comforts as the Pressonian people, non-humans struggle to
Vaskil Valley Peculiarities eke out a comfortable life in the valley. The werelynxes and
giants stick to their own clans. Meanwhile, Anorians work
Vaskil Valley holds an interesting position within the lore of hard to keep a low profile.
Omeria. A little over 1,000 years ago, the Anorian elves
fought a bloody war against the paladins of Presson’s Enclave Anorian Elves
in The Summer Land. After five years of battles, the Anorians Nearly 60 percent of all Vaskilish residents are Anorian elves
lost when their dark god, Vapul, fell at Camor Hill in or of Anorian descent. This sub-race of elves is detailed
Northern Omeria. The Pressonians occupied the Anorian further later in this chapter. This section presents some of
capital, Imfe Mythse Anore, and renamed it to Knotside. The the strict laws to which Anorians elves must adhere.
Anorians were then given a choice: they could remain within No Spellcasting. The Anorian elves of Vaskil Valley are
the capital under the watchful eye of the Pressonians, or they forbidden by Pressonian law to become spellcasters. The
could colonize the untamed valley north of The Summer severity of the punishment for breaking this law correlates
Land, Vaskil Valley. Thousands of Anorians chose the latter directly with the power level of the magic used. As a rule of
and made the arduous trek through the Basilisk’s Spine thumb, spells of 2nd level or lower result in imprisonment,
Mountains into the valley. and spells of 3rd level or higher are punishable by death.
Below are some of the important rules regarding the Vaskil Spells that cause harm to a Pressonian or are within one of
Valley satrapy and its governing body, Presson’s Enclave. It the three forbidden schools (see below) also result in capital
also includes details specific to the Omeria campaign setting. punishment. Similarly, Anorians cannot use magic items,
read spell scrolls, imbibe potions, or do any other activity
Pressonian Hierarchy that is considered magical. As such, many Anorians turn to
Vaskil Valley is a satrapy of Presson’s Enclave and is a the use of guns—weapons that their Pressonian lords
province of The Summer Land. Like the rest of The Summer consider primitive—to protect themselves.
Land’s provinces, Vaskil Valley is under the purview of a Limited Religion. Anorians are not permitted to
Pressonian governor, referred to as a Mydon Prince or worship any god or otherworldly patron except for the
Princess. The ruling Mydon Prince of Vaskil Valley is Pressonian pantheon collectively known as The Four
Princess Elina Harrou-Tomydon. Working below Harrou- Generals. Worship of non-sanctioned gods results in
Tomydon are twenty-two more Mydon Princes, including one imprisonment of no less than ten years. Furthermore,
of this adventure’s patrons, Prince Spiro Marelis-Tomydon of worship of the demon Vapul is punishable by death.
Steeproost.
The religious center of Presson's Enclave and the majority Other Races of Vaskil Valley
of The Summer Land is the White Pillar, whose Otari Monks Three more non-human races dominate Vaskil Valley
teach the ways of the Four Generals, the oldest religion in all alongside the Anorians. Those races are the Roe’dgope
of Omeria. White Pillar monks also act as arbiters, although (werelynxes), the inaks, and the subterranean drakes.
final judgments are always passed by Mydon Princes. Anorian elves live east of the Vaskil River whereas the
However, Mydon Princes can only be judged by monks of the Roe’dgope live west of it. Until recently, the Roe’dgope kept
White Pillar, and only The Four Generals may judge the to themselves. However, the presence of the mysterious
White Pillar. Thus, many consider the White Pillar the true Wyvern Kings has pushed them from their lands into
power in The Summer Land. Anorian lands. The two ancient races do not tolerate each
The Mydon Princes oversee the Pressonian Abjurers, other's presence as the Roe’dgope have always viewed the
spellcasting knights loyal to Presson’s Enclave and its Mydon Anorians as trespassers in their lands.
Princes. Vaskil Valley has a curiously high number of Inaks are strange undead creatures cobbled from random
Pressonian Abjurers, likely due to the large size of the non- bones and boiled, black leather. They live in holes, vertical
human population. Most Abjurers spend their waking hours shafts, and other difficult-to-reach areas below the Valley.
rooting out anything Presson’s Enclave deems as an enemy of Subterranean drakes, distant relatives of the chromatic
its way of life. Thus, these knights have a reputation for being dragons who once ruled the mountains also live below the
authoritarian and ill-tempered, and often use their position valley. Inaks and subterranean drakes have an uneasy
of power to bully those below them. alliance in the caverns below the Basilisk’s Spine Mountains.
Next within the hierarchy are the actual Pressonian people Although all Vaskilish denizens are aware of these alien
who live and work in Presson’s Enclave. Most Vaskilish cultures, the inaks and drakes are rarely seen above ground.
Pressonians are merchants, miners, and hunters who wish to There are also a few smaller factions such as the four-
live away from the busier cities in the south. The nobility of armed ogres called Brasugas, and the griffon-riding tribes of
Presson’s Enclave makes it a point to keep the Pressonian Kuzhuk.
people at odds with the non-humans. An old Pressonian
idiom states, “If you can convince the lowest Pressonian he’s Forbidden Spell Schools
better than the best Anorian, he won’t notice you’re picking The spell schools of conjuration, enchantment, and
his pocket.” transmutation are illegal in The Summer Land and, by
Finally, non-Pressonians are at the bottom of the extension, Vaskil Valley. This includes casting simple
Pressonian hierarchy. This includes humans from other parts cantrips such as mage hand and prestidigitation, and using
of Omeria and non-humans like the Roe’dgope or selling magic items, scrolls, texts, and components related
to these three schools. Some special visitors to The Summer
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Land and Vaskil Valley are granted permissions to cast from
these spell schools, but these permissions are rare and Character Backgrounds
exorbitantly expensive.
If one or more players are having trouble tying their
backgrounds to Vaskil Valley, below are some suggestions on
Firearms how those backgrounds can tie perfectly to this adventure
Firearms play a large role in this adventure, as many Anorian
setting.
elves use them in lieu of magic. To use firearms, a character
Acolyte. You hope to bring your love of your god or ideals
must have proficiency in firearms. At your discretion,
to (the heathens of) Vaskil Valley.
characters native to Vaskil Valley who have proficiency in
martial weapons may have proficiency in firearms as well. Charlatan. Vaskil Valley is a region rife with
Otherwise, they must train to use firearms or gain a feat downtrodden folks who make the perfect marks for your
which grants them access to the weapon category. However, cons. Especially those Mydon Princes!
they may not start with a firearm unless they take the Criminal. You are formerly a member of the Ruby
optional rule for starting gold versus starting equipment and Riders, but were released from the group due to a conflict of
purchase one outright. interest with the gang's leader, Minoas.
The Firearms table below details the four most common Entertainer. Taznarchi bards are known as the greatest
types of firearms available in Vaskil Valley. Firearms use musicians in all Omeria—you hope to learn from them.
special ammunition, all of which are detailed after the Folk Hero. Vaskil Valley's got a lot of monsters; and
firearms table and some of them have the blast or reload you've won a few fights with 'em, earning you a reputation.
properties described below. Guild Artisan. Vaskil Valley's monster population has
Blast. A weapon with the blast property deals one put a hurting on trade and crafting in the region. While
additional die of its damage to targets within 5 feet of the others of your ilk flee, you see opportunity.
firearm’s user. Hermit. Quiet, somewhat lawless, and far away from the
Reload. A limited number of shots can be made with a populated cities of the south and west, Vaskil Valley is the
weapon that has the reload property. A character must then perfect spot for you to lay low.
reload it using an action or a bonus action (the character’s Noble. You're a Pressonian noble—perhaps even a Mydon
choice). Prince—who's been tasked with helping Princess Elina
Harrou-Tomydon get the region under control. Resenting
your presence, she's sent you into the field.
Pronunciation Guide Outlander. You're a member of the Vaskil Warriorbrood,
The Pronunciations table on the next page shows how to an elite group of desperados and vigilantes that work outside
pronounce many of the non-English names that appear in of the law.
this adventure. Sage. You came to Vaskil Valley following the trail of a
golem specialist who disappeared in the valley some seventy
Character Creation years ago. The specialist's name was Lyric Atomcotda.
Sailor. Supposedly, Poison Waters in Vaskil Valley has
Before you start this adventure, consider spending the first some of the best fishing around—despite the fact that the
session of your game helping your players understand the lake was literally filled with poison at one point. You're here
world of Omeria and Vaskil Valley. Are the characters from to see if the legends are true.
Vaskil Valley? If so, where do they stand within the valley’s Soldier. You strive to be a Pressonian Abjurer, one of the
tenuous hierarchy? And if they’re not from the valley, what elite magic knights that patrol The Summer Land and keep it
brings them to Vaskil Valley? What do they think of the safe from threats.
valley and its many peculiarities? Urchin. You grew up poor on the streets of Imfe Caan
This section details backgrounds that fit into Vaskil Valley Asaari. As such, you've developed a strong dislike for nobles,
as well as a new elven sub-race and monk sub-class. especially Mydon Princes.
Firearms
Firearm Cost Damage Weight Properties
Pistol 100 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Revolver 350 gp 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Rifle 650 gp 2d10 piercing 8 lb. Ammunition (80/240), reload (5 shots), two-handed
Shotgun 750 gp 2d8 piercing 7 lb. Ammunition (range 30/90), blast (+1d8), reload (2 shots), two-handed
Ammunition
Ammunition Type Cost Weight
Pistol or Revolver Bullets (20) 5 gp 1 lb.
Rifle Rounds (20) 10 gp 1 lb.
Shotgun Shells (20) 15 gp 1 ½ lb.
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Vaskil Valley Pronunciation Guide
Name Pronunciation Description
Anorian AH-nor-ee-an An elven sub-race native to Northern Omeria.
Brasuga BRAH-sue-gah A race of large, four-armed giants native to Vaskil Valley.
Sometimes called the Steeproost Trail, this long road connects
Chibougue Track CHEE-boag
Steeproost to Imfe Caan Asaari.
Crisavor CREH-sah-vor A Kuzhuk elder.
Elina Harrou- eh-LEE-na ha-ROO The Mydon Prince (female) who presides over Vaskil Valley and Imfe
Tomydon toe-MY-dawn Caan Asaari.
Flora Stamide- FLOOR-ah stah-MEED toe-
A young Mydon Princess from Imfe Caan Asaari.
Tomydon MY-dawn
Gaeleth's Temple GAY-leth The temple featured in the Gaeleth's Temple adventure.
Imfe Caan Asaari IMV CAHN AH-sah-ree The capital of Vaskil Valley.
Imfe Mythse
IMV MYTHZ AH-nor The Anorian elves' city which fell over 1,000 years ago.
Anore
Sentient skeletal undead that live below the Basilsik's Spine
Inak EE-nock
Mountains.
A tribe of griffon-riding humans who live in the Basilisk's Spine
Kuzhuk KOO-suk
Mountains
Lesharo LAY-shar-oh A roe'dgope tribesman exiled to Steeproost.
Lyric Atomcotda LEER-ik ah-TOME-cote-da The scientest responsible for creating the doppelganger princesses.
Meselle MEH-zell Leader of the harpies in the harpy murder quest.
Mona Mèyor MO-nah MEH-yor Steeproost's Sheriff.
The title given to the descendants of the first king of The Summer
Mydon Prince MY-dawn PRINZ
Land.
Obadyr Manor OH-ba-deer The manor in which the quest Ogre Baby's Rattle is set.
A gang of pirate orcs that work as mercenaries throughout much of
Odzedoz ODD-zeh-doz
Omeria.
Omeria OH-me-ree-uh The humanoid-dominant continent of The Summer Land.
Orbea or-BAY-uh A city on the western coast of Omeria.
Presson's Enclave PREH-sons ON-clave The capital city of The Summer Land.
Roe'dgope ROE-da-GO-pay Dwarven werelynxes native to Vaskil Valley.
Rossgough Crag ROZ-guh CRAG A canyon that offers access to Colddark Cliff.
Sireen el-Halaby seer-EEN el-HAL-la-bee Captain of the Black Rose Clan in Imfe Caan Asaari.
Spiro Marelis- SPY-ro mar-EL-is toe-MY-
The Mydon Prince who presides over the village of Steeproost.
Tomydon dawn
Tella Harrou- TELL-ah ha-ROO
The Orb's dead name; leader of the Wyvern Kings.
Tomydon toe-MY-dawn
Tostrasz the A gargantuan red dragon whose armies once laid waste to The
TOE-strahz
Enormous Summer Land.
General Tuteus TOO-tay-yus The Pressonian god of winter and one of The Four Generals.
Vaskil Valley VAH-skill VAH-lee A small region at the northernmost end of The Summer Land
Vapul VAH-pull The demonic god of death and winter.
Zekiel Fulsom ZAY-keel FULL-sum A member of the Steeproost militia.
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You ignore the loading and reloading properties for
Anorian Player Characters firearms with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose
Anorian elves play a large part in this campaign. Once a race
disadvantage on your ranged attack rolls.
of proud warriors who worshipped the demonic god of death
You can draw or stow two one-handed firearms when you
and winter, Vapul, the Anorians now rely on their natural
would normally be able to draw or stow only one.
affinity to the forest and the land to survive under the rule of
Presson’s Enclave and its Mydon Princes.
Ki Aim
If a player wishes to play an Anorian elf who is native to 3rd-level Path of the Gunmage feature
Presson’s Enclave, be sure that they first understand the
Anorians’ relationship with the valley detailed above as it Beginning at 3rd level, as a bonus action, you can double
may greatly impact their character’s class and background. your proficiency bonus on the next ranged weapon attack you
For example, a player who wishes to play an Anorian wizard make using a firearm so long as you make the attack before
could never cast a spell in view of a Pressonian Abjurer as the start of your next turn.
that’s considered a capital crime in this campaign setting.
When a character decides on the subrace for an elf Bonus Proficiency
character, they can choose Anorian and use the following 3rd-level Path of the Gunmage feature
rules to create their character.
Also at 3rd level, you gain proficiency in smith's tools or
Anorian Traits leatherworker's tools (your choice).
Anorians have the elf traits detailed in the Fifth Edition core
rulebook for players plus the traits below. Quick Draw
Ability Score Increase. Your Constitution score 6th-level Path of the Gunmage feature
increases by 1.
At 6th level, during the first round of combat, on an initiative
Cold Resistance. You have resistance to cold damage.
count equal to 20 plus your Dexterity modifier, you can
Dead Tongue. Using gestures and sounds, you can
spend 2 ki points to draw a one-handed firearm and make a
communicate simple ideas with any undead even if it does
single ranged attack with it. You can't use this feature when
not speak, such as a skeleton or zombie. Although you may
you are surprised.
communicate with an undead creature, you do not control it.
Magic Bullets
Monastic Tradition: Path of the 6th-level Path of the Gunmage feature
Gunmage Also at 6th level, your attacks with your firearms count as
magical for the purpose of overcoming resistance and
Many Anorians who train in the art of the gun become
immunity to nonmagical attacks and damage.
gunmages. Perhaps the name mage is deceptive. After all, the
Vaskil Warriorbrood are hardly mages. Certainly, magic
flows through their veins, along their arm, into their trigger
Bulletproof Monk
11th-level Path of the Gunmage feature
fingers, and through their fire arms. But this magic is not the
magic of the cloistered wizards of Odonburg or the stalwart Once you reach 11th level, in combat, you get a special
abjurers of Presson's Enclave. reaction that you can take once on every creature's turn,
Forbidden to use magic by their Pressonian masters, the except your turn. You can use this special reaction only to use
Anorians were instead rewarded the pistol, a primitive your Deflect Missiles feature, and you can't use it on the
weapon invented during the Year of Fire by the azers. But same turn that you take your normal reaction.
they accepted this gift and made it their own. Guns in hand,
the Warriorbrood is a force to be reckoned with. Be thee Rain of Bullets
damned if ye should stand in the path through which they 17th-level Path of the Gunmage feature
ride.
At 3rd level, the monk gains the Monastic Tradition At 17th level, you learn how to shower your enemies in a hail
feature, which offers you the choice of a subclass. The of gunfire few can avoid. As an action, you can spend 1 ki
following Path of the Gunmage option is available to you point to create a 30-foot cone of bullets. To do so, you must
when making that choice. be wielding a firearm and it must be loaded. Each creature in
the area must make a Dexterity saving throw against your ki
Way of the Gun save DC. A target takes the damage normal for your firearm
3rd-level Path of the Gunmage feature on a failed saving throw, or half as much damage on a
success. This attack expends only one piece of ammunition.
When you choose this tradition at 3rd level, your special
martial arts training leads you to master the use of firearms
(see the sidebar). You gain proficiency with firearms if you
don't already have it and these weapons are monk weapons
for you. You also gain the following benefits:
9
Chapter 1. Steeproost
A
crow-eyed Anorian rancher escorts his flock of
sheep into the town’s muddy, open air market.
Roe’dgope tribesmen linger at the outskirts of
Running This Chapter
This chapter introduces the players and their characters to
town, eager to pick a fight. The town’s once-
the town of Steeproost and, by extension, Vaskil Valley and
beloved sheriff catches whispers from three
Omeria. Before starting the adventure, read the rest of this
human women calling her a “Vapul
section and the “Steeproost Overview” that follows it.
worshipper.” The friendly yet ineffectual
governor of the town sighs at the latest problem the town Once the players have their characters and backgrounds
faces. Meanwhile, despicable bandits, ravenous ankhegs, and sorted out, kick off the adventure by reading the boxed text in
the terrifying Wyvern Kings haunt the valley that surrounds the “Welcome to Steeproost” section. Then, give the players a
the town. starting quest (either “Silent Knight” or “Fist Fights with
Werelynxes”), or use one of the quests tied to Steeproost.
The frontier town of Steeproost is one of the few
permanent settlements in Vaskil Valley, having been around
for more than seventy years. Like many of Steeproost’s
settlements, dragons laid waste to large portions of the
The Village of Steeproost
The village of Steeproost clings to the Poisonwood Forest like
village during the War of the Burning Plains. Thanks to its
mud on a rancher’s boot. It’s a small place, marked by its
strategic location along the main road to Vaskil Valley’s
strategic location along the Chibougue Track. Anorian elves
capital, Steeproost recovered.
comprise 60 percent of Steeproost’s population. Humans
Now, the village faces a whole mess of problems and once
come next, at 35 percent, with the remaining 5 percent
again finds itself at the precipice of total destruction.
divided among Brasugas, Roe'dgope, and other non-humans.
Many of Vaskil Valley’s small settlements have a similar
racial composition.
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Years back, Steeproost was a mining town destined for quick
growth. Unfortunately, both of its mines fell into the clutches Steeproost Quick Facts
of dangerous creatures. Without heroes to help clear the
Population. 160
mines, Steeproost’s dreams of wealth faded overnight. The
Leaders. Prince Spiro Marelis-Tomydon of Presson’s
problems didn’t stop there. The town’s well-liked sheriff, a
Enclave acts as the local lord of Steeproost and its
half-Anorian named Mona Mèyor, became the center of
surrounding environment. Despite the mistrust many of
controversy after her sister raised an army of the undead and
Steeproost’s elven citizens have for the Pressonian knight,
attacked an important city in the far west. With many
Marelis is a fair and just ruler. The true Prince Spiro is a
Steeproosters rejecting her help, thereby hampering the
lawful good human noble. However, he’s currently being
sheriff, Steeproost quickly found itself beset on all sides by
portrayed by a doppelganger named Twist (learn why in
bandits, monsters, and, of course, the Wyvern Kings.
Chapter 3 of this adventure). Prince Spiro/Twist relies
If someone doesn’t come in and help clean up, Steeproost’s
heavily on Sheriff Mona Mèyor, a lawful good female half-
likely to end up as another Vaskil Valley ghost town.
Anorian gunmage (see Appendix D), a native to the area.
She handles the people while he handles the Pressonians.
Militia. Steeproost can muster up a militia of thirty soldiers
(use the tribal warrior stat block) and three veterans.
11
price of 50 gp. For the most part, potions of healing aren’t
Overland Travel illegal in Vaskil Valley unless they’re in Anorian hands.
Although much of Vaskil Valley is covered in lush forest,
Steeproost Rumors
rocky hills, and rough waterways, there are a few well-
d12 Rumor
traveled roads which the characters may take. On foot, it
takes half a day to reach the large town of Imfe Caan Asaari. "Wasn't too long ago when the Mydon Princes
Although it isn’t featured in this adventure’s text, travel to up in Sorryville were stressin' about a couple
The Summer Land capital of Presson’s Enclave takes four girls gone missin'. They posted signs all over
days. Using mounts can reduce these travel times by as much 1 the valley. Then, just like that, they stopped.
as 50 percent.
Never heard whether or not they found the
girls. Weird part is, their parents started to lay
low."
Locations in Steeproost "Sheriff ain't makin' many friends these days,
The following locations marked on the map are those the 'specially since her sister started causin' a
2
characters are likely to visit while they linger in Steeproost. ruckus west o'the Basilisk Spine Mountains.
Likely she needs some help."
The Broken Crossbow "Magic items? Can't hardly get your hands on
Tavern, hotel, den of sin those here. But I heard if you—ahem—"look to
3 the Sunrise", you might find one or two items
The Broken Crossbow is a relatively recent addition to to your likin'. But you ain't heard that from
Steeproost. The tavern was built by a wealthy devilkin from me, partner."
the western Omerian coast named Vows at Sunrise. Much to
"Used to be the Valley was just for us locals.
the chagrin of Steeproost’s Prince, Vows runs the Broken
Now word's gettin' round that the Black Rose
Crossbow as a den of sin. Unbeknownst to the folks of 4 Clan from Greatwell's set up shop in
Steeproost, Vows’ real name is Prayer in the Morning. Two Sorryville. Wonder what interest they got
years ago, Prayer faked her death following a terrorist attack here?"
in the city of Orbea and fled to Vaskil Valley where she now
"Ever since them Wyvern Kings tossed the
hides from debt-collectors. Prayer is a lawful evil devilkin
werelynxes out of their clanholds, those
assassin.
5 dwarves been stirrin' the pot here in
Working the bar is a plump, mustachioed gnome named Steeproost. Watch out for 'em. They're liable
Bem. Bem is a friendly soul, but doesn’t care much for to pick a fight with ya."
confrontation and will quickly tuck his proverbial tail
"There used to be two big ol' mines here in
between his legs and run at the first sign of trouble.
Steeproost. Unfortunately, both of them
The Crossbow is a modest establishment, costing 5 sp per closed up. One on the account'a giant spiders
night at the inn. Meals cost an additional 3 sp, and stabling 6 and the other got gobbled up by ankhegs. I'm
costs 5 sp per mount per day (which includes feed). willin' to bet that if those mines got cleared
Characters seeking opportunities to gamble or pit fight the town would owe whoever did it a debt of
during their downtime can find both activities here at the graditude."
Crossbow. Also, the tavern works well as a place to carouse
"Them Wyvern Kings ain't the only one who
with the lower-class folks of Steeproost. take to the skies. The griffon kings of Kuzhuk
Finally, The Broken Crossbow is the best place for the been here longer than both the werelynxes
characters to gather rumors. For each hour a character 7 and Anorians combined. Since the Wyvern
spends in The Crossbow, have them roll a DC 10 Charisma Kings started shaking things up, they're
(Persuasion) check. They gain a +1 to the check for every 1 gp lookin' for folks to help them with a few
they spend, representing drinks they purchase and palms tasks."
they grease. On a success, they learn one rumor about "There's been a whole lot of orcs and goblins
Steeproost and Vaskil Valley, as shown on the Steeproost floodin' the Valley lately. More than normal.
Rumors table below. 8 While they ain't messin' with folks, it sure is
Black Market Magic. The sale of magic items is strange that they're starting to move into
frowned upon in areas outside of Imfe Caan Asaari. And the these parts."
sale of magic items related to the schools of conjuration, "A bunch of damn harpies been assaulting
enchantment, and transmutation is illegal and punishable by folks in the Poisonwood. Recently, a gang of
a minimum 20-year sentence in Sorryville’s dungeons. 9 adventurers like yourselves went in there to
Having said that, characters who earn favor with Vows at try and flush 'em out. Ain't heard from 'em
Sunrise by completing one or more tasks may learn about since."
Vows’ side hustle as a black market magic item dealer. Vows "If you're lookin' for good work, Talindra, a
can acquire most uncommon magic items, scrolls, and other cattle rancher from here, is always lookin' for
goods for the characters, but sells them at 120% their normal 10 hands to help her on the trail. The pay is good,
price. She sells illegal items with a 300% markup. Very little but it ain't exactly safe work, if you catch my
will get her to back down from these prices. She also carries drift."
potions of healing which she will gladly sell at their normal
12
Temple of Tuteus Prince Spiro Marelis-Tomydon
Shrine to the God of Winter, General Tuteus Steeproost’s governing Mydon Prince
Since worship of any gods beyond The Four Generals is Spiro is the rare exception to Pressonian Princes—as in, he’s
considered illegal in the satrapy, for many Anorians, Tuteus not a total pompous ass (probably because he’s secretly a
acts as a proxy for the ancient Anorian God, Vapul. The doppelganger). Despite his friendly nature and willingness to
shrine is managed by a blind lawful evil Anorian priest do what’s right by his people, the Anorian population of
named Wehlnet Desprae. Wehlnet is also the leader of a cult Steeproost views Prince Spiro as weak. Making matters
of Vapul that acts in the area. worse, the humans of Steeproost see Spiro as an “elf lover”
who puts the concerns of the Anorians above those of his own
Prince’s Office race. As such, Prince Spiro relies on Sheriff Mèyor to
Central government building accomplish tasks he cannot.
Prince Spiro Marelis-Tomydon manages his region from the Vows at Sunrise (Prayer in the Morning)
small office he shares with Mona Mèyor at the west end of Owner of The Broken Crossbow
town. The building is little more than a couple of desks and a
small jail to toss the town drunk into. A relative newcomer in Steeproost, Vows at Sunrise—whose
It’s likely that the Prince and Sheriff take note of the real name is Prayer in the Morning—has her ear to the
characters the moment they enter town. If the characters ground of all the happenings in and around Steeproost. Vows
don’t interact with either of these two important hires help when she doesn’t want to get her hands, or the
Steeproosters in the starting quests, one or both will go out of hands of her lackeys, dirty.
their way to introduce themselves to the characters. See the
section below on “Steeproost’s Quest-Givers.” Random Encounters in
The Sad Bear Steeproost
General store and trading post
Steeproost is a busy village. Even without random
Virtually all the equipment included in the Fifth Edition encounters, there’s plenty to do. But if the characters spend
handbook for characters can be found in Steeproost’s general enough time hanging out in the village, a few random
store and trading post, The Sad Bear. The store gets its name incidents can help bring the experience of the village to life—
from the stuffed bear that stands out on its porch—the bear and also drop a few hints regarding the adventure’s greater
looks like it's frowning thanks to a piss-poor taxidermy job. mystery.
A 650-year-old Anorian named Gallows runs the Bear. Roll a d20 three times per day of game time, checking for
Having remembered the stories of how the Pressonians encounters each morning, afternoon, and evening or night.
treated his parents and grandparents during the Great An encounter occurs on a roll of 16 or higher. Roll a d20 and
Relocation, Gallows doesn’t care much for humans. However, check the Steeproost Encounters table to determine what the
he does like gold. Thus, he’ll put aside his prejudices so long characters encounter, or choose an encounter you like.
as there’s money to be made.
Welcome to Steeproost
Steeproost’s Quest-Givers When you are ready for the adventure to get underway, show
As the characters explore Steeproost, they will encounter the map of Steeproost to the characters and read the
various NPCs who may offer the characters quests. The following boxed text aloud:
characters are under no obligation to complete every quest
that they are presented, especially if it doesn’t interest them
Built alongside the Chibougue Track, midway between
or suit their skills. However, completing quests helps the
characters become more powerful. the mouth of Vaskil Valley and the capital city of Imfe
Listed below are the three main quest-givers in Steeproost. Caan Asaari, is the mining town of Steeproost. Most of
the town’s buildings are squat, one- or two-room
Mona Mèyor domiciles built from lumber pulled from the surrounding
Steeproost’s sheriff
Poisonwood Forest.
Mona Mèyor acts as Steeproost’s no-nonsense sheriff. As a
half-Anorian, she has a great relationship with Steeproost’s
Most of Steeproost’s residents are Anorians, the dark-
large Anorian population. However, her relationship with the haired, blue eyed, pale-skinned elves who ruled northern
humans of Steeproost and Vaskil Valley has recently taken a Omeria over one thousand years ago. In the three elven
hit. Although Prince Spiro has protected her from Pressonian generations since then, they’ve become hard-working
Abjurers and other inquisitors, she’s had to rely on
ranchers, farmers, and lumberjacks, eager to keep to
adventurers to accomplish tasks around Steeproost.
themselves.
13
Steeproost Encounters
d20 Encounter
Duels
Many of Vaskil Valley's outlaws and gunmages
The characters nearly run into a megamoo prefer to settle disputes with duels. Duels are
1 (see Appendix D) being led through town by perfectly legal in Vaskil Valley, too, put into place
a farmer (commoner). by the Pressonians so the Anorians would handle
A rowdy group of four Roe'dgope werelynxes their own disputes without having to involve law
walks past the characters. In Dwarven, they enforcement. Duels have the following rules set in
2 the law:
make rude remarks about the characters'
appearance.
1. Both parties must agree to the duel before a
A merchant yells, "Stop! Thief!" as an witness, usually a member of town leadership
Anorian boy (commoner) rushes past the
characters. If the boy is caught, the grateful or law enforcement.
3 merchant offers a 10% discount on his 2. Both parties may only use a non-magical
wares. The merchant sells anything on the ranged weapon during the duel. Guns are
PHB's adventuring gear table that costs 10 permitted.
gp or less.
3. Both parties must meet at a previously agreed
A drunk human bandit captain and his three upon time (usually dawn, high noon, or
friends (bandits) are trying to pick a fight
sundown). If one party fails to show up at the
with an Anorian gunmage (see Appendix D).
4 agreed upon time, the other party may seek
The gunmage is well beyond their fighting
ability, but the characters would never know vengeance any way they please without legal
by the shabby way he dresses. repercussions.
A beggar (commoner) tugs on one of the 4. Both parties must stand at least 100 feet apart
characters' arms and begs for coin. The with a clear line of sight (no cover).
beggar's body is distorted and strange—they 5. At the count of 3, both parties draw their
5
have a rare, heriditary virus called
drakeblood which gives their bodies dragon- weapons and fire once.
like features. In game terms, both sides roll initiative as
The character with the highest passive normal. Both duelists then may make a single
Wisdom (Perception) score spots someone weapon attack in initiative order. If both duelists
looking at them from behind a building. survive or both duelists die, the duel is declared a
6
When they go to find the person, they're draw, and the dispute remains unsettled. If one
gone. The lurker was a doppelganger spying duelist kills the other, the surviving duelist is
on the characters. declared winner of the dispute.
A Taznarchi bard (commoner) sings a sad Retributions by either side or their allies are
song about the fall of Imfe Mythse Anore. illegal.
7 Humans who hear the song boo the man,
commenting that if he doesn't stop, they'll
have him arrested.
Prince Spiro (see page 13) walks past the native to The Summer Land south of Vaskil Valley.
characters while mumbling to himself. If
8 Although it’s been more than a millennium since the
stopped, he offers a friendly handshake and
nod. Anorians controlled these lands, the Pressonians still
The character with the lowest passive remain suspicious of the Anorians and their activities.
9 Wisdom (Perception) score steps in a pile of
horse poop. On your way to Steeproost, you heard rumors that a
Three bandits from the Ruby Riders gang new threat has appeared in the valley: the Wyvern Kings.
ride into town. They try to stir up trouble These mysterious, wyvern-riding, full-plate-wearing
with anyone they can, looking for a fight warriors haunt the skies above Vaskil Valley. Already,
(including the characters). The bandits are
10 there have been at least two disappearances linked to
all armed with revolvers (see page 7 for
details). If the characters don't back down, these dark riders. Furthermore, the presence of the
one of the bandits challenges one of the Wyvern Kings has pushed the Roe’dgope, a species of
characters to a duel (see below). dwarven werelynxes, from their homes to the west.
The characters meet an NPC with a starter Tensions are high as these refugees are forced to migrate
11-20 quest or follow-up quest (see this chapter
into Anorian and Pressonian territories.
for details).
14
Starting Quests Vaskil Valley Quests
When the characters first enter Steeproost, choose one of the As the characters explore Vaskil Valley and accomplish
two following quests to get the characters involved: “Silent quests, they will discover leads to additional quests. Many of
Knight” or “Fist Fights with Werelynxes.” Both of these these quests begin to unravel the mystery of the Wyvern
quests serve to introduce the characters to the town of Kings. Some offer ways for the characters to improve their
Steeproost and its stakeholders. arsenal before they confront the winged terrors, and all of
them grant the characters opportunities for advancement. All
Fist Fights with Werelynxes. Shortly after the of the additional quests presented in this adventure are
characters enter the town of Steeproost, they’re drawn to detailed in “Chapter 2. Vaskil Valley.”
the town’s local watering hole, The Broken Crossbow. As
they get a feel for the saloon, a group of werelynxes enters
the tavern and is drawn into a fight with the locals. See
Character Advancement
“Fist Fights with Werelynxes” for details. Characters advance in level by completing quests in this
chapter. Regardless of the number of characters in the party,
Silent Knight. While walking around Steeproost, the the rate of advancement is as follows:
characters encounter a farmer who claims that one of the
Wyvern Kings crash-landed in the forest north of his Characters gain a level when they complete one of the two
property. The characters go to investigate and discover that starting quests. At your discretion, they may complete
the body has already been intercepted by members of the both starting quests, gaining two levels as a result.
Black Rose Clan. See “Silent Knight” for details. However, completing a starting quest has no effect on
characters of 3rd level or higher. (Chapter 1.)
Follow-up Quests Characters gain a level each time they complete two
follow-up quests and additional quests until they reach
After the characters complete one of the starting quests, one 5th level. After they reach 5th level, completing the follow-
or more of the town’s leaders approaches the characters and up quests and additional quests has no effect on their
asks them to help with the Wyvern King Clues quest (see level. (Chapter 1 and 2.)
the “Wyvern King Clues” section later in this chapter for Characters should reach 6th level once they enter The
details). Colddark cliff and learn its secrets. (Chapter 3.)
Additionally, the following three quests become available. Characters reach 7th level after they repel the mercenaries
in the final act of this adventure. (Chapter 4).
Cattle Rustlin’ Country. The characters are hired on a
ranch and charged with protecting a large herd of cattle as
they’re moved from Steeproost to the Kuzhuk. Yeehaw! Where are the Wyvern Kings?
Refer to the section “Cattle Rustlin’ Country” for details. The Wyvern Kings are a constant threat in this adventure.
Tomb of the Drake. A week ago, a well-known Brasuga Although they are not inherently evil (see the section “Who
bard disappeared during an expedition in the hills. One of are the Wyvern Kings?” in Chapter 4 for details), their
Steeproost’s quest givers offers the characters gold to find presence disturbs many of Vaskil Valley’s citizens and
the missing giant. Refer to the section “Tomb of the Drake” remains a looming threat. The Random Encounter table in
for details. Chapter 2 presents opportunities for the characters to
Ogre Baby’s Rattle. A shipment of specialist equipment witness the Wyvern Kings in action.
vanished en route to a nearby mine. The characters are
hired to find the shipment. Refer to the section “Ogre
Baby’s Rattle” for details.
Spies Among Us
During this adventure, the characters will meet many colorful
After the characters complete one follow-up quest, another
and interesting characters. Then, later, in Chapter 3, the
four follow-up quests become available.
characters learn that many of the NPCs with whom they have
Caves of Silence. A nest of giant spiders led by a phase been interacting are actually a gang of neutral-aligned
spider forced a local mine to shut down. Desperate for it to doppelgangers who work with the Wyvern Kings—including
reopen, the people of Steeproost ask the characters to step one of the adventure’s major quest-givers, Prince Spiro.
in and help. Refer to the section “Caves of Silence” for Beyond Prince Spiro, who are these doppelgangers?
details. Ultimately, that’s up to you. Because of the fluid nature of
Harpy Murder. Harpies keep ambushing travelers along this adventure, the doppelgangers should be people that the
the east road of Steeproost. The adventurers are tasked characters—and their players—least suspect. Although this
with clearing this menace from the surrounding forest. concept is covered in greater detail in Chapter 3, make sure
Strange Lights. Reports of strange lights on the horizon to consider this while you go into the adventure and
may be tied to a recent disappearance. The characters are introduce new NPCs. Remember—if you plan on making an
sent to an old, abandoned mine to investigate. Refer to the NPC a doppelganger and they get injured, die, or otherwise
section “Strange Lights” for details. get knocked out of the plot, you’re free to change that fact.
Stonehill Blues. A group of bandits and ne’er-do-wells After all, the players won’t even know, will they?
have set up a base in abandoned ruins outside of
Steeproost. They’ve been causing trouble in the area. The
characters are asked to put an end to their tyranny.
15
Cattle Rustlin’ Country
This follow-up quest is optimized for four characters with an
average party level (APL) of 2. The characters are hired on as Driving the Herd
ranch hands and charged with protecting a large herd of
The characters set out on The Steeproost Trail accompanied
cattle as they’re moved from Steeproost to Kuzhuk. Yeehaw!
by Talindra and her hundred head herd of cattle. During
encounters, creatures will interact with cattle in a couple of
Background ways: bandits will attempt to rustle them off trail, while the
The Steeproost Trail is a twenty-mile stretch of rolling crocodiles at the river crossing will attack them and attempt
grassland connecting the eponymous cattle town to the to drag them beneath the water.
secluded home of the Kuzhuk griffon riders. Though the trail Rule of Ten. For simplicity’s sake, Talindra’s herd is
is the shortest drive in Vaskil Valley and replete with grazing broken into 10 groups of 10, with each group worth 10 gp and
land, it is not totally without danger. Local gangs of rustlers 75 XP upon reaching Kuzhuk. For instance, if bandits rustled
often lurk beyond the hills, waiting to ambush unsuspecting some cattle away during an encounter, the bandit takes 10
ranchers and steal their herds of cattle. As a result, ranchers head of cattle—or one group—and the bandit is considered to
tend to hire on extra hands in Steeproost en route to Kuzhuk, have fled from the field of battle with their ill-gotten gains.
to better protect their investment. Those sellswords who Refer to The Steeproost Trail Encounters section for more
discover they have a natural affinity for the shepherd’s life information on these types of interactions.
often end up becoming professional ranchers themselves.
Talindra, a half-elf woman born and raised in Steeproost, General Features
is one such adventurer turned rancher; she found that life on
Unless stated otherwise, the Steeproost Trail has the
the trail was routine enough to make a steady living, but
following features.
dangerous enough to be exciting. She’s currently nearing the
Size and Dimensions. The Steeproost Trail is
end of her yearly cattle drive and hiring on extra swords in
approximately 20 miles long. Each encounter includes a
Steeproost for the final stretch to Kuzhuk.
complementary battle map for ease of reference (at the back
of the book), though you can defer to your imagination
Quest Hooks instead if you’d like.
The following plot hooks provide some possible ways for the Illumination. Illumination varies from encounter to
characters to get involved in the quest. encounter; refer to The Steeproost Trail Encounters section
Hired Hands. Talindra comes across the characters and for more information.
decides to hire them as sellswords. She’s willing to pay 5 gp
per day and 10 gp per 10 head of cattle that reach Kuzhuk The Steeproost Trail Encounters
unharmed.
The following encounters take place as the characters
Veiled Attackers. Sheriff Mona Mèyor is interested in
traverse The Steeproost Trail. Each combat encounter section
planting guards within Talindra’s cattle drive in order to
has a dedicated battle map. You can refer to the maps for this
capture one of the bandits alive. No one knows who’s behind
quest to see where each encounter takes place:
these attacks; extracting information from one of these
rustlers would go a long way toward uncovering the culprit.
Scouting Raid Encounter
Big Game Hunters. Vicious crocs are infesting the
Not long after setting forth from Steeproost, three rustlers
river crossing to the west, and their rare skins would fetch a
(bandits with proficiency in Animal Handling and Survival)
high price on the black market. Vows at Sunrise, the owner of
riding three draft horses will appear on a nearby ridge and
The Broken Crossbow in Steeproost, is willing to pay 20 gp
probe the train’s defenses. The battle begins with Talindra’s
per hide.
16
herd set in a straight line heading west, with the characters Development: Storm. While the pouring rain and fog
spread amongst them to maintain order. Talindra (bandit last, set all creatures’ vision to a maximum of 15 feet
with proficiency in Animal Handling and Survival) drives the (regardless of their type of vision). Additionally, all creatures’
chuck wagon at the back of the herd; she may be called upon movement is set at 15 feet. due to the mud fields surrounding
to participate in the battle if things look dire for the the river.
characters. Croc Attack! The encounter begins with Talindra’s herd
Bait and Switch. The rustlers will attempt to distract set in a straight line heading west, with at least two groups
the characters as they move cattle off trail. At the beginning situated in the ford itself. The characters begin the encounter
of combat, choose a rustler to be the designated mover and spread amongst the cattle to maintain order. Talindra drives
set their initiative at 15. The mover will always attempt to the chuck wagon at the back of the herd; she may be called
move into contact with a group of cattle farthest from the upon to participate in the battle if things look dire for the
characters (i.e. will not participate in the fighting). Upon characters. The three crocodiles begin the encounter
making contact, the rustler must then succeed on a DC 10 hidden beneath the water, requiring a DC 16 Wisdom
Wisdom (Animal Handling) check to move the cattle up to (Perception) check to spot. They immediately attack any
their maximum movement speed (30 ft.) away from the train. cattle attempting to cross. Successful attacks on the cattle
If the designated rustler ever succeeds on two consecutive will cause them to panic, scatter, and drown; a group is
Wisdom (Animal Handling) checks on the same group of considered lost if a croc makes two consecutive successful
cattle, they take off with that part of the herd and flee the attacks on the same group.
field of battle. The other two rustlers will attempt to draw the Treasure: Croc Skin. A character with leatherworker’s
characters away from one side of the train to engage them; tools can spend two hours and use them to skin a crocodile
once a group of cattle has been secured or one of the rustlers by performing a DC 13 Wisdom (Survival) or a DC 13
dies, the others flee the field of battle. Wisdom (Nature) check. Talindra’s chuck wagon contains
Treasure: Glass Dice. If one of the rustlers dies, the leatherworker’s tools if no one is currently carrying them. On
characters can find a pair of painted glass dice (25 gp) on a success, the character successfully harvests the crocodile’s
their corpse. Each slain rustler carries a rabbit skin pouch hide. Each hide is worth 20 gp and weighs approximately 50
containing 25 sp. pounds. A failed check results in a tattered hide worth 5 gp
that weighs 25 pounds.
Wyvern Corpse
Later the first day, the cattle train comes across an unusual Night Raid Encounter
sight: the desiccated corpse of a wyvern. With the recent fear The storm passes, night falls, and Talindra decides to pitch
of the Wyvern Kings hanging over the heads of the people of camp in a secluded copse of trees. Out in the dark, the
Vaskil Valley, Talindra commands everyone to be cautious. rustlers plot their final assault.
If the characters search the wyvern, they immediately Night Attack. The encounter begins with Talindra’s
discover that it has a ruined saddle attached to it. A herd spread out and asleep near her chuck wagon. The six
successful DC 10 Intelligence (History) check reveals that the rustlers (bandits with proficiency in Animal Handling and
saddle is the same as those used by the Wyvern Kings. Once Survival) and their six draft horses begin at the edge of the
the saddle is discovered, a character who succeeds on an tree line, surrounding the camp. Two of the rustlers will
active or passive DC 15 Wisdom (Perception) check sees a dismount and attempt to sneak into the camp by moonlight
black object covered in dust approximately 20 feet from the to subdue the character on watch (make Stealth checks for
wyvern’s corpse. Upon closer examination, they discover that the rustlers). Once discovered, the other four rustlers will
it’s a helmet, exactly like those worn by the Wyvern Kings. charge in on their horses. As before, designate one of the
rustlers to be the group’s “mover” and set their initiative to
15. If over half of the rustlers are killed, the others will
This unusual, jagged, black helmet lacks holes of any sort attempt to flee the field of battle.
—not even eye holes! Furthermore, the inside is designed Treasure: Gray Bag of Tricks. If one or more of the
so that it looks like it fits over a cylinder rather than a rustlers die, the characters can find a gray bag of tricks on
person’s head. one of their corpses. Each slain rustler carries a rabbit skin
pouch containing 25 sp.
Beyond the helmet and wyvern’s corpse, there’s nothing else Concluding the Quest
of interest here.
Upon reaching Kuzhuk, Talindra will perform the final head
count and pay the characters what’s promised: 10 gp per 10
Flooded River Crossing Encounter cattle. If at least eight groups of cattle survived the trail,
The following day, Talindra’s cattle train must cross the
Talindra will pay the characters an additional 100 gp for a job
Vaskil River. However, a sudden storm descends upon the
well done.
area, slowing the train’s progress and causing the river
crossing to swell.
17
Caves of Silence
This follow-up quest is optimized for four characters with an clear the mine so they can get back to work.
average party level (APL) of 3. An abandoned mine needs to The Money Pit. With any investment, there is always
be cleared of a nest of monsters so the town can reopen it and the risk of losing everything. Lyzina Gretsard learned this the
the miners can get back to work. The party should be hard way five years ago when she lost it all with the collapse
prepared for some difficult battles with the spiders inside the of her family’s iron mine. It was the start of a string of failed
mine. investments, but it is now her last chance to restore her
family name to prominence. She’s offering a reward of 50 gp
Background per adventurer if they can clear the “Caves of Silence” of all
the current inhabitants.
A phase spider and a nest of giant spiders have turned an
abandoned mine just south of the town of Steeproost into
their home, killing any who would try to take it back. Using
The Caves of Silence
the unique properties of a rare mineral that absorbs sound, The entrance to the mine can be reached by traveling just two
the giant arachnids lie silently in wait for their meals to come hours south of Steeproost. The adventurers will follow a path
to them. For years they have filled their bellies with the blood through the forest and into the foothills where they’ll come
of victims foolish enough to enter their lair, their screams across the abandoned mining camp just outside the entrance.
silenced, unheard, once they do.
Many of the citizens in Steeproost depended on the General Features
resources that the mine provided. Its loss had a big impact on Unless stated otherwise, the caves have the following
the local economy, and they are desperate to get it back up features.
and running once more. Many attempts have been made over Ceilings. The ceiling height of the mine varies from 8
the years and while they have all failed up to this point, they feet in the side tunnels to 15 feet in the main tunnels.
are still hopeful that it can be done. Excavated rooms are made of rough stone supported by thick
wooden beams.
About the Gretsard Iron Mine Floors and Walls. The floors of the mine are hard
The Gretsard Iron Mine was a major source of work and packed earth and stone smoothed from travel over time.
income for Steeproost until it was shut down five years ago. A Most of the rough stone walls are held in place by supports
small earthquake cracked open a massive sinkhole inside of but some have collapsed into piles of rubble.
the mine and before repairs could begin, it became home to a Webbed Tunnels. There are many sections of the mines
nest of nasty creatures that quickly took control of the entire that are covered in webbing from the arachnid inhabitants.
complex. They are considered difficult terrain and each creature that
The townsfolk tried hiring experts over the years to try to starts its turn in the webs or that enters them during its turn
clear out the mines but whoever went down into that must make a DC 12 Dexterity saving throw or become
sinkhole was never heard from again. This is mostly because restrained by the webs. A restrained creature can use its
of a special mineral that absorbs sound called Red action to try to escape, doing so with a successful DC 12
Ruthrophilite that was exposed when that part of the mine Strength (Athletics) or Dexterity (Acrobatics) check. Each 5-
collapsed during the earthquake. Whenever someone entered foot cube of giant webs has AC 10, 15 hit points, vulnerability
the sinkhole, they would be ambushed by the monsters living to fire, and immunity to bludgeoning, piercing, and psychic
below and the mineral would absorb any sound they would damage. The webs are flammable and any 5-foot cube of
make. webs exposed to fire burns away in 1 round, dealing 5 (2d4)
fire damage to any creature that starts its turn in the fire.
Quest Hooks Illumination. There are no light sources in the mine.
The following plot hooks provide some possible ways for the 1 - Mine Entrance
characters to get involved in the quest. When the characters approach the mine for the first time,
The Quiet Legend. Old Man Tillius loves to weave a tall read or paraphrase the following:
tale down at the Broken Crossbow as long as you keep his
flagon full. Last night he told the story of a local legend of the
bottomless sinkhole in the “Caves of Silence” and how no one The trek on the path through the woodlands ends
who has entered has ever been heard from again. He believes abruptly at a clearing at the base of the foothills. A few
there is a treasure hidden below and an unspeakable monster scattered planks and bits of rusted metal are all that
must be guarding it.
remain of what was once a thriving mining camp. The
Feed the Families. Vienill Faertath comes from a long
line of farmers but broke the tradition when he went to work
broken remains of tracks still lie twisted and snapped
in the Gretsard Iron Mine almost a decade ago. After the from the strength of the earthquake years ago. They lead
mine collapsed and shut down, his family, like many others, into the gaping maw of the mine’s mouth, disappearing
were desperate to find any work they could to make ends down into the silent darkness.
meet. On the verge of destitution, Vienill and the other
former miners reach out to the adventurers in hopes they will
18
19
Encounter: Ambush. An ettercap, a giant spider,
Sitting on a piece of broken machinery staring into that and two giant wolf spiders nest in the corners of this
black pit is an old Anorian man wearing a dusty leather cave. As soon as anything touches the webs, they will all
coat that hangs to his knees, a red kerchief around his move to attack. The giant spider and giant wolf spiders will
engage the party with a direct attack, drawing them into the
neck, and his chin on his knuckles. His brow is so deeply
cave, while the ettercap will attempt to scuttle behind them
furrowed in thought, it’s as if it is holding up the weight and hit them with its Web action.
of the world by itself. Hazard: Webbed Cave. This entire area is covered in
thick, sticky webbing (see “General Features”).
Treasure: Corpse Cocoons. There are a total of three
The Anorian will be surprised at the sight of the adventurers corpses cocooned deep in the webbing. Two of the corpses
and will introduce himself as Veldrin Godeth, of Imfe Caan are miners with a combined total of 17 sp and 24 cp on them.
Asaari. He will explain that he sits here looking to gather the The third corpse can be found crammed into a crevice in the
courage to enter the mine and retrieve a lost family heirloom, ceiling with a successful DC 12 Wisdom (Perception) check.
a silver signet ring, from a family member who went missing This one is of a former adventurer with 10 gp and two
in the mine. He will promise a great reward if the potions of healing in a satchel. A small journal in the satchel
adventurers would do it in his stead and return it to his tells the short-lived story of his life from fisherman to
family home in Imfe Caan Asaari. mercenary whose crew took a job to clear out Gretsard mine
Veldrin is actually the ghost of a miner who was killed in over two years ago.
the collapse five years ago; it is his own remains that lie at the
bottom of the collapsed shaft (area 5). The adventurers can 5 - Collapsed Shaft
determine his spectral nature with a successful DC 25 There’s a slight sense of vertigo that can be felt the closer one
Wisdom (Perception) check. gets to the edge. The feeling is faint and fleeting, but
noticeable.
2 - Main Tunnel
The main tunnel slopes downward deeper into the earth the
The bottom of the mining tunnel suddenly drops down
further it travels. Discarded mining gear litters the corners,
rusting away or collapsing into heaps of debris. A thick layer into a stygian pit of pitch-black darkness. The mining
of dirt and fallen rock covers everything; some of the wooden track’s rails project over this pit, twisted and reaching
supports have completely deteriorated and walls have towards the other side but unable to span the width. Its
crumbled down. partner rails sit on the other side of the expanse,
The largest section of the mine tunnel (near area 4) has
reaching towards them but unable to touch.
collapsed and is closed off completely; it will require heavy
work over a period of days to dig out the tunnel. The pit itself is broader than it is wide with the bottom
Trap: Weakened Tunnel. The mine is still unstable,
indiscernible. Small flecks of red crystal are embedded in
especially the closer to the collapsed shaft one goes. The
tunnel leading to area 5 is so weak that anyone putting
the walls.
more than five pounds of pressure on that tunnel's floor
causes a 5-foot-wide and 10-foot-deep sinkhole to appear. An
adventurer avoids falling into the collapsed floor with a The pit is 50 feet deep with webbing strung between the walls
successful DC 15 Dexterity check; a failed check results in 3 that begin halfway down. Touching the webs will alert the
(1d6) bludgeoning damage from the fall. guardians of the pit.
Treasure: A Heavy Load. There are 200 pounds of Hazard: Muffled Sounds. The crystal in the walls is
iron ore worth 100 sp sitting in a mining cart. Red Ruthrophilite and any creature within 5 feet of the walls
of the pit will be under the effects of its sound absorption
3 - Darkmantle Lair attribute (see sidebar) as if holding one ounce of the mineral.
In the oldest part of the mine, the sturdy tunnel supports Encounter: The Silent Killers. A giant spider and
remain mostly intact. Discarded stacks of old planks and three giant wolf spiders nest at the bottom of the shaft in
other equipment lie in haphazard piles along one wall. Thick area 6. Their Web Sense ability will alert them once a
strands of webbing cover the individual mining tunnels creature moves halfway down the tunnel and they will all
jutting out from the main tunnel. climb up to attack them.
Encounter: A Mantle of Darkness. Four
darkmantles live here in the side tunnels. They will use 6 - Silenced Cave
their Darkness Aura ability to ambush the party from above. The bottom of the pit ends in a small cave covered in old
Hazard: Webbed Tunnels. Thick, sticky webbing webs with a southern path leading down and into area 7.
covers the four individual tunnels (see “General Features”). Bits of splintered wood and bent metal from the fallen
mining track lay scattered across the ground. They lie mixed
4 - Webbed Cave with the broken skeletons and equipment of the miners and
Thick webbing covers this entire section of the mine. Barely would-be heroes who have fallen to their deaths over the last
visible bundles of wrapped objects and corpses, as well as few years.
barrels and crates, poke out between the web strands as well.
20
Red Ruthrophilite Concluding the Quest
This crystalline mineral has the unique property If characters succeed in clearing the mine, they will not find
to absorb sounds a creature makes based on how Veldrin Godeth because his spirit has moved on. If they seek
much it holds. him out in Imfe Caan Asaari, whoever they ask will look at
With one ounce held, the crystal suppresses them oddly and then point them in the direction of the
sounds made by the holder, granting them a +4 Godeth family home, a middle-class dwelling not too far from
bonus on Dexterity (Stealth) checks. The holder the Dragonwatch Inn. There they will meet Veldrin’s widow
will also have a 20% (+10% per additional ounce Belardara and their son, Veldrin, who was named for his
held) chance of spell failure when casting spells father. She will tearfully thank them for returning the signet
with verbal components or using abilities that ring, explaining how it was lost when her husband died in the
require audible components.
mine’s collapse five years ago. She will give the adventurers 5
A silence spell cast while using one ounce of this
gp each and a hearty dinner as a thank you.
mineral as a material component will negate the
need for concentration to maintain the spell and Since the mine was a huge part of Steeproost’s economy,
will double its duration to 20 minutes. word spreads quick about the heroes’ accomplishment.
Within a few months, the mine reopens and Steeproost once
again becomes an important center of trade in Vaskil.
Hazard: Silenced. The Red Ruthrophilite crystals in Everyone in town—Anorian and human alike—treat the
the walls are noticeably bigger in this section of the shaft, adventurers like celebrities.
creating an effect identical to that of the silence spell in the
If the adventurers failed to clear out the mine, their bodies
entire room.
will never be found as the spiders wrap them up tightly in
Treasure: The Heirloom. The skeletal remains of their cocoons and feast on them. Eventually, the town will
Veldrin Godeth lie here tucked into a corner of the room forget about the mine as the forest to the south of town
where he fell and broke his neck. A silver signet ring (5 gp) becomes increasingly dangerous, and the giant spider
with an ornately carved capital letter “G” upon it is still population blooms over the years. Growing ever larger, the
attached to one of his finger bones. spider threat eventually comes knocking at Steeproost’s very
door.
7 - Spider Nest
This large cavern is almost completely covered in webbing. Adventure Hook Resolution
The ceiling is 30 feet high and covered in stalactites that Resolve the quest hooks presented at the beginning of this
thrust down into the cavern with webbing strung between quest as follows:
them all. The Red Ruthrophilite crystals are much smaller in
The Quiet Legend. After clearing the mine and
the walls here to the point of having no effect unless the walls
returning to Steeproost, the locals at the Broken Crossbow
are specifically touched. Dozens of cocooned bodies are hung
are eager to hear the tale, buying round after round of ale.
like so many sides of beef from the ceiling and in the massive
Old Man Tillius will sit quietly in a corner grumbling at not
webs.
being the center of attention but absorbing every word for his
Hazard: Webbed Cavern. Webs cover most of the future renditions of the legend of the “Caves of Silence”.
cavern (see “General Features”).
Feed the Families. The mining families will shower the
Encounter: It’s Just a Phase. The phase spider characters with praise and take them to the Broken Crossbow
and giant spider in the home nest will coordinate their where they will eat, sing, and dance in their honor; the
attacks. The giant spider will use its Web ability to entangle party’s cups will overflow, and their bellies will be filled. The
weaker opponents while the phase spider will attack the families will pay for their food and lodging for the next week.
strongest. The phase spider prefers to use its Ethereal Jaunt
The Money Pit. Lyzina Gretsard will honor her word
ability to “blink” behind an opponent and then use its Bite
and pay the adventurers what was promised. She will
action.
promise to reach out to them if she’s ever in need of help
Treasure: The Spider Hoard. After cutting down all clearing out monsters again. Once she announces to the town
the corpses and looting them, the hoard contains 280 cp, 112 that the mine will reopen, the former miners rejoice with the
sp, 42 gp, three potions of healing, and a set of chain mail of adventurers in the Broken Crossbow.
the spider (see Appendix C).
21
Fist Fights with Werelynxes
This starting quest is optimized for four characters with an After the characters have had a chance to settle into The
average party level (APL) of 1. Soon after the characters Crossbow, they witness a gang of tribal warriors enter the
arrive in the town of Steeproost, they find themselves in the saloon—Roe'dgope. Almost immediately, everyone stops
popular watering hole, The Broken Crossbow. There, they get talking and turns their heads.
caught in the middle of a fight between Anorian gunmages
and dwarven werelynxes.
Four musclebound dwarves wearing little more than
trousers and moccasins push past the tavern’s swinging
Background doors. White warpaint covers their beardless faces and
A few months ago, the Wyvern Kings pushed the Roe'dgope bare chests. Everyone else in the bar immediately clams
people from their homes at the western side of the valley.
up and stares. After a beat, the four saunter to an empty
Many of these Roe'dgope refugees were welcomed into the
communities of Vaskil Valley, including Steeproost. spot at the bar and take a seat.
However, tensions are high. Ever since the Anorians were
forcibly relocated to the valley a millennium ago, the The mustachioed bartender slinks over and asks (with
Roe'dgope have seen the elves as trespassers on their a touch of fear in his voice), “What will it be, fellas?” The
ancestral lands. Ironically, the Anorians see the Roe'dgope as clear leader of the dwarves, a dark-eyed man with long
trespassers on their side of the valley. black hair says something in the dwarven tongue to his
Lesharo, a Roe'dgope warrior, and his three friends,
companions, then grunts, “Water.” The bartender nods
Hassun, Bishalani, and Helki, haven’t adjusted to their
current predicament. Relatively young (they’re all around
with a weak smile and grabs four glasses.
ninety years old), these hot heads have already caused
trouble a few times since coming to Steeproost. The tensions
between Lesharo’s people and the Anorians of Steeproost are Give the characters a chance to ask around about the
about to reach a head, which will likely result in bloodshed dwarves. By speaking with the tavern’s patrons, they can
unless someone gets involved. learn the details included in this quest’s backstory.
After a few minutes, an Anorian gunmage (see Appendix
Quest Hook D) named Whip approaches the Roe’dgope.
The characters can get involved with this starter quest the
first time they set foot in The Broken Crossbow. If they’re While the dwarves sip from their glasses of water and
new to town, they likely entered the Crossbow to find work, speak among themselves, a tall, black-haired elven man
take a break, or even grab a room for the night. No matter the with twin revolvers at his hips approaches the tribesmen.
outcome of this starter quest, the tavern’s owner, Vows at “Say, Bim,” says the elf to the bartender. “I thought you
Sunrise, sees potential in the adventurers, as does the town’s
had a policy about letting animals into the bar?” The elf
sheriff, Mona Mèyor. This ultimately leads to more quests for
the party. then turns and smirks, staring directly at the lead dwarf.
Rough wooden floors, dimly lit tables, rough-and-tumble “What’s wrong? Cat got your tongue? But I guess…
ranch hands drinking shots of dark liquor at the bar— you’re the cat, huh?”
this place screams “frontier.” A lean, red-skinned
devilkin woman with shoulder-length black hair pulled
At this point, it’s clear that Whip is looking to pick a fight
back into a bun beneath a wide-brimmed black hat leans
with the Roe'dgope. Before the characters can get involved,
against a wooden beam in front of this tavern. “Howdy,” he ups his ante by grabbing one of the dwarves’ glasses and
she says. “Welcome to The Broken Crossbow.” then proceeds to dump its contents on Lesharo’s head.
22
would reduce a character to 0 hit points, the werelynx
your attention—the dwarf’s eyes turn bright gold. He instead makes a nonlethal blow, knocking the character
starts to emit a low growl, not unlike a mountain lion’s. unconscious.
Then, before your eyes, you watch the dwarf and his four
companions transform into feline-humanoid hybrids. Break It Up
The elf takes a step back and draws both of his revolvers The Anorians and Roe’dgope are pretty tough, relatively
while four more elves dressed in a similar manner stand speaking, so once this fight has continued for three rounds,
from a nearby table ready to back him up. Vows at Sunrise, the tavern’s owner, grabs her shotgun from
behind the bar and gives an ear-splitting whistle. Both the
“War it is, boys!” shouts the elf. Anorians and Roe'dgope immediately turn to face her.
23
Harpy Murder
Harpy Murder is a follow-up quest optimized for four
characters with an average party level (APL) of 3. The Setting Off
characters are asked to discover the fate of a missing Ram's Head Rock is approximately ten miles east along
adventuring party who were killed by a flock of vile harpies. Mercenary's Road from the village of Steeproost; travel on
foot takes just over two hours. When the characters come
Background within sight of the rock, read the following aloud:
24
dozen feet. Climbing to the harpy lair nestled within the cliff
ground, and its entrails have been separated and hung face requires three successful DC 13 Strength (Athletics)
from the stake and surrounding rock in long lines of checks. Failing a check by 5 or more causes the character to
viscera. In front of the impalement, various other lose their grip and fall 40 feet to the ground or a ledge on the
cliff face below them, taking 14 (4d6) bludgeoning damage.
decaying body parts have been arranged in an imprecise
Characters with a specialized climber's kit make these checks
fractal pattern on the ground. Some two hundred feet in with advantage and cannot fall a distance greater than 25 feet
the stone above, a small cave mouth can be seen in the from where they anchored themselves.
cliff face atop a ledge. When the party reaches the ledge where the lair is located,
read the following aloud:
Courtesy of Meselle and her flock, the remains have been Twenty feet away, a narrow cave mouth, five feet wide,
arranged at the base of their new lair in a display of power
extends into darkness within the cliff face. Bones, sun-
and sadistic and artistic expression. A character who makes a
successful DC 10 Wisdom (Medicine) check can determine bleached and picked dry, litter the ground outside the
that the victims have been dead for a matter of days. It is cave.
unclear if dismemberment took place pre- or post-mortem.
Encounter: Scaling the Cliff Face. The party will
have to scale the cliff face to reach the lair of Meselle and her
flock. Climbing the cliff is not particularly difficult; it slopes
gradually, with ledges of varying widths every few
25
Shrine to Vokdite. The shrine was originally built by
Griffon Outpost the Khuzuks and depicts Vokdite, God of Winds and Fury. It
has been defaced by the harpies. A character with a passive
The cave in the mountains is a former griffon rider outpost
Perception of 12 or higher notices the head of the statue on
built by the Khuzuks. It was originally used as a secret rally
the ground in the corner of the alcove. Removing the entrails
point for raids in the valley before it was abandoned when
from the statue or repairing it with mending grants the party
the Khuzuks moved on to new territories.
the blessing of Vokdite. A strong breeze momentarily passes
through the hallway, and each character is granted the
General Features
benefits of the bless spell for one hour.
Unless otherwise stated, its features are described as follows:
Ceilings, Floors, and Walls. Ceilings and hallways
are built from limestone and are 8 feet high. Like the ceilings,
4. Meselle the Blood Drinker
Unless Meselle and the occupants of this room have already
floors and walls are built from the same limestone carved
been alerted, characters approaching this room can hear
from the surrounding mountain.
shrieking laughter and sobbing pleading coming from
Doors. The wooden doors are rotting and beginning to
beyond a closed door. Inside, broken crates and barrels are
separate from their hinges. They have AC 14 and 16 hit
stacked against the walls. A rotting, circular wooden table is
points. They are all unlocked.
pushed up against the southeast corner of the room, beneath
Light. Dim light from the exterior sunlight filters in which are six fist-sized speckled eggs. Chairs lie broken and
through to area 1. The other areas of the outpost are well-lit scattered across the floor, along with more bones and viscera.
by wall-mounted torches. A half-clothed man is manacled to the west wall, his figure
The following locations are keyed to the map of the Griffon beaten and broken.
Rider Outpost. Encounter: Meselle the Blooddrinker. Meselle the
Blooddrinker and two other harpies are in this room,
1. Entry Cavern gleefully torturing Filgus Comstock (NG human bandit
The cave mouth narrows into a cramped passageway that
captain), the last surviving member of the original
extends for 10 feet before opening into a larger, natural
adventuring party. Meselle and the other harpies
cavern, 10 feet wide and 25 feet long. Scraps of wood, metal,
immediately attack intruders, fighting viciously to the death.
and old bones litter the ground. The cavern transitions into a
Meselle is a vicious matriarch, with hardened, leathery skin
worked stone hallway that extends north. Near the north end
and a face decorated with the blood of her victims. She uses
of the cavern, two humanoid figures are hunched over a form
harpy statistics, with the following modifications:
on the ground.
Encounter: Giant Vultures. Two giant vultures Her AC is 13.
are here, feasting on the carcass of one of the members of the Her claws deal an additional 2 (1d4) slashing damage.
original adventuring party. The vultures are defensive of She wields a serrated knife instead of a club, dealing 6
their meal and attack immediately; though each vulture (2d4 + 1) slashing damage on a hit.
attempts to flee through the outpost entrance if reduced to
half its hit points or fewer. Treasure: Manacle Key. The key to the manacles
hangs on a nail in the west wall of the room.
Carcass. The carcass belongs to a member of the original
adventuring party, but it has been so consumed that only Filgus Comstock. Filgus is in bad shape and requires at
scraps of clothing and a partially intact skeleton stripped of least 5 points of healing or a successful DC 14 Wisdom
most of its flesh remain. (Medicine) check before he can be stabilized enough to safely
move. He wearily thanks the party for his rescue but is
2. Dust Mephits noticeably shaken by the death of his adventuring
This chamber is filled with six dusty wool sleeping bags. An companions. He explains to the party that the harpies told
empty fire pit is centered on the ground beneath a natural him they would keep him alive for weeks if necessary, so that
vent in the ceiling of the cavern. Bones and bits of dried they could eventually feed pieces of him to their young when
viscera litter the room. A banner depicting a human griffon they hatched.
rider, faded and torn, hangs from a nail.
Encounter: Dust Mephits. Four dust mephits have Concluding the Quest
been drawn to the outpost by the pain and death the harpies
If Filgus has been given medical attention by the party, he
create. The dust mephits lurk in this chamber, hiding
requires some assistance to make his way back down the cliff
themselves in the sleeping bags. They try to cast sleep from
face. Going down is a bit easier than going up, and the party
the cover of their sleeping bags and then attack the
may descend the mountain and return to the village without
characters. The mephits flee towards the outpost entrance
issue. Filgus accompanies the characters back to Steeproost
once reduced by half their numbers.
so that he may take time to fully recover from his experience.
Once Filgus recovers, he shares that the harpies told
3. Desecrated Shrine
stories late at night of the Wyvern Kings. In one story, they
A two-foot-tall, headless stone statue of a half-bird, half-
mentioned that they managed to take down one of the
humanoid figure is mounted on a plinth in this small alcove.
Wyvern Kings along the Steeproost Trail west of the town.
The statue has been draped with entrails and is streaked with
Although the Wyvern King got away, they managed to
old blood.
remove its helmet. That’s all Filgus heard. The Wyvern King’s
downed wyvern and its helmet are detailed in the adventure
“Cattle Rustlin’ Country”.
26
Ogre Baby’s Rattle
This follow-up quest is optimized for a party of four After around an hour, the tracks lead to an old, cobbled
characters with an average party level (APL) of 3. The path bordered by goodberry bushes (as revealed on a DC 14
adventurers must trace a missing package—a mining Intelligence (Nature) check). It is too late in the season for
boomstick—to a fort overrun by ogres and retrieve said goodberries. A DC 14 Intelligence (History) check recalls that
package. Unfortunately, an ogre baby has taken to using this Obadyr Manor, home to lady Obadyr, is famous for its aged
boomstick as a rattle. goodberry wine (see Appendix C).
27
28
the center of this adventure are detailed further in Chapter 3
3 - Courtyard and Tower of this module.
In addition to the doors on the south and east side of this
Window. Any creature attempting to pass through the
courtyard, a tree trunk appears to have been used as a
window must succeed on a DC 10 Dexterity (Acrobatics)
battering ram to break down the northern wall. A pile of
check or take 3 (1d6) slashing damage from the broken glass.
leaves smolders in the southeast corner, releasing a thick
plume of smoke. A 20-foot-deep well stands in the southwest
corner, with a large, ancient oak to its north. Two blood-
5 - Pantry
A small, covered candle dimly lights this windowless room,
soaked corpses—farmhands by their garb—lie still in the
which is crowded with shelves and storage containers. The
courtyard’s center.
fragrance of dried herbs and fresh blood from the room
Encounter: Megamoo. A megamoo (see Appendix
beyond perfumes the air. This larder looks to have been well
D), once the source of the manor’s milk, is now garbed with
stocked and hurriedly raided. The crates and sacks that line
trinkets of ogrish origin; they seem to have adopted it. If any
the room are all torn and broken open. Flour coats the floor
harm is dealt to the megamoo, the ogres in area 10 are
and fills the room with a dusty haze.
alerted by its mooing and burst into the courtyard. If
Hazard: Flour. If a candle’s housing is smashed, or any
attacked, the megamoo tries to run away once it has fewer
spell or magical effect that deals fire or lightning damage is
than 30 hp remaining.
cast from, through, or into this room, the flour in the air
Treasure: Tower. The door to the tower is locked.
ignites. Each creature in the room must make a DC 12
Within is a small room cluttered with winemaking equipment
Dexterity saving throw, taking 10 (3d6) fire damage on a
and several kegs of goodberry wine. On a high shelf is a single
failure, or half as much damage on a success.
bottle of the good stuff—aged goodberry wine (see Appendix
C).
6 - Bathroom
The room is so precariously cluttered that anyone
The door to this room is barred shut from the inside. The
attempting to search in this room must make a DC 10
vent high up in the room’s wall does little to remove the smell
Dexterity (Sleight of Hand) check. On a failure, they set a
of the latrine, nor shed any light.
cascade of tools tumbling to the floor and the ogres in area
Encounter: Vaquero. Dana Baltor, a feisty Anorian
10 burst into the courtyard looking for trouble.
gunmage (see Appendix D) tasked with escorting the
Neighbors. The ogres in the dining room (area 10) are
ambushed caravan, hides in the latrine’s toilet. She prepares
distracted by their feast. So long as the players don’t draw
her pistol against the first creature to investigate the latrine.
attention to themselves, the ogres remain unaware of their
She immediately apologizes when she realizes that creature is
presence.
not a goblin.
If the party tries to engage in conversation, Dana responds.
4 - Kitchen She can be persuaded to accept that they’re here to help on a
A large table dominates the center of this busy room. A stone
successful DC 10 Charisma (Persuasion) check. Realizing her
oven stands in the northeast corner, and a smashed window
job is on the line, she offers to help the party find the mining
looks across the moat to the south. Three doors lead out from
boomstick (see Appendix C).
the room to north, east, and west. An elderly woman has
been gutted and lies slumped by the table. The floor is slick
with blood, presumably from her corpse.
7 - Reading Room
Books are sprawled across the floor of this large room. An
Encounter: Goblins. One tempestuous hobgoblin
ogre snores on a collapsed bookcase, its club a few feet away
and his entourage of four goblins feast upon the haunch of
from its limp hand.
a horse. As soon as the hobgoblin is injured or a goblin is
Encounter: Ogre. A character can attempt to sneak
slain, the hobgoblin Disengages and runs to area 7 to alert
past the sleeping ogre. If awakened, it will look for its club,
the ogre there. If any goblins escaped from the stables (area
resorting to its fists if it can’t find it. Once reduced to below
1), they are in this room, and all the attackers hide and
half hp, it will Dash to the dining hall (area 10) to alert its
prepare attacks against the first character to enter the room.
chums.
Hazard: Blood. The slick floor of the room is difficult
Treasure: Bookcase. On a successful DC 13
terrain. Any creature that takes the Dash action in the room
Intelligence (Investigation) check, a waxed tube containing a
must succeed on a DC 10 Dexterity (Acrobatics) check or
spell scroll of stinking cloud is found on top of a bookcase.
immediately fall prone.
Pamphlet. One of the goblins carries a crumpled piece of 8 - Stairwell
paper in its trousers. The paper is written in Orcish and A staircase rings three-quarters of this circular room, leading
reads, “Wanted: Mercenaries to Help with Trouble West of to a floor above. A variety of cloaks hang underneath the
the Vaskil River. Will pay 50 gp per month per head, and stairs along with crates of empty bottles and labels. A large,
triple if you have a flying mount. Plus, you get to keep any cracked porcelain plant pot obstructs the way up the stairs.
loot you find. If interested, meet at Rossgough Crag at When the party first enters the stairwell, an explosive ‘boom’
sundown Thinir Suruk 2.” Thinir Suruk 2 refers to a date on is heard from above.
the Omerian calendar. The event happened nearly three
Encounter: Marton Obadyr. Marton
months ago. The back of the letter is stamped with a skull
(noncombatant) is a precocious seven-year-old boy. He is
being overtaken by a wave. A character who succeeds on a DC
hiding behind the cloaks, but can be spotted on a successful
15 Intelligence (History) check recognizes that it's The
DC 11 Wisdom (Perception) check. He will follow the party if
Crushing Wave, the banner used by the Odzedoz orcs. The
they offer to rescue him.
Odzedoz orcs and their connection to the greater mystery at
29
churning stench of the three ogre-like beings gorging
themselves on the spread before them.
Encounter: Ogres. One avaricious ogre and two
hobgoblins are arranged at the northern end of the table,
near the fire. They charge the intruders on sight. The ogre
will never retreat. However, if it is slain, the hobgoblins will
run away when they have been reduced to half their hit
points or fewer.
Treasure: Obadyr Corpses. A ring of keys (for the
front door and chests in area 8’s secret store can be found
in the pocket of an ornate coat that still covers what’s left of a
torso. A DC 13 Intelligence (Investigation) check finds a
diamond signet ring on a severed hand. The ring is worth 310
gp in total. The ring’s diamonds, if removed, are worth 300
gp.
11 - Tower Room
A large glowing crystal in the center of this room lights the
beds scattered around its periphery. A step-ladder leads up to
Treasure: Secret Store. Behind the secret door in the a hatch to the roof. The sound of rattling can be heard from
northwest of the room is a treasure room. Marton can open one such bed in which lies a huge baby, shaking what looks
the door to this room. Otherwise, a creature can detect the like an oversized wand of fireballs.
secret door with a successful DC 15 Wisdom (Perception) Encounter: Ogre Baby. If the ogre baby (see
check, and the door can be opened with a DC 20 Intelligence Appendix D) is attacked, it screams, alerting all ogres and
(Investigation) check. In here, mounted on the wall, is a hobgoblins in the manor, who arrive three rounds later. On
demented cultist’s scimitar (see Appendix C), as well as three its turn, the ogre baby shakes the rattle, firing thunderbolts
locked chests, each containing 400 gp. at each creature in the room.
Trap: Chests. The chests are locked and trapped. A The players can attempt to take the mining boomstick (see
successful DC 15 Intelligence (Investigation) check allows a Appendix C) from the baby in a variety of ways. Three
character to perceive a poison needle trap on each chest. The successes of the same check are required to take the
only way to disarm the trap is to unlock the chest. The chests boomstick from the baby. If the party fails any three checks
can be unlocked with their keys or with a successful DC 15 in a row, the baby begins crying (see above).
Dexterity check using proficiency in thieves’ tools. On a failed
check, a needle darts out dealing 7 (2d6) poison damage. The Three successful DC 13 Strength (Athletics) checks pry the
chest’s keys can be found on the Obadyr corpses in area 10. mining boomstick from the baby’s grasp.
Obstacle: Plant Pot. The thick porcelain of the pot is Three successful DC 13 Dexterity (Sleight of Hand) checks
cracked but intact. A creature that clambers over the pot to tickle the baby cause it to drop the mining boomstick.
must succeed on a DC 10 Dexterity check. On a failure it falls Three successful DC 13 Charisma (Performance) checks
over and smashes loudly, alerting the ogres in area 10 who encourage the baby to throw the mining boomstick.
come to investigate. Three successful DC 13 Wisdom (Animal Handling)
checks lull the baby to sleep.
9 - Lounge
Once a well-furnished room, the furniture is now wrecked, Concluding the Quest
the windows are smashed, and the ambience is ruined. A
Here are some events that could take place after the quest
magical fireplace in the east wall sheds warm, bright light
concludes:
over the interior of the lounge. A brown bear’s head is
mounted over the fireplace, its eyes seeming to follow the Vows at Sunrise pays the party 500 gp, plus a bonus 100
party around the room. gp if it is returned the same day the players agree to the
Talking Heads. The bear’s head is enchanted to be a task.
master conversationalist. If the party goes to open the door to The schematics can be copied and filled out if the mining
the north, or if the party talks about the head, it talks back to boomstick is studied for 8 hours, and a character succeeds
them. It introduces itself as “Gruffflg” and tells them about on a DC 15 Intelligence (Investigation or Arcana) check.
how the Obadyrs were enjoying a nice day when suddenly If Dana is returned to her sons, she offers her services as a
these brutes came in, smashed the place up, and ate them! It guide should the party need.
asks them to find Marton Obadyr, their son. If Dana and Marton are rescued, Dana takes pity on
Marton and brings him to live with her and her sons.
10 - Dining Room Vows at Sunrise says the mining boomstick now needs to
A 40-foot-long dining table is befouled with an array of half- be delivered to Valarn Silvervein at the Roe’dgopian
chewed humanoid limbs. A large fireplace roars with flames Ruins, a couple of days from here. See the additional
at the northern end, while a cool draft blows in through the quest War at the Werelynx’s Warren in Chapter 2 for
broken windows on either side. The sweet scent of goodberry more details.
wine and malty aroma of ale mingles with the stomach-
30
Silent Knight
This starter quest is optimized for four characters of 1st level. in years. The fields are overgrown, and the three large
The characters are sent to a farm south of Steeproost to learn buildings on the properties all have broken windows and
why three Wyvern Kings just landed there. holes in their roofs. A thick copse of trees separates the
Vonker and Townby farms. The trees and undergrowth are
Background dense enough that the characters can easily hide while
watching the fields.
The Black Rose Clan is a criminal organization that operates Once they are in view of the Vonker property, read the
in The Summer Land, primarily the city of Greatwell. following:
Recently, they were hired by a family of wealthy, human
nobles from Imfe Caan Asaari to set a trap for the Wyvern
Kings. Their bait? The daughter of one of the nobles, Flora Three winged lizards the size of horses stand idly in a
Stamide-Tomydon. Supposedly, the Wyvern Kings have been wildly overgrown pumpkin patch roughly 400 feet from
capturing the daughters of wealthy nobles all across Vaskil you. The beasts all wear black leather saddles and
Valley. Led by a clever Black Rose heavy named Sireen el-
bridles. Their long, scorpion-like tails whip
Halaby, The Black Rose Clan set the girl up in an abandoned
barn south of Vaskil Valley.
unpredictably in the dull breeze. Just a few hundred feet
The trap worked, too—three Wyvern Kings tracked the girl ahead of them (and 500 feet away from you), a trio of
to the farmhouse and landed on the property. Their presence heavily-armored humanoids carefully approach a
didn’t go unnoticed by the locals, though. Just next door, neglected barn. Each warrior wields a wicked-looking
farmer Boyton Townby witnessed the Wyvern Kings’ descent. trident. These must be the so-called Wyvern Kings.
Although Townby didn’t see the Black Rose Clan’s trap, the
Wyvern Kings alone were enough to cause panic.
Immediately, Townby rushed to Steeproost to grab the
sheriff. Ask the characters what they want to do while they watch the
Wyvern Kings (see Appendix D) approach the barn. Once
the characters decide on their course of action, surprise them
Quest Hook with this bit:
The characters are in or around the town of Steeproost when
they are nearly bowled over by Townby, a short human Just before you’re able to put your plan into action, the
farmer (commoner) with too much hair on his arms and
doors to the barn fling open, catching the three Wyvern
not nearly enough on his head. He’s already out of breath and
can barely get his words out: Kings by surprise. Six figures clad head-to-toe in all
black charge the Wyvern Kings. Right away, one of the
“Wy… wy… wy…” says the balding farmer, trying to catch Kings falls to the ground, the victim of two well-placed
his breath. Finally, he spits it out, “Wyvern Kings!” He sword strikes. The other two try to reclaim their ally, but
points a stubby finger to the south. it’s easy to see that they’re grossly outnumbered.
31
score of 13 or better notices that there is an extraordinarily
attractive young noble woman standing in the barn, too. She
Defeating the Thugs
While it’s preferred that Sireen and the thugs escape with
wears a bright pink dress covered in embroidered lilies. A
Flora and the Wyvern King’s body, clever characters might
member of the Black Rose Clan (another human thug) asks
still take them out, save Flora, and recover the body. The
her if she’s okay, to which she nods yes. The girl’s name is
Wyvern King’s armor is impossible to remove without using
Flora Stamide-Tomydon, a Mydon Princess. If the characters
magic. The characters will need to deliver it to the nearest
are native to Vaskil Valley, they recognize her on a successful
magic user, likely someone in Steeproost. Sheriff Mèyor and
DC 15 Intelligence (History) check. Otherwise, they can
Prince Spiro offer to keep the body protected in the Prince’s
describe the girl to a local to find out she is (Prince Marelis-
office by securing it in the jail. Spiro then sends a messenger
Tomydon will know who she is right away).
to Princess Elina in Imfe Caan Asaari. The next night,
The four thugs and Sireen work fast to secure the Wyvern
someone sets the jailhouse on fire. Once the fire’s
King’s body. If the characters approach, three of Black Rose
extinguished, the body of the Wyvern King is gone.
thugs place themselves between the character and the
If the characters capture any of the Black Rose members,
Wyvern King. Meanwhile, Sireen and the fourth thug work to
none of them can be coaxed to talk unless forced to by magic.
load its body onto their cart.
None of the thugs have any clue who hired them or why. All
If the characters try to fight the thugs, Sireen barks orders,
they knew was that they were supposed to use the girl, Flora
“No casualties. Last thing we need is a trail of dead heroes
Stamide-Tomydon as bait for the Wyvern Kings. They were
that points to us.”
only supposed to learn where the Wyvern Kings are hiding.
The thugs grab their maces and fight to cause nonlethal When the Wyvern King fell, Sireen, their leader, changed the
damage. During the fray, Sireen and the other thug escape plan. None of them know why she was interested in the body.
with Flora on the wagon. The wagon moves at a rate of 120 The thugs are all easily identified as members of Black Rose
feet per turn. Clan thanks to the tattoos of black roses on their chests.
The thugs fight until they knock the characters
Sireen el-Halaby similarly won’t talk unless forced to by
unconscious. Once the wagon’s had enough time to get away,
magic. She only knows that they were hired to use the girl,
they all flee in opposite directions.
Flora, as bait to find the Wyvern Kings’ lair. They were hired
It’s possible that the characters will find a way to beat the through a third-party to keep their employer secret.
three thugs and reach the cart. If they do, Sireen grabs her However, she suspects that they were hired by one or more of
crossbow and attacks with intent to wound but not kill. She’s the noble families of Imfe Caan Asaari. With that hunch, she
okay with a few unconscious adventurers at the crime scene, hoped to capture the downed Wyvern King’s body to learn
but she still doesn’t want to get caught. why they were paid as well as they were for the job. “Trust
me, with as much as they paid us for this gig, I’m willing to
Concluding the Quest bet that body would be worth even more to them.”
Flora knows very little about why she was used as bait for
Inevitably, Sheriff Mèyor learns about the ruckus at Vonker
the Wyvern Kings. However, she believes it has something to
Farm. She will thoroughly question the characters about
do with the recent disappearance of six of her best friends.
what happened:
Two of them were supposedly abducted, while the other four
“What were the Wyvern Kings doing there?” supposedly went on safari to Odonburg. She was asked by
“Who were the people that attacked the Wyvern Kings?” her mother and father, Lambros and Lydia, to help the Black
“What happened to the body of the fallen Wyvern King?” Rose Clan locate the Wyvern Kings’ hideout. Eventually,
Prince Spiro tasks a couple of militia members to escort the
And so on. Recognizing that the characters might be young girl back to her home in Imfe Caan Asaari. Although
useful, Mèyor asks them to remain in Steeproost while she both he and Mèyor believe the entire situation is strange, he
and Prince Spiro try to unravel the mystery. Later in the asks that the characters wait a bit before they follow up on
adventure, the characters learn the location of the Wyvern any leads, warning that angering her family could harm
Kings’ body and the reason why it was captured by the Black Steeproost’s overall wellbeing. Still, they share that they’re
Rose Clan. See Chapter 2 for details. very interested in learning more about the whole situation.
32
Strange Lights
This follow-up quest is designed for four characters with an
average party level (APL) of 3. Will-o'-wisps are luring people
Travel Encounter: Ankheg
After the characters have traveled for a bit, read the
to their deaths at the mandibles of ankhegs in an old
following:
abandoned mine. The characters get involved when they
notice the lights, or they’re sent to investigate by one of
Steeproost’s quest-givers. Turning off the main road, a dirt path leads further into
the wilderness. In the distance, lights can be seen
Background dancing on the horizon.
The old Dustrock Mine used to be a profitable endeavor
nestled in the hills just outside of Steeproost. A few years
back, ankhegs burrowed up from deep underground and the As the characters make their way down the dirt path, the
mine had to be abandoned. Now, the ankhegs have built a surrounding landscape is noticeably barren and quiet.
nest within the twisting caves and passageways. Most folks Suddenly, the ground shakes and rumbles, and a creature
stayed clear of the old mine and all was well. Recently, explodes out from beneath the surface.
however, a pair of nasty and nefarious will-o'-wisps have Encounter: Ankheg. A lone ankheg attacks the
been luring folks to their deaths in the belly of the mine. They characters. It's probably outmatched, but it's hungry, so it
use their unearthly glow to draw people in and then relish the fights savagely. If it reaches 13 hit points or fewer, it flees off
carnage as the ankhegs drag them inside to be turned into into the wilderness.
dinner. At first it was just random travelers, but now Gregor
Talleson, a member of the militia, has disappeared, and Travel Encounter: Wild Dogs
Sheriff Mèyor is worried. They've put out a reward of 100 gp As the characters continue following the old dirt path further
for anyone who can bring back the missing man, dead or away from the main road and town, the terrain slowly
alive. transitions into larger and larger hills and brush. As they
turn a bend, they find themselves face to face with a pack of
Quest Hooks wild dogs feeding on the remains of an ankheg's victim.
Encounter: Wild Dogs. There are eight mastiffs
The following plot hooks provide some possible ways for the here. They're feral and hungry. They've been feeding on the
characters to get involved in the quest. remains of the ankheg's victims along the path, but now the
Lights on the Horizon. While traveling around characters look like a better meal. They fight until half of
Steeproost, the characters notice the strange lights on the them have been downed, and then they flee into the hills.
horizon and decide to investigate.
Just Another Job. Sheriff Mèyor (or possibly Vows at Travel Encounter: Corpses on the Road
Sunrise) asks the characters to investigate the lights. One of Further along the path, read:
Mèyor’s close friends, a militia member named Gregor
Talleson, vanished in the area.
The lights can be seen more clearly now, two
phosphorescent orbs floating in front of what appears to
Leaving Town be a cave entrance of some kind. Lying on the road
As the characters go to leave town, they're stopped by an ahead, you spot a corpse.
Anorian gunmage (see Appendix D) named Whip. If the
characters participated in the starter quest, “Fist Fights with
Werelynxes”, they may already recognize him. He tells the
The corpse was actually a victim of the will-o'-wisps. They
characters it's not safe to travel outside at night. Folks have
drained the life from this poor soul when he wouldn't enter
been going missing. If pressed, he knows the following:
the mine. A successful DC 14 Wisdom (Medicine) check
Ankhegs have been a problem recently. They burst up reveals that the man was killed by some kind of magical
from the ground and devour whatever they can get their shock, followed by some sort of life draining ability. The man
grubby little mandibles on. also has a distinct black rose tattoo on his chest (see Chapter
The lights appeared a few weeks ago. They only show up 2 for details on the Black Rose Clan).
at night and no one's been able to figure out the source.
One of the town militia, a man named Gregor Talleson,
went missing last night. Search parties went looking for
Dustrock Mine
him this morning but couldn't find anything. He has a The mine is full of dust and cobwebs. Aside from the wisps,
distinct shield with a lion emblazoned on it; that's how the ankhegs, and poor souls who are led here, no one really goes
characters can recognize him. out this way anymore.
There are lights out on the horizon. They show up at night
and vanish in the morning. Gregor was headed out to
investigate them before his disappearance.
33
General Features 2. Collapsed Tunnel A.
Unless specified otherwise, the mine has the following
features.
This large tunnel once led deeper, but a cave-in has since
Ceilings. The ceilings are 10 feet high.
Floors and Walls. The floors are made of packed dirt rendered it a dead end.
and the walls are made of dirt and stone.
Lighting. Once inside the mine, there is no light.
Unusual Features. The ankhegs, despite their size, can The rocks here are large and heavy. Gravel and soil fill the
squeeze through the smaller tighter passageways. They move remains of a tunnel. It would take a sizable workforce a week
through them at half speed. or so to clear the rubble and open the passage up once more.
The following locations are keyed to the map of Dustrock The wisps, if they flee, pass right through the rocks using
Mine. their incorporeal movement to do so.
34
mining pickaxe and his +1 handaxe.
to be small tunnels leading deeper underground, while 7. Ankheg Lair
one appears to be some kind of rubble-filled pit.
35
Stonehill Blues
This follow-up quest is designed for four characters with an It was reported to the militia by a group of hunters who
average party level (APL) of 3. A basilisk is prowling the ruins had been camping in that area.
outside of town and must be destroyed. It's responsible for at least two missing caravans that
never arrived in town.
Background Basilisks are very dangerous due to their gaze which can
turn a man to stone.
A small group of bandits and ne'er-do-wells had set up their It's supposedly holed up in the Stonehill ruins to the north
base in some abandoned ruins outside of Steeproost. From of town in the forest.
there, they'd been raiding passing caravans and causing
trouble for the locals. Recently, a giant basilisk dug its way If the characters ask for help from the local militia, Zekiel
into their underground base and set up a nest. This drove the states that they can't go that far outside of town because it
bandits to the surface. Before long, one of the basilisk's would leave the actual townsfolk vulnerable. With the
hatchlings made its way to the surface as well, and now the Wyvern Kings still at large, Steeproost will need all the help it
bandits have been forced out again. Hoping to get someone can get.
else to deal with the problem, the bandits reported a basilisk If the characters wish to negotiate for a higher reward, they
sighting to the local militia, posing as concerned citizens. The can attempt a DC 16 Charisma (Persuasion) check. If
militia then posted a 100 gp reward for whoever could slay successful, the militia is willing to go as high as 125 gp. If
the creature and bring back proof of its demise. The bandits' they got this quest from Vows at Sunrise, they might learn
plan is to let some foolish adventurers deal with the basilisks; here that Vows kept the full value of the reward to herself.
then they'll deal with the adventurers.
Travel Encounter: Bodies on the Road
After the characters travel along the road for a little bit, read:
Quest Hooks
One of the town’s quest-givers (see the section on Quest-
As the road turns sharply, the wreckage of a caravan
Givers earlier in this chapter) asks the characters to take care
of the local basilisk problem. If it’s Mèyor or Prince Spiro wagon comes into view. Bodies, rotten from days
who ask the characters to help, they offer the full reward. If exposed to the elements, lie scattered about.
it’s Vows at Sunrise, she keeps the full reward a secret and
offers only 50 gp (she’ll keep the rest for herself). Once they
agree to help, they tell them to speak with Zekiel Fulsom at The caravan was attacked a few days ago by the bandits who
the town barracks. He can give them more information about are getting restless waiting for someone to rid their camp of
the basilisk. the basilisks. They recovered their arrows and made sure to
cover their tracks so no one would immediately assume
Steeproost Barracks people did this, and instead, they'd blame it on the basilisk.
Anyone who succeeds on a DC 15 Wisdom (Medicine) check,
When the characters approach the barracks for the first time,
however, can deduce that the mortal wounds were not caused
read the following:
by teeth or claws, but by man-made weapons.
Encounter: Wild Dogs. As the characters approach, a
This large two-story stone building is a bit imposing. A pack of six wild dogs are feasting on the remains of some of
sign outside designates it as the local militia barracks. A the corpses. They use the stat blocks of mastiffs. The dogs
are starving and fight to the death.
lone guard stands outside the main entrance.
Treasure: Secret Compartment. The wagon is well
looted, another sign that the basilisk probably isn't
responsible. Anyone who succeeds on a DC 15 Intelligence
The militia stores its weapons and armor in the barracks, (Investigation) check, however, locates a hidden
from which they plan out patrols and keep the townsfolk safe compartment in the wagon with 15 gp, a potion of healing,
in case of an attack on Steeproost. There is a job board just and a vial of alchemist's fire.
outside the main door that holds information on current
quests being offered in town. Travel Encounter: Bandits in the Woods
The guard stationed outside the barracks is Zekiel Fulsom,
a male human veteran with a deep scar running across his
face. Despite the way he looks, he's actually quite pleasant to As the forest gives way to a clearing, four men stand
speak with and is always willing to discuss the comings and about a makeshift camp.
goings of town with travelers. If the characters press him
regarding the current bounty on the basilisk, he knows the
following: Encounter: Bandits. These are the two bandits and
two thugs who survived the basilisk's arrival at their camp.
The creature supposedly moved into the area a few weeks
They are pretending to be hunters and claim that they were
ago.
in the ruins seeking shelter from a storm when the basilisk
36
arrived. It turned some of their friends to stone before they
were able to escape to the surface. Once there, they made The remains of a large fort stand in a copse of trees.
camp above the ruins for a week or so before a smaller Though the roofs collapsed long ago, the 10-foot-high
basilisk found its way to the surface and drove them out once stone walls that form the skeleton of the building stand
more. Now, they're waiting for someone to kill the creatures
strong. Scattered about are what appear to be man-sized
so they can go and recover their fallen comrades as well as
their lost gear. statues as well as some statues of horses in mid-gallop. A
If the characters were able to deduce that the caravan that small camp surrounds an old, dried-up fountain.
they came across was attacked by people, they might be
suspicious of the bandit gang. If they press the bandits too
far, they may simply decide to attack the characters in order Encounter: Basilisk. This is where the newly hatched
to maintain their cover. basilisk currently resides. It's built a nest of its own in the
If the characters believe the bandits, then the bandits will center of the ruin and is currently pacing about this area.
be waiting for them when they leave the ruins. If they Although basilisks are known to be cowardly, they will fight
confirm that the basilisk inside is dead, the bandits will then to the death when near their nests. A monstrosity with
attack them. animal-like Intelligence, the basilisk does not fight with
Either way, the bandits fight to the death as they have tactics or skill, it merely tries to eat anything that gets close
nowhere else to go and can't risk being exposed. to it. If it manages to turn a creature to stone, it will then
ignore them and attack other targets.
Stonehill Ruins - Above Ground Treasure: Stolen Goods. There is a small chest near
the tents at the northern edge of the ruins. It's locked and can
Once the characters reach Stonehill Ruins, read the be picked with a DC 12 Dexterity check with proficiency in
following:
37
thieves’ tools. Inside is a suit of mithril scale mail, 25 gp, 46 Lighting. Small sconces line the walls each with a
sp, 145 cp, and two potions of healing. continual flame spell cast upon them.
There is a small hatch near the basilisk's nest. Opening it Cobwebs. Cobwebs dominate one half of the complex.
reveals a ladder that leads down into a subterranean Anyone who tries to move through the webbing treats it as
complex. This is the lower level of the ruins. Unlike the difficult terrain. The webs have AC 10; 5 hit points;
buildings above, this level has survived the ravages of time vulnerability to fire damage; and immunity to bludgeoning,
and the effects of mother nature. poison, and psychic damage. Anyone who succeeds on a DC
12 Wisdom (Nature) check realizes these cobwebs are from
Stonehill Ruins - Below Ground giant spiders.
The ruins' lower level is mostly intact, although one hallway 1. Entrance
has collapsed.
General Features A ladder leads down into a small stone chamber with a
The entire complex shares the following features unless set of double doors at the northern end of the attached
noted otherwise. hallway.
Ceilings. The ceilings are made of moldy stone and rise
10 feet above the floor.
Floors and Walls. The floors are made of cracked tiled The hatch from above leads to this area. The chamber and
stone while the walls are made of cobbled granite. hallway appear to be well traveled and footprints can be seen
Doors. The doors are made of thick oak with metal in the dirt and dust on their floors.
banding.
38
Treasure: Book of Healing. There is a magical book
2. Storage of healing (see Appendix C) on the altar.
Basilisk Egg. Basilisk eggs fetch up to 200 gp each to
This 30-foot octagonal chamber contains two exotic animal trainers.
bookshelves, assorted crates of foodstuffs, and a stack of
barrels. 5. Northeast Chamber
39
Tomb of the Drake
This follow-up quest is optimized for four characters with an is easy enough and requires no Survival checks for
average party level (APL) of 3. A four-armed celebrity bard is navigation. For every two hours of travel, roll a d20. On a roll
in big trouble, and the characters need to save him. of 15 or higher, the party may have a random encounter from
the following table:
Background Encounters in Vaskil Valley
The small but growing village of Steeproost hopes to secure d6 Encounter
its safety and prosperity in the Vaskil Valley, home to a wide
Two ankhegs burst forth from a burrow beneath
variety of creatures and cultures. Among them are the
1 the ground and attack the party, fighting until
Brasuga giants—small clans of four-armed, reasonably
they are destroyed.
intelligent giants fond of anecdotes and adventure. Though
small in number, their strength is considerable; the village of The party is ambushed by four bandits and a
Steeproost would much rather forge alliances with the bandit captain who demand they pay a toll for
2
Brasugas than become enemies. Recently, an opportunity to
passage or forfeit their lives. The bandits flee if
reduced by half their number.
forge such an alliance developed: a wandering Brasuga bard,
looking for adventure, has gotten himself captured by a 2d6+1 blood hawks are feasting on the carcass of a
3
group of inaks, the mysterious faction of undead that lurk in bear. They attack only if provoked.
the tunnels below the Basilisk’s Spine Mountains. Though An owlbear cub wanders out from the brush in
the inaks are often happy to ignore the surface dwellers if left front of them. If the characters remain within 30
unbothered, they will not hesitate to take advantage of 4 feet of the cub for more than five rounds, two
opportunities that present themselves in the form of adult owlbears emerge from the brush and attack.
wandering travelers who have ventured too deep into their They do not pursue fleeing characters.
territory. Unbeknownst to the surface dwellers, the inaks are 2d6 wolves stalk the party for an hour, assessing
forcing the Brasuga to perform for one of their juvenile 5 opportunities to strike. They eventually abandon
subterranean drakes after he was overpowered by an inak the party.
scouting party, as they believe the drake is soothed by the
A giant eagle swoops down from above to snatch a
melody of song. If the Brasuga can be rescued by adventurers 6 rat travelling across their path. It drops a gold
on behalf of the village of Steeproost and returned safely to ring fitted with a ruby gemstone worth 50 gp.
his clan, it would go a long way towards positive diplomatic
relations between the two groups. Once the characters reach the point where the river meets
the mountains, a successful DC 12 Wisdom (Perception)
Quest Hooks check or at least one hour of searching is required to find the
tunnel of which Argus the Brasuga spoke. When the
While the characters are in Steeproost, they are approached
characters find the tunnel, read aloud the following:
by Sheriff Mona Mèyor who quickly makes it clear to the
adventurers that she is willing to compensate them
handsomely for an urgent opportunity that has presented A large boulder partially obscures a 10-foot-by-10-foot
itself. She explains that a well-known Brasuga bard in the cavern entrance. Giant-sized footsteps can be seen in the
region named Argus had been chatting with travelers and
earth alongside two large divots that follow the tracks,
getting opinions on his plan to make contact with the inaks
below the Basilisk’s Spine Mountains. Having believed he
their impressions much fainter. The slope of the cavern
had found a tunnel in the hills which leads to one of their descends into darkness.
lairs, he proudly announced his plan to all who would listen
in the few days before his expedition. In the week since, he
has not returned. Despite his reckless bravery, Mona believes A character who makes a successful DC 10 Intelligence or
that his rescue and return to the nearby Brasuga clan would Wisdom (Investigation or Survival) check finds that the fresh
establish the giants as allies to Steeproost. She offers the earth and clay on the ground suggests that the tunnel has
characters 75 gp each if they can find and rescue the Brasuga, been recently dug, and that the divots following the giant
or 50 gp each if they can confirm his demise. She directs footsteps were made by a wagon. The wagon tracks were left
them to the southern tip of the Vaskil River at the base of the many days ago by inaks venturing to the surface to gather
Basilisk’s Spine Mountains, where Argus had claimed to have water from the Vaskil River for their subterranean drake
found the tunnel. wyrmling. The giant footsteps belong to Argus, who found
the wagon tracks and correctly suspected that inaks could be
Following the Trail found below. The tunnel descends into the branching caverns
beneath the Basilisk’s Spine Mountains where the inaks
Once the characters set out from Steeproost, it is roughly a make their home amidst forgotten tombs and abandoned
ten-hour trek (or about a day) from the village to where the catacombs.
Vaskil River flows downwards from the Basilisk’s Spine
Mountains. Following the river towards the mountains
40
holds a silver sword against his side. Hallways exit to the
Finding the Inaks north, east, and west.
The banner is heavily aged, but closer inspection reveals
The tunnel is indeed freshly-dug, having been created by the
the same image painted on it that was engraved in the door: a
inaks just over a month ago. It connects into the much older
spider crawling out of a bejeweled chalice. Below the image
branching cavern network below the mountains. A character
are the words "House Welvoj".
who makes a successful DC 14 Wisdom (Survival) check can
follow the tracks towards the old tomb where the inaks are Treasure: Sword. A silvered longsword with a gem-
keeping Argus captive. The party may repeat this check every inlaid hilt has been slotted through the statue's fingers and
half-hour. can be withdrawn with ease. The inaks have little use for such
a weapon, preferring to fight with smaller daggers. The sword
Encounter: Ghouls. If the party fails two checks in a
is worth 125 gp.
row, they stumble onto the remains of a previous
adventuring party, now animated as four ghouls who fight
until they are destroyed.
2. Tomb of the Family
Characters with a passive Perception of 12 or higher
When the party has successfully traced the tracks back to
approaching this room can hear scraping and shuffling
the inaks’ lair, read aloud the following:
sounds coming from within.
Inside, a 6-foot-tall statue stands in the middle of the
The tracks begin to disappear as the softer, freshly room, depicting the form of a female Anorian motherly
disturbed earth gives way to hardened stone. Thirty feet figure, her arms outstretched. In each of the four corners of
the room is a sarcophagus, the lids pushed open on each one.
ahead, a thick stone door bearing an intricate relief
Encounter: Inaks. Three inaks (see Appendix D) have
carving is set into the natural wall of the cavern and is
been looting the sarcophagi here for remains they can use to
flanked by two empty torch sconces. Beside the door is a augment themselves. They attack the characters
wooden wagon covered in a canvas tarp. immediately, recognizing them as intruding surface dwellers.
One inak, with the head of a cyclops skull, attempts to scale
the ceiling and barrage the characters with chill touch while
The door bears a relief carving of a spider crawling out of a the others attack from the ground.
bejeweled chalice. The wagon is empty, holding only a single Treasure: Sarcophagi. The sarcophagi have been
empty crate and some spare wood. The door is unlocked. mostly stripped of remains and contain little else other than
personal effects. One sarcophagus holds a leather pouch
containing a single topaz worth 25 gp.
Tomb of the Drake
The inaks found a juvenile subterranean drake in a tomb 3. Cistern
formerly belonging to an ancient cult of Anorian Vapulites. A stone cistern rests in the middle of this room. Bones are
Carved into the rock beneath the Basilisk’s Spine Mountains piled against the north wall. The walls bear bas-reliefs
almost a millennium ago, it has sat abandoned for centuries depicting multiple aristocratic Anorians interlaid with the
until its recent occupation by the subterranean drake and the spider chalice icon of their cult.
inaks. The bones belong to the Anorians which were buried in
this tomb. They have been removed from their resting places
General Features by the inaks who plan to use them for their own purposes.
Unless otherwise stated, the tomb's features are described as Hazard: Cistern. The water in the cistern is foul and
follows: diseased. A character who drinks the water in the cistern
Ceilings. Ceilings in the tomb's rooms and hallways are must succeed on a DC 16 Constitution saving throw or
built from black stone and are 8 feet high. become poisoned for 24 hours.
Floors and Walls. Like the ceilings, floors and walls
are built from the same black stone. Walls are 3 feet thick. 4. Tomb of the Servants
Doors. Doors are made of the same heavy stone. They Three plain, unadorned sarcophagi fill this chamber; their
have an AC of 16, 22 hp, and are immune to poison and lids have been pushed aside. The walls bear bas-reliefs
psychic damage. All of the doors are unlocked. depicting Anorians in acts of servitude to other Anorians. A
Light. The tomb is shrouded in complete darkness. portion of the southwest wall has collapsed entirely, opening
Sound. The inaks are forcing Argus to perform a lullaby into a much larger natural cavern of rock.
for their subterranean drake. The sounds of a lute and soft The sarcophagi in this room have been stripped of their
singing in the Giant tongue echo off the walls throughout the contents.
tomb, growing louder the closer the characters are to area 5.
The following locations are keyed to the map of the Tomb 5. Lair of the Drake
of the Drake. This expansive cavern of natural rock is littered with loose
stone. To the south, a 10-foot-by-10-foot wooden cage holds a
1. Altar four-armed giant equipped with an appropriately-sized lute.
An empty iron brazier stands on four clawed legs in the A writhing canvas sack is suspended from the ceiling near the
middle of this room. A stone altar draped in a faded and middle of the room by a fraying rope. Above, a large natural
tattered banner lies against the north wall. To the south, a 6- tunnel in the ceiling extends upwards into darkness.
foot-tall statue of a male Anorian in plate armor
41
Encounter: Subterranean Drake. Two inaks (see The sack hanging from the ceiling holds two swarms of rats
Appendix D) are here tending to the subterranean drake that the inaks have been feeding to the wyrmling. If released
wyrmling while Argus the Brasuga (see Appendix D) from the bag, they rapidly disperse in all directions.
performs a lullaby for the creature, which has been curled up Treasure: Key. One of the inaks has a key on its person
and is drifting off to sleep. The inaks immediately attack the that unlocks the cage in this room.
characters, and the drake follows their lead. Argus cheers the Argus the Brasuga. The cage Argus is contained
characters on, performing upbeat battle music in support. within is locked and can be opened with a DC 12 Dexterity
Once on each of his turns, Argus can provide the help action check with proficiency in thieves' tools, a DC 15 Strength
to any creature he can see within 30 feet. The inaks fight (Athletics) check, or with the key held by one of the two inaks
until they are destroyed. Once the drake has been reduced to in this room. Argus is overjoyed at his rescue and serenades
half its hit points or fewer, it attempts to flee through the his thanks to the characters. He explains that after following
tunnel in the ceiling. the inaks into the tunnels, he was ambushed by a larger inak
The subterranean drake wyrmling uses the white force which attacked immediately and would not listen to his
dragon wyrmling stat block, with the exception that it protests. After some initial confusion and worry that he
does not have a breath weapon, its bite attack does not deal would be killed, he understood that the inaks wanted him to
additional cold damage, and does not have immunity to cold play his music for their wyrmling. Argus explains that they
damage. should return to the surface soon, for more inaks may arrive
42
at any time. Hazard: Sarcophagus. This tomb is protected by the
remaining, fading magic of this forgotten Anorian cult.
6. South Hallway Opening the sarcophagus summons two swarms of
This dark hallway extends to the south towards a thick stone spiders that crawl forth from the cracks in the stone and
door. attack the characters, fighting until they are destroyed. Inside
Trap: Swinging Blades. A pressure plate hidden in the sarcophagus are the skeletal remains of Phyrolin
the floor of this hallway triggers scything blades to swing Vrammyr, draped in decaying finery and laid to rest beside a
forth from narrow slits in the wall. If the pressure plate is bejeweled chalice matching the appearance of the cult's icon.
activated, each creature in the hallway must make a DC 15 The chalice is worth 250 gp.
Dexterity saving throw, taking 14 (4d6) slashing damage on a
failed save, or half as much damage on a successful one. A
successful DC 12 Wisdom (Perception) check reveals the
Concluding the Quest
pressure plate, which can then be carefully avoided. A If the characters have successfully rescued Argus, he follows
successful DC 15 Dexterity check with proficiency in thieves' them back to the surface before explaining that he will head
tools disables the trap. Failing this check by 5 or more off on his own to return to his clan, promising to tell them of
activates the trap. his rescue at their hands. If the adventurers explain that they
work on behalf of Steeproost, he assures them that the
7. Tomb of the Matriarch Brasugas will remember this act of generosity. Later, the
The door to this room is heavy but unlocked. Inside is an iron adventurers may stumble upon Argus again during other
brazier on four clawed legs and an elaborately carved travels in the Vaskil Valley.
sarcophagus set into an alcove in the room's south wall. A Sheriff Mona Mèyor is pleased with their success, paying
bas-relief in the alcove above the sarcophagus depicts a them the amount promised and explaining that she is very
female Anorian seated on a throne and draped in finery. An hopeful that this will do much to ensure that the Brasugas
inscription below the relief reads, "Phyrolin Vrammyr". will ally themselves with Steeproost in future times of need.
43
Wyvern King Clues
The characters receive this quest shortly after they complete The pair will answer what they know about the Wyvern Kings
their first starter quest. Prince Spiro Marelis-Tomydon and —unfortunately very little. Mèyor does share that just before
Sheriff Mona Mèyor ask the characters to help them learn the Wyvern Kings showed up, two young noble girls, Mydon
more about the Wyvern Kings. Princesses, went missing from Imfe Caan Asaari. However,
they quickly reappeared not too long after their parents
Quest Hook issued rewards for their return. Mèyor warns that the
families have since “disappeared into their mansions” and
Shortly after the characters make their presence known in aren’t willing to talk to anyone, therefore, going to Imfe Caan
Steeproost, Sheriff Mona Mèyor and Prince Spiro Marelis- Asaari to question them will likely be a waste of time.
Tomydon formally introduce themselves to the characters
and ask for their help. The characters may have already met
one or the other during their first quest in Steeproost. Even if
Finding Clues
that’s true, the pair make sure that the characters understand This quest plays out through all of the other quests.
who they are and what they do in Steeproost—Prince Spiro is Below is a list of potential clues the characters might
the town’s presiding Mydon Prince and Mona maintains law discover while performing other quests:
and order.
The pair have a proposal for the characters: Cattle Rustlin’ Country. The characters might
discover the desiccated corpse of a downed wyvern and its
rider’s helmet. See this chapter for details.
The Sheriff cuts right down to brass tacks. “You probably Harpy Murder. Filgus, the NPC the characters save
know this already, but we’ve had a bit of a problem with from the harpies, overheard the harpies talking about a
mysterious wyvern-riding warriors dubbed ‘The Wyvern Wyvern King that they downed west of Steeproost. See
this chapter for details.
Kings.’”
Imfe Caan Asaari. The characters find a map that
leads to the Wyvern Kings’ base of operations as well as
the body of a dead Wyvern King. See Chapter 3 for details.
If the characters haven’t seen one of the Wyvern Kings yet, Ogre Baby’s Rattle. One of the goblins at Obadyr
Sheriff Mèyor describes what they look like and how they Manor carried a pamphlet issued by members of the
operate. Odzedoz orcs. Although the pamphlet doesn’t mention the
Wyvern Kings, the location mentioned in the text—
“Whatever these things are, they’ve got the people of Rossgough Crag—is in an area where the Wyvern Kings
have been sighted a few times. See this chapter for details.
Vaskil Valley spooked from here to Imfe Caan Asaari. We
Silent Knight. Three Wyvern Kings appear in this
recognize that y’all might have some skills that could be starter quest. Any information the characters can share
of use here in the valley. I reckon if you have the time, with Mona and Spiro will be of great value to the pair. See
we’d love if you could help us learn more about the this chapter for details.
Wyvern Kings.”
Concluding the Quest
Prince Spiro, the “noble-in-cowboy’s-clothing” nods
As the characters discover clues important to the
and takes over, “Right. Anything that you can bring us— whereabouts of the Wyvern Kings, Mèyor and the Prince do
whether it’s just a rumor or an actual clue—we’re willing as they promised and pay gold for what they discover. Once
to pay up to 10 gp for each discovery. So far, we’ve got no the characters reach 5th level after completing a few of the
leads on who they are, where they’re actually holed up, additional quests detailed in the next chapter, Sheriff Mèyor
and Prince Marelis-Tomydon have pieced together enough of
or what they want.
the clues to guess the Wyvern King’s location. See Chapter 3
for details.
44
Chapter 2. Vaskil Valley
S
tep beyond the fences of Steeproost pastures and
Asaari orchards, and you enter the untamed Running This Chapter
wilderness that is Vaskil Valley. Seventy years This chapter takes the adventure outside of the town of
ago, an army of dragons laid waste to most of The Steeproost and deeper into Vaskil Valley. Following leads
Summer Land, including Vaskil Valley. Over half gathered from other quests or rumors heard in town, the
of The Summer Land’s population vanished in a adventurers will start to unravel more of the mystery at the
matter of weeks, obliterated by the dragons’ heart of this adventure. These quests locations are scattered
breath weapons. But the humans eventually prevailed, and across Vaskil Valley, as shown on the map included in this
most of the dragons were exiled from the entire continent of chapter. Also marked on this map is the location of Colddark
Omeria. Cliff detailed in chapters 3 and 4.
Still, the scars of the dragons’ assault remain. Old Anorian
villages and towns built following the Great Relocation lie in
scorched ruins amid the young growth of the Poisonwood.
Character Advancement
Undead haunt the hills that slide down the Basilisk’s Spine. Although this chapter is designed for characters of 4th level
Terrible creatures—some unseen since the Time of Titans— or higher, some of its random encounters and locations are
rise from their hideaways, fearless now that the great wyrms more dangerous than others. The characters might need to
have fled. Vaskil Valley is not a safe place to travel alone. run away and regroup, or take short or long rests between
Regardless, adventurers, fortune-seekers, and explorers encounters if they hope to survive.
still come to Vaskil Valley hoping to find something that the
Anorians and Pressonians have missed amid the ruins,
primordial forests, and foreboding foothills.
45
Vaskil Valley Rumors
d20 Rumor
"Not too long ago, a bunch of folks dressed in all black were poking around Vonker farm. Word has it they
snatched up the body of one of those Wyvern Kings. Supposedly, they took the body back to a secret
1-4
location up in Sorryville (Imfe Caan Asaari). No tellin' what they figured out with that thing's body." (See
Imfe Caan Asaari for details.)
"There's a huge keep a bit up the trail built by a woman named Irene Alderth. It was a pretty good place for
5-7 a while until a basilisk came in and turned all the occupants to stone. Now it's just a breeding ground for
cockatrices." (see Alderth Keep for details.)
"The Kuzhuk people train to ride griffons at an early age, starting as early as seven. Because of their broad
view of the valley, the Kuzhuk know more about this region than most other people who live here. If you're
8-10
looking for valuable information, you might head up that way and speak with their elder, Crisavor." (See
Black River Caverns and Gaeleth's Temple for details.)
"The Ruby Riders are causing all sorts of trouble around Steeproost. Word has it that they're holin' up in a
11-14 spot called Brenovale Manor. You'd be doin' the people of Vaskil Valley a heckuva favor if you took care
'em." (See Brenovale Manor for details.)
"Word around the campfire is that Vows at Sunrise, the owner of The Broken Crossbow, just had one of her
15-17 folks captured by a gang of werelynxes in at Mount Ashlar. I know she's lookin' for some help in this
matter." (See Mount Ashlar for details.)
"Vows at Sunrise has been working alongside another devilkin woman who's going around trying to collect
18-20 wyvern poison. There's a series of caverns in the west she hopes to secure some of their venom. You might
speak with Vows at Sunrise about the gig." (See Wyvern Caves for details.)
46
the characters to seek out a druid named Bask in the Winter
Griffon Riders Sun and bring her to Steeproost. If the characters have a
Black River Caverns quest
reputation of being charitable, Vows at Sunrise appeals to
An investigation by Sheriff Mèyor of Steeproost has revealed them by emphasizing how access to wyvern antitoxin may
the source of the cattle raids in recent weeks: the Black River help keep townsfolk alive. Otherwise, she offers 300 gp for
Caverns, where several orcs have set up camp. Talindra, a bringing Bask in the Winter Sun to Steeproost.
cattle rancher in Steeproost, has raised 500 gp with a If the characters express interest in taking up the quest,
coalition of other ranchers to destroy the orcs and bring back she can provide the following additional information:
the head of their leader, Basher Yurub. If the characters
A druid named Bask in the Winter Sun is working with
previously completed the Cattle Rustlin’ Quest for Talindra,
some of the werelynx tribes to help relocate them.
she approaches them directly.
Bask in the Winter Sun is a bald, red-skinned devilkin
woman in her thirties with piercing yellow eyes.
Kingsbane Bask in the Winter Sun is an expert at handling dangerous
Gaeleth’s Temple quest
creatures and crafting antitoxins.
The characters should receive this quest if they successfully
completed the Griffon Rider’s quest mentioned above.
However, if they didn’t succeed—or didn’t want to get
Wilderness Encounters
involved with the Kuzhuk griffon riders in the first place— After the Great Chromatics were banished from Vaskil Valley
here is another quest hook that leads to this location: An seventy years ago, all sorts of dangerous creatures have come
archaeologist and historian named Harbak wants to track out of hiding. Thus, travel through Vaskil Valley can be
down Gaeleth’s Temple and investigate its mysterious dangerous, especially for those who aren’t prepared.
demise. He’s hiring on adventurers to aid him in this While the party explores Vaskil Valley, they might come
endeavor. If griffons aren’t an option, Harbak has a handy upon friendly, indifferent, or hostile creatures in the wild.
hot air balloon. Giddy up! Some encounters put the characters into dangerous combat
situations. Others might be roleplaying encounters, solvable
Petrified at Alderth Keep with a friendly wave and “how do you do?”
Alderth Keep quest You be the judge of if, and when, these random encounters
should occur. Try not to use too many, though, as frequent
The occupants of Alderth Keep were petrified long ago, stops along the way to a quest location grows old after a
trapping their minds, bodies, and souls on the material plane while. No more than one or two per session is advised.
to slowly wither away to the elements. The faithful of the If you aren’t sure how often to schedule random
Temple of Tuteus in Steeproost are willing to pay 50 gp for encounters in a 24-hour period, you can leave it to chance by
each petrified soul that can be brought back to them to look rolling a d8 and consulting the Number of Wilderness
after until somebody with greater restoration can free them. Encounters table below.
Additionally, a displaced werelynx clan is in need of a place
to settle. A tiefling woman named Bask in the Winter Sun is Number of Wilderness Encounters
offering five vials of antitoxin for anybody that can make d8 Number of Encounters
Alderth Keep safely habitable. The characters will get this
1 One encounter in the morning (dawn to noon)
hook if they complete the quest “Wyvern Wrangling” detailed
in this chapter. 2 One encounter in the afternoon (noon to dusk)
One encounter in the evening (dusk to
War at Werelynx Warren 3
midnight)
Mount Ashlar Ruins quest
4 One encounter at night (midnight to dawn)
Two encounters; roll a d4 on this table to
5-6
Prince Spiro Marelis-Tomydon, keen to maintain peaceful
relations with his Roe’dgopian neighbors, has posted notices determine when each encounter occurs
asking for a group of respectable, law-abiding citizens to act 7-8 No random encounter
as his deputies in resolving the conflict at Mount Ashlar. He
requests a full report from the chief engineer, Valarn
Silvervein. Running Wilderness Encounters
At the same time, Vows at Sunrise, proprietor of the Once you know when your random encounters will occur,
Broken Crossbow in Steeproost, needs one package delivered reference the Random Wilderness Encounters table below to
and a second picked up from Silvervein, currently at Mount determine the nature of the encounter. These encounters are
Ashlar. She offers 1000 gp for the return of this package designed to drive home the fact that here are some dangerous
“Unopened. Or else!”. You’re free to use one hook or both to creatures in the Valley. The table’s Difficulty column offers
entice the characters into this quest. insight into the challenge each encounter represents,
assuming the characters are of 4th, 5th, or 6th level. Be sure
Wyvern Wrangling to telegraph deadly encounters so that the characters have
Wyvern Caves quest
plenty of opportunity to avoid the encounter if they choose.
Easy encounters might surprise them at first but delight
Vows at Sunrise is aware of the threat posed by the Wyvern
them once they reach a swift victory.
Kings and sees an opportunity to both help the townsfolk and
further cement her station in Steeproost. She wants
47
Vaskil Valley
d% Day d% Night Encounter Difficulty
01-02 01-02 1 ankheg Medium
03-04 03-04 1d4 + 1 bandits and 1 bandit captain Medium
05-06 — 1 basilisk Easy
07-08 — 1d4 black bears Easy
— 05 1 black horn* Medium
09-10 — 2d6 + 1 blood hawks Medium
11 06 1d2 brasugas* Medium
12 — 1 brown bear Easy
13 07 1 bulette Medium
14 08 1d4 dire wolves Medium
16 09 1 doppelganger Easy
— 10 1 ettin Medium
17 — 1 ewoska* Easy
— 11 1 forest octopus* Easy
— 12 1 ghost Medium
— 13-14 1d4 ghouls Medium
— 15-16 1d3 giant badgers Easy
18 — 1 giant eagle Easy
19-20 17-18 1 giant poisonous snake Easy
— 19-26 2d6 giant rats Easy
21-22 — 1 griffon Easy
23 — 1d3 harpies Easy
24 27 1 hill giant Medium
25 — 1 megamoo* Easy
26-38 28-37 Militia** Varies
39-40 38-39 1 mountain lion (panther) Easy
41-42 40-41 NPC party** Varies
43-55 42-51 1d2 ogres Medium
56 52 1 owlbear Easy
57-58 53-54 1 poisonous snake or 1 swarm of poisonous snakes Easy
59 — 1 Pressonian Abjurer* Medium
60 55 1d6 + 2 skeletons Varies
— 56 1d2 specters Easy
61-63 57-58 Tribal warriors* Medium
64-79 59-68 Vaqueros* Varies
80 69 1 werebear Medium
81 70 1 wereboar Medium
82-83 71-72 Werelynxes** Varies
— 73-74 1d4 wererats Varies
— 75-83 1d3 werewolves Varies
— 84-85 1d4 will-o-wisps Medium
84-92 86-95 2d6 wolves Easy
93-00 96-00 Wyvern King** Medium
Encounters marked with an asterisk feature monsters detailed in Appendix D. Encounters with two asterisks are described below.
48
Militia NPC Attitude
A patrol of 3d8 guards on riding horses led by a
Result Attitude
veteran on a warhorse ride up on the characters. Roll 2d4
to determine the militia's attitude, then, roll 1d6 to determine 1-2 Hostile
the militia's disposition. 3-7 Indifferent
8-12 Friendly
NPC Party
Another adventuring party makes their way through the
valley hoping to find adventure. The party consists of 1 NPC Disposition
knight, 1 mage, 1 scout, and 1 spy. Roll 3d4 to determine Result Disposition
the party's attitude, then, roll 1d6 to determine the party's 1 Fleeing
disposition.
2 Injured
Tribal Warriors 3 Trading
The characters come across a group of 2d6 tribal warriors 4-6 No special disposition
led by a berserker. When the characters meet them, roll a
d6 to determine the group's attitude, then roll 1d6 to
determine the group's disposition.
Fleeing
The NPCs are on the run from a creature more dangerous
than they are. Reroll on the Random Encounter table to
Vaqueros
determine what type of creature they are running from or
A patrol of 1d4 + 1 gunmages (see Appendix D) riding
choose an appropriate encounter. Hostile groups will
riding horses approach the characters. Roll 2d4 to
command the characters to help them, whereas indifferent
determine the gunmages' attitude. The gunmages have no
and friendly groups will plead or offer to pay the characters
special disposition.
to help them.
Werelynxes
A tribe of 2d4 Roe'dgope werelynxes (see Appendix D) are
Injured
Roll percentile dice. The result reveals the percentage of the
hunting in the wilderness. When they appear, roll a d6 to
NPC party that has only 20% of its hit points remaining. The
determine the group's attiude, then, roll 1d6 to determine the
party approaches the characters begging or demanding for
group's disposition.
help.
Wyvern King
A lone Wyvern King riding a wyvern seemingly soars
Trading
The NPCs offer to trade goods or valuable information with
overhead. Roll a d6. On a result of 6, it is actually a Wyvern
the characters. Hostile NPCs give little choice in the matter,
King (see Appendix D) riding a wyvern. Otherwise, it's a
whereas friendly or indifferent NPCs try to be more
disguised orc riding a giant vulture. Regardless of the
persuasive.
rider's identity, the creature will not fight unless provoked.
49
50
Alderth Keep
This Vaskil Valley quest is optimized for four characters with
an average party level (APL) of 4. The characters are tasked
wall of the battlements and the remains of a stable on the
with clearing out hostile creatures from the location so that it
is safe for potential rehabilitation. eastern side of the pathway. Petrified creatures are
scattered around the field.
Background
Alderth Keep was once the esteemed home of Irene Alderth,
Encounter: Animated Armor. There are two suits of
a human woman. She accrued considerable wealth as a
animated armor and two flying swords guarding the
merchant before commissioning Alderth Keep, where she
entrance to the keep. The suits of animated armor attempt to
intended to retire. Unfortunately, at some point during the
ask trespassers to state their names; however, they have
keep’s history, it was besieged by a basilisk which petrified
deteriorated to the point that they sound like grinding metal.
the occupants and has lived at the estate since. After the
They allow anybody that identifies themselves as a member
attack, the keep fell into ruin. The basilisk’s presence has
of the Alderth family to enter. Characters that attempt to
scared off most nearby wildlife, except for the uncowed
enter without declaring themselves members of the Alderth
cockatrices.
family are prevented from entering, by lethal force if
necessary. A successful DC 13 Intelligence (History) check
Alderth Keep reveals that estates sometimes used magical defenses to only
allow expected guests and family, announced by name, to
Alderth Keep is a single-story stone building fortified by 10-
enter.
foot-thick stone walls and two towers.
1a: West Tower. Six cockatrices roam in the field
around the west tower. The cockatrices attack any character
General Features
that gets within 20 feet of the west tower.
Unless otherwise noted, locations at Alderth Keep have the
following features. 1b: Stables. There is a petrified commoner standing
Ceilings. The ceilings are 12 feet high. near the cobblestone path, a petrified commoner in the
stables, and a petrified riding horse rearing in the stables.
Floors and walls. The floors and walls are made of
stone. 1c: Well. Behind the main building there is a well that
descends 30 feet into an underwater cavern. Six
Doors. The doors are made of wood and have AC 15, 18
cockatrices roam around the well, attacking on-sight. Two
hit points, and immunity to poison and psychic damage.
of the cockatrices are playing on the rim of the well; if either
None of the doors in this building are locked.
is Surprised, one of them panics and knocks the other into
Light. Dim light filters into the first floor of Alderth Keep
the well. Additionally, there is a petrified commoner
through the numerous cracks in the walls and roofing,
braced against the door to area 5.
suffusing the building. The cellar is dimly lit by a massive
hole on the first floor, but the adjoined caves are dark.
Climate. Cold, dry winds run through Alderth Keep.
2 - Main Hall
Petrified Creatures. Basilisks have petrified several
creatures in and around the keep. The petrified creatures The doors of Alderth Keep open to a 20-foot-long-by-25-
retain their statistics and have the Petrified condition. foot-wide hall with 12-foot-high ceilings. Hallways flank
the main hall to the east and west. The floor to the
Approaching the Keep northeast connecting to another room has collapsed,
When the characters get within one mile of Alderth Keep,
read the following: leaving a rough 20-foot-diameter hole into the cellar. A
staircase to the west spirals downward.
A stone path leads up a hill to the ruins of a once-noble
keep in the distance. Birds passing above steer around
Encounter: Stirges. There are ten stirges hanging from
the keep, avoiding it, and the nearby fields are devoid of the ceiling. During the day, the stirges are asleep. Characters
activity. who are moving quietly and succeed on individual DC 13
Dexterity (Stealth) checks do not disturb them; however,
they wake up if the characters begin fighting in any other
room on this floor.
1 - Bailey
3 - Library
A cobblestone pathway leads through crumbling, 10-
foot-thick fortifications up to the entrance of a single- Broken, rotting bookcases line the north, east, and west
story manor. There are two towers along the north walls of this 25-foot-long-by-15-foot-wide room.
51
requires a DC 20 Strength (Athletics) check, which opens the
door and shatters the petrified commoner on a success.
A single armchair is pushed up against the bookshelf
along the eastern wall. The petrified body of a human 6 - Cellar
woman is shattered on the floor next to the armchair.
This 30-foot-long-by-40-foot-wide cellar is filled with
crates and old wine barrels, concealing three petrified
There is nothing of value in this room.
men. Dim light coming through a massive hole in the
4 - Office ceiling provides some visibility, revealing a broken wall
to the east that plunges into darkness.
A chair and desk are pushed against the western wall of
this 20-foot-long-by-15-foot-wide room. A worn, red rug
Petrified Men. There are three petrified commoners
decorates the floor.
hiding behind wine barrels and crates in this room.
Nook. A nook along the southern wall contains a lever.
When the lever is pulled, the loose stones that once
Encounter: Rug of Smothering. There is one rug of composed the collapsed wall (see below) move into the cave
smothering on the floor. If a creature enters this room one foot and then slide south out of the way.
alone, it attempts to smother them. If the characters escape Collapsed wall. The collapsed wall used to function as a
or do not enter the room, the rug waits until the characters hidden doorway to the caverns beyond. The wall was
have left this floor to relocate to the main hall’s entrance. enchanted with transmutation magic to slide open to the
caverns when the lever in the nook (see above) is pulled. The
5 - Mudroom magic persists in the shattered stones.
This room has some shelves with old clothes and shoes
picked at by moths. 7 - Cavern Entrance
Jammed Door. The door in the eastern wall is jammed This cave is completely dark. Characters that shine a light
shut from the outside by a petrified commoner that was from the edge of the room see a pair of wispy blue eyes and
bracing the door. Forcing the door open from the inside the glint of a metal blade reflect the light back. There is a
tunnel to the south that leads further into the cave.
52
Encounter: Basilisk. There is one basilisk in this
room. It has a +1 shortsword embedded in its hide. The
9 - Treasure Room
This dark room contains a single chest placed in the center of
basilisk fears adventurers after having a sword jammed into
the room.
its hide and prefers to be left alone. A character that succeeds
Treasure: Chest. The exterior of the chest is coated in a
on a DC 15 Wisdom (Animal Handling) check can slowly
sticky, glue-like substance. The chest is not locked and
approach the basilisk without it attacking them. Otherwise,
contains 1700 cp, 800 sp, 83 gp, a bolt of fine cloth (25 gp), a
the basilisk does not attack until the characters cross the
rabbit foot talisman (25 gp), a pair of iron dice (25 gp), and a
collapsed wall and enter the darkness. Removing the
gem of brightness with 40 charges remaining.
shortsword from the creature requires a DC 20 Strength
Trap: Conjure Elemental. The bottom of the chest is
(Athletics) check, and on a success, the basilisk stops
marked with a glyph of warding, which casts conjure
attacking the characters (unless provoked) and fondly
elemental (earth) when the chest is opened. To find the
regards the character who removed the weapon. It only gives
glyph of warding, a character must first overturn the chest
chase into the dimly lit cellar if its prey is attacking it from
with a successful DC 15 Strength (Athletics) check due to the
afar or is on death’s doorstep; otherwise, it prefers to remain
sticky glue.
shrouded in darkness.
53
Black River Caverns
This Vaskil Valley quest is optimized for four characters with on a DC 15 Dexterity check using thieves’ tools. An adult
an average party level (APL) of 3. The characters must travel griffon thrashes about inside, trying desperately to break
west to the Black River Caverns and contend with an ogre free. Once the cage is unlocked, the griffon will become
warlord who’s been stealing griffons from the Kuzhuk griffon hostile to the characters unless someone succeeds on a DC 12
riders. Wisdom (Animal Handling) check. If the characters are
forced to battle the griffon, it will flee toward Kuzhuk after
Background two rounds of combat.
Bloody Cage. The southwest cage is open and contains a
The mountain enclave of Kuzhuk is home to the Vaskil Valley bloody section of the butchered adolescent griffon currently
griffon riders, a proud people whose heritage and culture being eaten by the orcs. A baby griffon chick mewls sadly
extend beyond living memory. Their skill as winged warriors beneath the dismembered corpse of its mother. While
is legendary amongst the kingdoms of The Summer Land, inspecting the camp, have the characters perform a DC 12
though few are old enough to remember the last time they Intelligence (Investigation) check to locate the source of the
took to the skies for war. crying. Any character that succeeds finds the baby griffon
Central to Kuzhuk culture is the raising and training of chick.
griffons. As early as the age of seven, a young rider is paired Treasure: Iron Orb and Gold. The orc berserker has
with a griffon chick and charged with its protection and an iron orb (25 gp), a leather pouch containing 100 sp, and a
development. As a result, the bond between a griffon and its skeleton key that can unlock the chained cage in the camp as
paired rider is unbreakable. Common folklore suggests that well as the cages in area 5 (Griffon Holding Pen). The other
one can sense distress in the other, though they may be miles orcs collectively have 200 cp between them.
apart.
A few days ago, a rider named Anridan and his griffon
companion, Wildhammer, were ambushed by a band of orcs
The Black River Caverns
led by Basher Yurub. Anridan, overwhelmed, could do The Black River Caverns lie approximately three miles west
nothing but watch as the four-armed ogre and his orc lackeys of Kuzhuk and are so-called due to a mysterious black ichor
netted Wildhammer and forced him into an iron cage. that’s found in the dried riverbed. So long as the seasonal
Though grievously wounded, Anridan survived long enough rains aren’t too heavy, the caverns along the river are
to return home and warn his fellow Kuzhuk of the orc threat. habitable year-round; that being said, fierce storms are prone
Crisavor, a Kuzhuk elder, is determined to seek out the to form over the mountain ridges without warning. As a
orcs and Basher Yurub to exact revenge. However, their result, many unfortunate souls have been lost to flash
numbers are few, and the loss of Wildhammer has dealt a flooding. Caution is advised.
serious blow to their striking capability. Crisavor has put out
an open call to go west and slay the beasts. Those who General Features
succeed in ridding the land of Basher Yurub and his band of Unless stated otherwise, the caverns have the following
thugs will find an eternal home within the enclave of the features:
griffon riders. Size and Dimensions. The cavern ceiling is 10 feet
high unless specified otherwise. The cavern descends into the
Orc Camp Encounter earth at a gentle incline and terminates 30 feet below surface
level at its deepest point.
As the characters approach The Black River Caverns, they Illumination. While in the caverns, treat each area as
come across a small encampment of griffon-thieves: three having no light unless specified otherwise.
orcs led by a single orc berserker (treat each creature as Slick Surface. The cavern floor is slick with moss and
having proficiency in Animal Handling and Survival). They’re causes the characters’ footing to occasionally slip. Characters
currently in the middle of eating a freshly cooked adolescent who attempt to move farther than 10 feet during a combat
griffon. round must succeed on a DC 10 Dexterity (Acrobatics) check
Illumination. The Orc Camp Encounter takes place or fall prone.
during the day.
Flash Flood. At the beginning of the second round of 1 - Cavern Entrance
combat, a fierce rainstorm will descend upon the area The cavern hall descends into the earth at a gentle incline;
without warning, dumping massive amounts of rain and rainwater trickles down from the entrance and slickens the
causing the caverns to flood. The flooding will begin in area stony floor.
4 (Anridan’s Plight) and rise at a rate of one foot per hour. Treasure: Hidden Stash. A six-foot-deep, three-foot-
After one hour, Anridan will drown. After four hours, Basher wide divot is dug out of the hall’s northern side. A character
Yurub and his orc lackeys will be forced to evacuate; they will with a passive Perception of 12 or more notices the sound of
leave the griffons behind to drown. rainwater dripping into a low space somewhere. Any
Chained Cage. The orc camp has two cages: one on its character that succeeds on a DC 12 Wisdom (Investigation)
southwest side and one on its northeast side. The northeast check locates the divot hidden by a pile of rocks. Searching
cage is chained shut; the berserker has the key to the the divot reveals a leather pouch containing 30 sp, a rabbit
padlock. Alternatively, the lock can be picked by succeeding fur ribbon (25 gp), and a silver cloth talisman (25 gp). A piece
54
of vellum is attached to the pouch: drawn in charcoal is a but this time there are words accompanying the angry orc
very angry orc face next to a large X symbol. The X is drawing. It reads as follows:
underlined three times.
55
turn against Yurub with a DC 13 Charisma (Persuasion)
4 - Anridan’s Plight check. Regardless, upon reaching half her hit points, Gonk
A gentle incline terminates in a pool of water, where Anridan
will flee the area and attempt to recover her two stashes in
(tribal warrior with proficiency in Animal Handling and
areas 1 and 2 (Cavern Entrance and Trapped Passage), then
Survival) is chained face-down to the cavern floor; it is taking
flee the caverns entirely. Both berserkers hold keys to the
every ounce of his strength to keep his head above water and
griffon cages.
cry for help.
Stone Door. A stone door separates areas 5 and 6.
Flooding. If over one hour has gone by since the flash
flood rainstorm began, then Anridan is drowning and is
unconscious (or dead, at GM’s discretion).
6 - Basher Yurub’s Bash Pad
Basher Yurub’s bash pad is clean and dry in comparison to
Freeing Anridan. The chains binding the Kuzhuk
the rest of The Black River Caverns. Basher is currently
griffon rider are staked to the cavern floor, though the
passed out on an ogre-sized pile of furs; over a dozen empty
rainwater has loosened the stakes. There are four stakes
bottles of wine are scattered about the room.
total: two binding Anridan’s wrists and two binding his
Illumination. Torch sconces provide dim light
ankles. Any character that succeeds on a DC 14 Strength
throughout the area.
(Athletics) check can rip out a stake. If any stakes remain
Encounter: Basher Yurub and Pet Wyvern.
once all the characters have attempted this Strength check,
Yurub’s pet wyvern wyrmling (see Appendix D) will make
then the remaining stakes are considered stuck and must be
a bite attack against Basher Yurub (male Brasuga, see
removed by a character spending 30 minutes using
Appendix D) to wake him up once the stone door opens.
carpenter’s or smith’s tools. Once free, Anridan falls
Additionally, Yurub is quite hungover: while exposed to
unconscious (if he wasn’t already).
bright light, he has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
5 - Griffon Holding Pen
Treasure: Talisman and Furs. A careful search of
Basher Yurub’s crew is stashing their stolen griffons in cages
Basher Yurub’s bash pad turns up a bloody electrum cloth
here. The conditions are horrendous: the cavern floor is
talisman (25 gp), a small bag of incense (25 gp), and a
covered in a thick layer of hay and animal excrement, and the
goatskin pouch containing a small assortment of gems
animals are kept chained in darkness.
collectively worth 10 gp. Additionally, any character that
Illumination. Torch sconces provide dim light
succeeds on a DC 13 Wisdom (Investigation) check discovers
throughout the area.
that the pile of furs isn’t all garbage: at the bottom of the pile
Cages. There are three large-sized cages pushed against
is a fancy (if smelly) rug that weighs 20 pounds and is worth
the northern wall of this room. They are all locked and
50 gp.
require a key held by the orc berserkers, who function as
Yurub’s lieutenants. Alternatively, each lock can be picked by
succeeding on a DC 15 Dexterity check using thieves’ tools. Concluding the Quest
The left cage contains an emaciated and unconscious
If Anridan is returned safely to Kuzhuk, Crisavor will thank
adolescent griffon. The center cage contains Wildhammer,
the characters for their brave actions. He then shares with
Anridan’s personal griffon. Wildhammer, once free, will
them the secrets of a magic hammer rumored to be hidden
ignore everything else to seek out Anridan and carry him
within the mountains, Kingsbane. See the Gaeleth’s Temple
back to Kuzhuk. If Anridan dies in the rising flood,
quest for details. Crisavor suggests that the weapon will help
Wildhammer will refuse to leave the caverns, choosing
the characters against the Wyvern Kings.
instead to perish with its former master. The right cage has
Finally, if Gonk escapes the caverns alive, she finds gainful
two healthy adolescent wild griffons. Their first instinct is
employment in a Vaskil Valley animal sanctuary after 2d8
to ignore everything else and escape the caverns.
days of wandering.
Encounter: Gonk and Friend. There are two orc
berserkers with proficiency in Animal Handling and Rewards
Survival in charge of this area. One of them, Gonk, has been If the characters were after the bounty on Basher Yurub, they
stashing items across the caverns in the event of a flood; she may present his head either to the sheriff’s office or Talindra
plans on abandoning Yurub and the whole operation. If the (both in Steeproost) to collect their 500 gp.
characters are aware of her plan, she can be convinced to
56
Brenovale Manor
This Vaskil Valley quest is optimized for four characters with stone manor home just off the shore of the nearby lake.
an average party level (APL) of 4. The characters must track
down a gang of bandits called the Ruby Riders who’ve been
causing a ruckus outside of Steeproost. The characters can
The Brenovale Manor
receive this quest by hearing a rumor about the gang in town The Manor is a small stone castle built of granite stone blocks
or by getting the “Bandit and the Bride” quest detailed earlier quarried from the nearby mountains. The Pressonian family
in this chapter. built this manor with their ill-gotten gains from smuggling
illegal goods in Greatwell. It was built as a secluded hideaway
and a hunting lodge where they could worship the god Vapul
Background in secret. Its remote location and sturdy walls make it an
A gang of bandit marauders, the Ruby Riders, recently extremely defensible position for the Ruby Riders.
attacked the Arabarn Ranch just outside of the town of
Steeproost. The half-Anorian owner of the ranch, Taznar General Features
Arabarn, was viciously assaulted in the attack, and Violeta, Unless stated otherwise, areas of the manor have the
his Pressonian wife of only a few weeks, was abducted. The following features:
Riders have left the local area, headed back to their fort with Ceilings. The manor’s ceilings are all 10 feet high and
their captive in tow. constructed of treated oaken planks.
Unbeknownst to Taznar, Violeta and the bandit leader, Floors and Walls. The 2-foot-thick walls of the manor
Minoas, were once young lovers many years ago. Minoas are made of worked stone and mortar. The floors are smooth
sought his fortune outside of Steeproost, intending to come stone tile, carpet, or oaken planks. The carpeted areas will
back and wed Violeta. However, the years passed, and he grant advantage to any Stealth checks.
never returned. Eventually, Violeta’s family lost most of their Doors. The doors of the manor are made of heavy oak
livelihood when the Gretsard Iron Mine shut down years ago banded in iron and hung on iron hinges. Unless otherwise
and she was pushed into marrying Taznar to save her family noted, they have an AC of 15 and 20 hp. Any mechanically
from destitution. locked doors will require a successful DC 15 Strength check to
force open or a successful DC 15 Dexterity check using
About the Ruby Riders proficiency in thieves’ tools to unlock.
Minoas Vassiadis left Steeproost as a young man with a heart Illumination. The manor is well lit by both torches and
full of hope and love. After arriving in Greatwell and joining sunlight through windows in the second and third stories.
the town guard, he slowly became disillusioned with life and The Ruby Riders. While no longer guardsmen, the
he stopped reaching out to Violeta back home. Constant Ruby Riders still carry themselves with a militia’s bearing
struggles with the criminal elements in town eventually led while they operate. This includes a common uniform of red-
him and other guards to accept bribes and overlook illegal dyed wool and leather that gives them their name. Ruby
activities. After their corruption was discovered, Minoas and Rider Scouts replaced their standard-issue bows with pistols.
the other guards were forced to flee the city just ahead of the Pistols deal 5 (1d10) piercing damage with a range of 30 feet
hangman’s noose. and must be reloaded after every shot by taking a bonus
Forced into a life of banditry to make ends meet, Minoas action. The scouts carry twenty rounds of ammunition each.
formed the Ruby Riders with his trusted circle of former The following locations are keyed to the map of Brenovale
guardsmen by his side. After a few years and picking up a Manor.
handful of others, Minoas led them north to Vaskill Valley
where they happened upon a small, fortified manor home 1 - Manor Entrance
used by some noble family as a summer hunting lodge. After When the characters approach the entrance, read the
killing and disposing of the former inhabitants, Minoas following:
eventually decided to head home to Steeproost and seek out
his former love.
Standing just off the shores of a glistening blue-green
Tracking the Bandits lake sits a tall stone manor overlooking the waters. A
lone structure standing amongst a few trees, the walls
The tracks made by the Ruby Riders after they raided the
look to be fortified with thick granite. Just up a short
Arabarn Ranch are very clear and head south into the valley.
The further out from the town they get, the fainter they flight of stone steps is a large set of heavy double doors
become and require a successful DC 12 Wisdom (Survival) overlooking a small landing. A few guards seem to be
check to follow the tracks with a failure resulting in an playing dice, lounging in the sun, and are otherwise
additional 1d4 hours of travel time added. completely oblivious to their surroundings.
The bandit hideout is a half days' travel to the south near
Lake Avondover. One random encounter from the Vaskil
Valley Random Encounter Table will occur per day.
Encounter: Little Red Riders. There are two thugs
Eventually, they will follow the tracks all the way to a large
and a scout stationed at the front of the manor that are not
57
3 - Storage Room
4 - Kitchen
A wave of heat from the large metal stove will pour out of the
doorway once opened. There are two Riders here cooking
and arguing with each other.
Encounter: Not Just a Chef. The bandit captain
paying attention to their duties. If approached directly, they and bandit in this room are unarmored (AC 13 and AC 11,
are overly confident in their skills and will confront the party, respectively) but they still have their weapons readily at
asking them their business before deciding to just kill them hand.
and take their “nice-looking gear”. Once one of them is killed, Treasure: Not Just a Knife. A successful DC 15
the others will bolt into the manor to get assistance. One will Wisdom (Perception) check will show that one of the cooking
head towards the kitchen and the other to the mess hall. knives has a more ornately carved handle than the others and
is a +1 dagger. A successful DC 12 Intelligence
2 - Entrance Hall (Investigation) check will uncover two potions of healing
The main doors to the Hall are unlocked and swing open buried in the back of a cupboard.
easily and quietly. A small fireplace casts a warm and
welcoming light into a large room filled with tables and 5 - Lounge
seating. Oddly empty of people, this room is full of tapestries Two luxurious and comfortably cushioned couches sit on
and paintings depicting various hunting scenes, and a large either side of this small area. More tapestries depicting
ornate rug sits on the floor. There is an extremely faint foul hunting scenes are on the walls above the lounging couches.
odor in the air, barely noticeable by most people. Any Treasure: History Book. A successful DC 12
creature with a more acute sense of smell than human or Intelligence (Investigation) check will uncover a
half-elf can make a DC 15 Perception (Wisdom) check; on a leatherbound booked tucked behind one of the couches
success, they clearly recognize the smell of rotting corpses. entitled “A History of the Brenovale Family.” This rare
Trap: Murder Hole. The slight discoloration on the edition would be worth at least 10 gp to a collector.
stone tiles from where the rug in this room was originally
moved can be discovered with a successful DC 15 Wisdom 6 - Mess Hall
(Perception) check. Anyone walking over the rug will fall 10 Mounted on the walls are the stuffed heads and rigid snarls
feet into a basement through an open trapdoor, taking 3 of wolves, bears, a mountain lion, and even an ankheg.
(1d6) bludgeoning damage and landing prone. They also will Tables and benches have been pushed along each of the far
be hit with the stench of the half dozen corpses shoved into a walls to create an opening in the center of the room upon
corner of the otherwise empty 10-by-10-foot room. which a large bearskin lies spread across the floor, its fur
There was a cleverly hidden trap door leading to a small matted from dirty boots repeatedly walking across it.
underground panic room when the Ruby Riders first came to Encounter: A Dog and His Riders. A mastiff
the manor. The manor staff hid there in fear until the Riders lounges next to the veteran and bandit who are eating
broke through the hidden door and slaughtered them all. here. Unless the party is moving stealthily, the mastiff will
Leaving their bodies below, they hastily covered the hole with warn the two Riders of the strange-smelling adventurers
the ornate rug that decorated the room. entering the room.
58
This hallway is accented by a thick and luxurious yellow
carpet, with a long black rug overtop running the length
of the hall. Sunlight streams through a pair of clear glass
windows, filling the hall with light. Decorative suits of
plate mail armor sit on stands in two corners of the
room.
10 - Chapel
The locked door to this room is made of solid iron and can be
unlocked with a successful DC 20 Dexterity check by
someone proficient using thieves’ tools. The key to the door is
held by Minoas in area 15.
59
A luxurious black plush rug edged with elaborate gold
trim covers this room from wall to wall. Bookshelves full
of leather-bound tomes sit against the walls along with a
mahogany desk topped with paperwork and scrolls. At
the far end of the room are a pair of clay pots with small
purple flowers planted in them, their simplicity very out
of place in comparison to the rest of the room.
15 - Leader's Quarters
Sunlight streams through the high windows of this bedroom,
filling it with light. The lush green carpet and dark wood
furniture give the impression of being deep in a forest. A
large black bearskin decorates the floor next to a very large
and impressive bed.
Encounter: The Bandit and The Bride. If Minoas
(neutral evil human gladiator) hears the alarm from area
14, he will rush there while Violeta (neutral human
12 - Barracks commoner) hides in the room. Otherwise, they will both be
A series of bunk beds and personal lockers line the walls of
found here together, and she rushes into a closet while he
this room. The furniture here is plainer than the rest of the
prepares for battle. Throughout the course of the fight, he
manor’s appointments. The walls of the barracks are bare
will growl that they will “never take his love away from him.”
and undecorated.
Once Minoas is reduced to 20 hp or fewer, Violeta will
Encounter: You Got Punk’d. The two Ruby Rider
either rush from the room or spring from the closet in tears
thugs in this room placed the heavy bucket of water as a
and beg them to stop fighting. She stands between the
prank in area 9 for one of the other Riders and if it is
adventurers and Minoas’ widespread arms and begs them to
triggered, they will jump out into the hallway and gain
please spare her love.
surprise on the adventurers. When they realize there are
Violeta will tell their story: she only married Taznar for the
intruders, they will shout the alarm to the two scouts also in
promise of comfort for her family, but Minoas was her one
this room.
true love. The adventurers will need to decide how they wish
Treasure: Personal Effects. Searching through the
to proceed.
lockers will net a total of 23 gp, 42 sp, 78 cp, and a small
If Violeta's story fails to dissuade the characters from
garnet (10 gp). A successful DC 15 Intelligence
apprehending or killing Minoas, Minoas sweetens the pot—if
(Investigation) check will uncover a false bottom in one chest
the characters allow him and Violeta to leave together, he will
containing a gem-encrusted silver locket (25 gp) with a
tell them what he knows about the Wyvern Kings.
miniature portrait of a woman inside.
13 - Upper Stairwell "I reckon about three months ago, I got a letter from
The upper stairwell ends on a wooden platform with a some folks asking me and the riders to join up with some
wooden door and an iron door. Sunlight can be seen coming
other mercenaries over at Rossgough Crag. We went to
through the cracks of the wooden door and there is a blue
rune glowing brightly on the center of the iron door. go see what it was all about. There was a whole mess of
folks from all over. Even Odzedoz orcs. They were
14 - Office recruiting folks to dress up like those Wyvern Riders and
The iron door to this room is engraved with a permanent ride around on winged mounts."
arcane lock spell. It can be suppressed with the spoken
password “Jager” or with the key held by the veteran in
area 16. Otherwise, it will take a successful DC 25 Dexterity
Minoas doesn't know why they wanted to the mercenaries to
check by someone proficient with thieves’ tools to open.
do this, but by his reckoning, most of the Wyvern Kings
60
that have been terrorizing western Vaskil Valley aren't the
true Wyvern Kings at all—but imposters. He can offer Concluding the Quest
directions to Rossgough Crag (see Chapter 3 for details).
Violeta will become inconsolable if Minoas is killed. She will
Treasure: Keys. The keys to area 10 and area 11 can
morosely leave with the party back to Steeproost. Taznar will
be found on Minoas.
thank the adventurers profusely but his reunion with Violeta
is tepid at best. Sheriff Mona Mèyor will gladly pay the
16 - Aerie reward of 400 gp. Later, adventurers may discover that
The battlements on top of the manor home are open to the
Violeta abandons Taznar and leaves Steeproost with the
blue skies, giving a spectacular view over the nearby lake and
declared intention of rebuilding the Ruby Riders and seeks
the surrounding rolling hills. There is a large pile of straw
revenge on those who killed her true love. If Violeta meets
shaped into a massive nest at the far end of the battlements
the adventurers again, she will treat them as hated enemies.
with some scaffolding to the side.
If they let Minoas live and spare his life or the adventurers
Encounter: High Flyer. A veteran is here with the
fail to defeat him, he will work to rebuild the Ruby Riders
Riders’ trained ewoska (see Appendix D).
and continue his dream of gaining wealth and power. He and
Treasure: Arcane Key. The veteran has an engraved
his men continue to ravage the countryside, Violeta by his
key that will unlock the door to area 14.
side. If they survived, the adventurers may even come up
against him sometime in the future. They will not receive any
of the promised rewards and there is only disappointment
waiting for them back in Steeproost.
61
Gaeleth’s Temple
This Vaskil Valley quest is optimized for four characters with goblin caverns (areas 10, 11, and 12) have 8-foot-high
an average party level (APL) of 4. After helping the Kuzhuk ceilings.
Griffon riders in the Vaskil Valley quest “Griffon Riders” (see Illumination. Treat every area as having no light unless
Black River Caverns earlier in this chapter), the characters specified otherwise.
take to the skies to scour the Basilisk’s Spine Mountains for Architecture. Gaeleth’s Temple is constructed of stone
Gaeleth’s Temple. Supposedly, it is a fabled holy site said to and copper. Intricate bas reliefs are carved into the stone,
contain the Kingsbane, a weapon of great power. though some are incomplete.
62
of blood: just as the Kuzhuk attendants gave blood, so too character may attempt a DC 13 Intelligence (investigation)
must those who wish to unseal Gaeleth’s Temple. check to realize that one of the mirrors is turned at the wrong
Bloodletting. Once a character spills blood in the silver angle; once this is fixed and the other mirrors are arranged
goblet, the altar’s blood rune dissipates, and an audible correctly, the sun shaft is successfully redirected to the chunk
clicking sound echoes through the antechamber. of quartz. The altar’s sun rune dissipates, and an audible
Treasure: Enchanted Goblet. The stone statue holds clicking sound echoes through the antechamber. The quartz
an enchanted silver goblet worth 100 gp. glows with a palpable heat that scorches its stone cradle.
Treasure: Enchanted Quartz. The stone pillar holds
3 - Top Left Seal an enchanted chunk of quartz worth 100 gp.
Within this alcove is a stone pillar measuring four feet high.
Inset into the pillar’s center is a large chunk of quartz. A close 4 - Top Right Seal
inspection of the quartz reveals runic carvings resembling the Within this alcove is a statue of a Kuzhuk warrior holding a
sun rune on the altar. Behind the pillar is another bas relief: seemingly ordinary longsword. Behind the statue another
the altar’s sun rune is featured prominently. relief sculpture prominently features the altar’s sword rune.
Mirrors & Illumination. Four mirrors are arranged Sword Rune Bas Relief Any character with
around the alcove, and a shaft of sunlight shines down on the proficiency may attempt a DC 15 Intelligence (Arcana or
pillar’s top. Treat this room as having bright light. Religion) check to decipher the unfinished bas relief. On a
Scorch Marks. Scorch marks mar the edges of the inset success, they gather that the Kuzhuk once wielded blades of
quartz. pure light, and that such a weapon would be a great boon to
Sun Rune Bas Relief. Any character with proficiency whoever dares to break the temple’s seal.
may attempt a DC 15 Intelligence (Arcana or Religion) check Take Up the Blade. The blade slips out of the statue’s
to decipher the unfinished panel. On a success, they conclude hands with ease. Once removed, the altar’s sword rune
that whatever creatures invaded Gaeleth’s Temple did so dissipates, and an audible clicking sound echoes through the
from under the mountain. Sunlight seems to cause them antechamber.
pain. Treasure: Enchanted +1 Longsword. The statue’s
Light Redirection. The mirrors must be arranged in hands grip a +1 longsword. The blade has been enchanted to
such a way that the light beam resembles the layout of the shed bright gold light in a 5-foot radius and dim light for an
antechamber itself (with the quartz being the “center”). Any additional 5 feet when in total darkness.
63
DC 23 Strength (Athletics) check. The lock can also be
5 - Bottom Right Seal dispelled by use of dispel magic or similar effects. Within the
Within this alcove is a large statue of Pyroeis, Gaeleth’s
room, the chief attendant’s skeleton lies clothed on a bed of
griffon companion. Clutched in her stone talons is a bronze
straw. An empty vial is clutched in his right hand.
round shield. Behind the statue another relief sculpture
Treasure: Ancient Texts. Any character with
prominently features the altar’s claw rune.
proficiency in Arcana, Religion, or History may search the
Claw Rune Bas Relief. Any character with proficiency
area for intact texts. Doing so reveals four books of interest
may attempt a DC 15 Intelligence (Arcana or Religion) check
collectively worth 100 gp. If the character can search the
to decipher the unfinished bas relief. On a success, they
chief attendant’s bedroom, they find three additional books
recognize the series of carvings as a funeral procession:
together worth 75 gp.
Kuzhuk riders weeping for their fallen griffon comrades.
Pyroeis’ Riddle. The griffon statue has eyes of quartz
9 - Last Stand
that begin to glow whenever an intelligent creature moves
This area is where the Kuzhuk griffon riders made their last
into the alcove. It will begin to speak telepathically to that
stand against Bondura’s goblin horde.
creature, a riddle: “I am the brief firelight, the fulfillment of
Ancient Door. A great wooden door separates area 9
wishes, and that by which mortals travel. What am I?”
from area 6; the door itself is slightly ajar. The wood is
Answer: a shooting star. Once a creature in the alcove thinks
pockmarked from weapon blows and riddled with dozens of
or says the answer out loud, the altar’s claw rune dissipates,
arrows.
and an audible clicking sound echoes through the
Encounter: Giant Spiders. The room is covered in a
antechamber.
sticky web created by two giant spiders. The bodies of
Treasure: Ancient Kuzhuk Shield and
several goblins are cocooned within the room.
Enchanted Quartz. Clutched in Pyroeis’ stone talons is a
Battle Site. Amidst the spiders’ web is evidence of a
bronze round shield worth 50 gp. Additionally, the statue’s
great battle: dozens of goblinoid, human, and griffon
eyes are small pieces of enchanted quartz worth 25 gp each.
skeletons lie scattered around the room, centered on a stone
sarcophagus. A chipped copper statue of Pyroeis, Gaeleth’s
6 - Gaeleth’s Temple Entrance griffon, is brazed to the head of the sarcophagus.
This area is only accessible via the spiral stone staircase
Treasure: Statue & Iron Skull. The copper statue is
connected to area 1. There are four paths out of this area:
worth 30 gp. Additionally, an inspection of the sarcophagus
the north corridor leads to area 9, the west corridor leads to
reveals the remains of Pyroeis herself: her skull has been
area 10, the south corridor leads to area 7, and the east
coated in iron, preserving her features. The iron skull weighs
corridor leads to area 13.
thirty pounds and is worth 100 gp.
Skeleton Warning. The desiccated bones of a griffon
are suspended from the ceiling via rusted chains, a grim
warning to intruders.
10 - Cavern Entrance
This area marks the end of Gaeleth’s Temple and the
beginning of the wild mountain tunnels.
7 - Anchorite Cells
Trap: Net. A successful DC 15 Wisdom (Perception)
Before Bondura’s invasion, this area served as the living
check reveals the four pressure plates at the choke points
quarters for the temple’s anchorites.
between this area and areas 6, 9, 11, and 12. The trap
Anchorite Cells. There are six cells total: three on the
activates when 50 pounds or more is placed onto a pressure
left and three on the right. They each contain a single straw
plate, whereupon a net descends from the cavern ceiling to
mattress. Bondura’s horde ransacked this area long ago and
scoop up the creature and contain them. If any of the
left the rooms in disarray. Some of the beds contain skeletons
pressure plates are triggered, Bondura’s goblin horde in
and small, empty vials clutched in their hands: anchorites
area 11 will emerge to investigate the disturbance.
who chose death over goblin defilement.
Treasure: Miscellaneous Refuse. A character who
chooses to investigate the cells may perform a DC 13 Wisdom
11 - Goblin Town
These winding tunnels are the home of Bondura’s goblin
(Investigation) check. On a success, they find 10 sp worth of
horde. Their “town” is really a collection of holes dug into the
scattered jewels and precious metals amidst the refuse.
cavern walls.
Hidden Door. The southeast cell contains a waist-high
Bones. The cavern floor is littered with desiccated and
door that once served as a secret passageway between the
gnawed-on bones, both human and goblinoid alike.
anchorite cells and area 13. The door is ajar, allowing
Encounter: Goblin Horde. Seven goblins will
medium-sized creatures to crawl through.
emerge from their crevices to attack any intruders. If over
half of them are defeated, they will attempt to escape to area
8 - Priest’s Refuge
12 to gather reinforcements. Certain events in other parts of
This room once served as the personal library and study for
Gaeleth’s Temple may draw their attention as well.
the chief attendant. The furnishings and shelves have been
toppled, torn, and broken, and the floor is covered in vellum Treasure: Goblin Holes. Characters may perform DC
pages, books, glass, and bones. 19 Wisdom (Perception) or DC 19 Intelligence (Investigation)
checks as they move about the goblin tunnels to search the
Bedroom. There is an arcane locked wooden door on the
crevices for treasure. Most searches turn up nothing of value,
east side of the room, behind which lies the chief attendant’s
as Bondura has claimed everything in her personal hoard in
personal quarters. The door can only be opened by
area 13. A character finds a ring of resistance (acid)
performing a DC 23 Dexterity check using thieves’ tools or a
stashed away if they succeed on either check.
64
100 gp, 300 sp, and 1000 cp
12 - Cavern’s End A polished stone ring worth 25 gp
The caverns wind into darkness and terminate in a series of
An electrum cloth ribbon worth 25 gp
small crevices.
A spell scroll of detect magic
Encounter: Goblin Horde. Six goblins will emerge
20 spears
from their crevices to attack any intruders. If over half of
20 sets of hide armor
them are defeated, they will flee through the crevices and
disappear. Certain events in other parts of Gaeleth’s Temple 14 - Dais of the Kingsbane
may draw their attention as well. The door connecting this area to area 13 is hidden. A stone
dais rests at the room’s center, atop which lies the
13 - The Great Hall Kingsbane.
The Great Hall is the largest area of Gaeleth’s Temple, and
A human skeleton, dressed in frayed and bloodied robes,
where Bondura sleeps on her plundered wealth.
leans against the base of the dais: this is the acolyte who
Wooden Door. Great wooden double doors separate shepherded the hammer away from Bondura’s hoard during
this area from area 6. The doors are stuck and can only be their assault.
opened by succeeding on a DC 13 Strength (Athletics) check,
Treasure: The Kingsbane. Characters who discover
or by breaking the door down using weapons or tools.
this room may claim Kataigida, the Kingsbane (see
Breaking the door down will attract the attention of
Appendix C).
Bondura’s goblin horde in area 11 and wake up Bondura.
Size and Dimensions. The ceilings in this room are 60
feet high. Great stone pillars line the hall. To the north is a Concluding the Quest
bridge suspended over a dark abyss: a remnant of an If the characters successfully destroy Bondura and drive out
unfinished construction project. her goblin horde, Crisavor thanks them for reclaiming the
Encounter: Bondura. Bondura (subterranean Kuzhuk temple.
drake, see Appendix D) sleeps soundly at the center of the Upon inspecting the Kingsbane itself, Crisavor expresses
area. She will awaken after any non-goblinoid creature enters disappointment that it’s not exactly the conflict-ending
the room, then attack the intruder. weapon promised in the legends and allows the characters to
Hidden Door. There is a hidden stone door at the keep the weapon as a show of thanks.
southeast corner of this room, discovered once a character If the characters are forced to flee from Gaeleth’s Temple, a
succeeds on a DC 13 Wisdom (Investigation) check. The door gang of orcs called the Odzedoz (see Chapter 3 for details)
leads to area 14. will arrive after 1d6 days, clear out the ruins, and claim the
Treasure: Bondura’s Hoard. Bondura sleeps on a Kingsbane for themselves.
modest pile of plundered treasure. Her hoard consists of the
following:
65
Imfe Caan Asaari
This Vaskil Valley quest is optimized for four players with an
average party level (APL) of 5. After learning that the Black Imfe Caan Asaari Quick Facts
Rose Clan possesses important information regarding the
Population. 3500
Wyvern Kings, the characters must break into their
Leaders. Princess Elina Harrou-Tomydon (lawful evil
warehouse in Imfe Caan Asaari to find out what it is.
human knight) is a feared and hated tyrant who
This quest takes place in the town of Imfe Caan Asaari and
intentionally neglects her duties in Imfe Caan Asaari.
includes details of the town, described below.
Whenever problems break out, she is slow to respond, if
she responds at all. Sometimes, she fails to respond out of
Background spite for the people of Imfe Caan Asaari, particularly the
Earlier in this adventure, the Black Rose Clan of Greatwell Anorians whom she loathes. The town’s military is led by
ambushed a trio of Wyvern Kings at a farm south of the Vassiliki Scafeli, a laughably inept leader and soldier
village of Steeproost (see the starter quest “Silent Knight” in (lawful neutral human guard) who earned the position
Chapter 1 for details). Two of the Wyvern Kings escaped, but thanks to wife, who is a cousin of Harrou-Tomydon.
the Black Rose Clan downed the third. Although securing a Militia. Imfe Caan Asaari can muster up to 350 soldiers
Wyvern King’s body wasn’t part of their plan, the leader of (use the guard stat block) and 50 knights, most of
the operation, Sireen el-Halaby, viewed it as a boon. Quickly, whom are Pressonian. When the need arises, they can also
she pulled the body onto a wagon and fled the scene. Now, muster an additional 150 Anorian militia fighters (use the
she holds the body of the Wyvern King in a warehouse in tribal warrior stat block).
Vaskil Valley’s capital, Imfe Caan Asaari. Having removed its
armor to observe what lies beneath, the Black Rose Clan Overland Travel
knows the Wyvern King’s secret. Now, they just need to Chibougue Track (chay-BOAG track), the most important
decide what to do with that information—and who’s willing road in all of Vaskil Valley, passes through Imfe Caan Asaari
to pay the most for it. before it tapers off by the coast in the cold northern part of
the valley. Regularly patrolled by Pressonian knights and
Imfe Caan Asaari Anorian militia, the road is relatively safe, but bandits aren’t
totally absent. Travel to Steeproost takes half a day. It takes
When the Anorians were expelled from Northern Omeria and five days to reach The Summer Land’s capital, Presson’s
pushed into the Valley (an event known as “The Great Enclave.
Relocation”), they took the ruins of an ancient green dragon
who’d died after challenging the Valley’s red dragon ruler,
Tostrasz. The town grew fast around the ruins, as the area Locations in Imfe Caan Asaari
was relatively devoid of dangers thanks to the green dragon’s The following locations marked on the map are those likely
previous occupancy. The Anorians named their new home the characters are to encounter while they linger in Imfe
Imfe Caan Asaari, which, in the elven tongue, means “City of Caan Asaari.
the Fallen Ones.” Many have nicknamed the city “Sorryville.”
Like Steeproost, Anorians comprise the majority of Imfe Avok’s Remains
Caan Asaari’s population followed closely by Pressonian Bones of an ancient green dragon
humans. Times are hard for Anorians under the rule of the
Pressonians. While tensions subsided some in the late tenth When the Anorian exiles settled Vaskil Valley, they built their
century, they swifty returned after the War of the Burning home in the ruins of an ancient Dragonroost. There, they
Plains. Anorians have an old adage, which when translated found the charred remains of the ancient green dragon, Avok,
into Common says, “If a Pressonian’s horse breaks its leg, whose bones had fused with the stones. Instead of removing
they’ll shoot the nearest Anorian before they shoot the Avok’s remains, they left them there, and built a “park”
horse.” around it. For a time, Avok’s Remains were revered by a cult
Overall, Imfe Caan Asaari is an unhappy, dismal place. The of dragon-worshippers. Avok’s Remains are the inspiration
poisonous effects of the long dead green dragon Avok still for the town’s dragon skull heraldry.
lingers in the air, stinging the eyes of travelers unaccustomed
to the weather. Anorians and Pressonians rarely speak to one Castle Harrou-Tomydon
another in the streets, and the presence of the Abjurers keeps Fortress of the town’s leader
everyone—elf and human alike—on their toes. To make
Princess Elina Harrou-Tomydon (lawful evil human
matters worse, Imfe Caan Asaari is currently ruled by
knight), the town’s leader, lives in a large castle atop a hill.
perhaps its most tyrannical ruler yet, Princess Elina Harrou-
The castle was built from the remains of one of the towers of
Tomydon, a crude, self-centered woman whose negligence
Avok’s Dragonroost. The charred stones at its southern side
has made poor Sorryville even more sorry during her thirty-
stand as a reminder of the fury of Tostrasz the Enormous,
year reign.
whose inferno breath destroyed Avok a few years before the
Anorians arrived in the valley and the dragons were driven
out of Omeria.
66
The castle is mostly off-limits for all but important the prices are high, even by Pressonian standards. Inn and
Pressonian nobility who venture north to Imfe Caan Asaari. tavern owners who’ve tried to compete with Freviir on price
Wealthy Pressonians see Imfe Caan Asaari as a “wild land” in often find themselves at odds with Freviir’s thuggish
which they can vacation, hunt, and get a feel for the “old brothers.
world.” They’re nearly as detached from reality as the
Princess herself. Steel Thunder
Arms dealer
Dragonwatch Inn
Tavern and inn It’s illegal for Anorians in Vaskil Valley to own a magic wand
or spellbook. To defend themselves against the monstrosities
Appropriately stationed south of Avok’s Remains, the that lurk in the Poisonwood and Basilisk’s Spine, the people
Dragonwatch is Imfe Caan Asaari’s first choice for travelers of Imfe Caan Asaari instead resort to using “old tech” in the
and adventurers entering the valley. The inn is owned by form of smokepowder weapons such as revolvers, pistols, and
Erthinyon Freviir, a half-Anorian, who recognizes that rifles. The most popular place to buy such arms in Imfe Caan
adventurers have few choices this far north. Thus, Asaari is Steel Thunder, a smithy in Little Anore. Steel
67
Thunder’s owner, Darergruki Cavestone, (neutral good dwarf
veteran) sells his guns at reasonable rates to most non- Casing the Warehouse
humans. Like many of the non-humans who live and work in Successes Result
Imfe Caan Asaari, Cavestone hates humans, particularly The characters learn nothing useful and
Pressonians. 0 successes
trigger a complication.
Temple of the Four Generals The characters learn that there are six
Shrine of the Four Generals (gods of The Summer Land)
1 success guards who guard the exterior of the
building.
Nearly all Pressonians worship the Four Generals and, The characters learn that there are
whether they like it or not, the non-humans of Imfe Caan twenty members of the Black Rose Clan
2 successes
Asaari must do the same. The Anore-Asaarians have turned who keep watch over the warehouse day
to General Tuteus, the Winter General, for their worship. and night.
Some even treat the General as a proxy for the ancient The characters learn that the eastern
Anorian god, Vapul, who the Pressonians defeated at the entrance is guarded by a guard who
Battle of Camor Hill during the Time of Triumphs. spends his mornings drinking his
earnings at a local tavern. It’s rumored
3 successes
Black Rose Clan Warehouse he’s easy-to-bribe. There is also an
entrance to the basement which is
If the characters charge headfirst into the warehouse, they’re rumored to be unguarded at the rear of
doomed to fail. El-Halaby employs more than enough the building.
bandits, thugs, and other tough NPCs to handle a low-level The characters learn that the item they
party. Even if the characters get past the first line of defenses, seek is kept in the warehouse’s secret
El-Halaby knows better than to endanger the goals of the 4 successes basement. However, the Clan’s leader,
Clan. If she feels that the Clan won’t win the fight, she will Captain el-Halaby, is the only one who
flee through the secret exit in the basement, taking the has a key into the basement.
artifact with her.
The characters might want to spend a few nights scoping Casing the Warehouse Complications
out the place to get a feel for its defenses. If the characters d6 Complication
choose to go this route, offer the Casing the Warehouse
downtime activity detailed below. In addition to the information provided above,
there is a false piece of information that the
1 characters learn. This may have been planted by
Casing the Warehouse the Black Rose Clan, or even one of the
The rules work similar to the downtime activities presented
characters' rivals.
in other Fifth Edition rules supplements.
Resources. One or more characters must spend at least A source of information for the characters uses
one workweek (five days) of effort plus 50 gp in associated
their knowledge of the characters' plot to earn
2 entry into the Black Rose Clan. The Black Rose
costs. Spending more money increases the chance for
Clan is ready for the characters when they
successful reconnaissance.
arrive.
Resolution. The characters involved make four checks:
Dexterity (Stealth), Intelligence (Investigation), Wisdom A source was a greedy information broker, who
(Perception), and the players’ choice of Charisma (Deception,
3 blackmails the characters, asking for 200 gp lest
they reveal the characters' plot
Intimidation, or Persuasion). One character can make all
four checks, or the characters can split the checks among The Black Rose Clan catches wind of the
4
themselves. For every 50 gp spent beyond the first, the characters' plot.
characters may add +1 to the result of each check (to a The characters' attempts to gather information
maximum of +5). The DC for each of the checks is 5 + 2d10; about the Black Rose Clan's warehouse attract
5
generate a separate DC for each one. Consult the Casing the the attention of the local authorities. A
Warehouse results. Information gained from successful Pressonian abjurer (see Appendix D) tails them.
results is cumulative. The characters learn that the Black Rose Clan
Complications. Of course, casing a joint isn’t the easiest intends to evacuate the area twenty-four hours
6
thing in the world. Not to mention that the Black Rose Clan is after they learn this information. If they don't
a well-trained group of mercenaries and criminals. A result of act now, the body will be lost forever.
0 successes automatically triggers a complication, but at your
discretion, you might have a complication happen even with
a success. Choose or roll on the table below for a Roll Call
complication. Most of this quest involves sneaking past—or just straight up
killing—the bandits that guard the warehouse. The bandits
know better than to pick a fight they can’t win. The moment
they notice trouble, they rush to alert everyone else in the
warehouse. Below is a list of all the members of the Black
Rose Clan guarding the warehouse and the areas they are
located in.
68
1b - Rear Doors. These double doors are guarded by a
Black Rose Clan Roll Call pair of bandits.
Area Black Rose Clan Members 1c - Basement Access. A large pair of horizontal, steel
1a 1 scout double doors offer access to the basement. Although it is
unguarded, the doors are chained and locked from the inside.
1b 2 bandits The doors have AC 16, 20 hp, and immunity to poison and
1d 1 bandit and 1 bandit captain psychic damage. They can be broken open with a successful
1e 1 scout DC 22 Strength (Athletics) check. Destroying the doors or
breaking them open is noisy and likely to alert the guards to
2a 2 bandits the characters’ presence.
2b 4 bandits 1d - Rear Gate. A large gate protects the entry to the
3 2 bandits and 1 berserker warehouse’s loading dock. One of the Black Rose Clan’s
lieutenants, an arrogant neutral evil human bandit
4a 1 thug
captain named Atonis Moraitides stands watch here along
5 1 bandit with a single bandit.
6 1 spy and 1 veteran 1e - Loading Area. The street side of the entry is
watched by a lone scout. A Black Rose heavy named Snatril
“Snat” Barbedbuckle (lawful evil male dwarf thug) keeps an
Here Comes the Heat! eye on the scout from the shadowy recesses of the loading
The Black Rose Clan isn’t above calling on the town guards if area (area 4a).
they get the feeling the characters aren’t associated with law
enforcement. One or more of the bandits will flee and call out
2 - Main Floor
The main floor is a veritable labyrinth of shelves and goods.
to the local guards, who are all Pressonians. Because most of
A mezzanine surrounds the lower floor along with a catwalk
the Clan’s illegal goods are kept hidden in the basement—and
that spans the entire room.
they have a few of the guards on their payroll—the Clan has
nothing to fear from a surprise inspection by the local 2a - Lower Floor. Three bandits watch the lower
magistrate. After the Clan calls the guards, six guards led by floor. The Black Rose Clan members in area 3 can be called
a veteran appear in 1d4 + 2 minutes (30 - 60 rounds). A on relatively easily if there is trouble here or upstairs.
few minutes after that, a Pressonian abjurer (see 2b - Mezzanine and Catwalk. Four more bandits
Appendix D) arrives. keep a watch from upstairs. There is also a fifth bandit in
area 5 that can be called if there’s trouble.
2c - Stairs to Basement. This stairway connects the
Treasure in the Warehouse basement to the ground floor.
It goes without saying that the warehouse holds plenty of
valuables ripe for the looting. Instead of exhaustively listing 3 - Breakroom
each and every mundane item the warehouse’s myriad of Black Rose Clan members who are taking a rest relax here.
shelves holds, assume that the entirety of the warehouse There are two bandits in the breakroom, along with the
holds 20,000 pounds worth of mundane trade goods. On Aspaethan warrior Meshindi (neutral evil female human
average, 1 pound of trade goods is worth 1 gp. berserker). If trouble breaks out in areas 2 or 4, this is
Excluding Sireen and Mu’sab, who have their own the first group that responds.
treasure, all of the warehouse’s guards carry gold pieces
equal to 1d6 times their CR (minimum of 1 gp). 4 - Loading Dock
Where’s the Body? Although Sireen and Mu’sab won’t Mundane deliveries are accepted through this large loading
willingly give up the location of the Wyvern King’s body, the dock.
rest of her crew aren’t above being bribed and/or threatened 4a - Crane. The street-facing side of the loading dock is
into coughing up its location. As the body is pretty well- exposed to the outside, however, a series of steel posts
hidden, this is the best method for the characters to uncover prevents wagons from entering the warehouse proper via this
its hidden location. Otherwise, they may not be able to find it side. A large loading crane makes quick work of loading and
before the city guards show up. unloading shipments. A single thug named Snatril “Snat”
Barbedbuckle (lawful evil male dwarf) sits in the shadows
behind the crane eating raw onions. Snatril doesn’t believe in
Locations in the Warehouse hygiene, so he smells quite terrible.
The following locations are tied to the map of the warehouse. 4b - Wagon. The rear of the warehouse is where the Clan
stores its wagon. The area is dark. There are no Clan
1 - Outside members here. Characters who saw the Black Rose Clan
The warehouse sits in the relatively quiet dock district of ambush the Wyvern Kings in the Silent Knight quest
Imfe Caan Asaari surrounded by buildings of similar size, recognize that the wagon is the same one the Clan used to
shape, and purpose. Excluding the secret exit in the escape with the Wyvern King’s body.
basement (area 8), there are five main entrances to the
warehouse from the outside. All of them are guarded. 5 - Mezzanine
1a - Western Door. This door is guarded by a single While this area doesn’t have a great view of the lower level, it
scout. does make for a good “last stand” location for Black Rose
Clan members—or potentially the characters. A ledge
69
70
at the east end of this area allows a clear view of the loading tubs.
dock below. There is one bandit here. 7b - Workshop. The shelves of this half of the basement
hold tools used for maintenance. A secret door in the
6 - Manager’s Office northeastern corner of this section of the basement can be
Sireen el-Halaby (lawful evil female Anorian elf veteran) found with a successful DC 15 Wisdom (Perception) check.
works from this office. She is joined by her trusted second-in- The door connects this area to area 8. Both this door and
command and company assassin Mu’sab al-Uddin (lawful the second door 10 feet beyond it are locked. Sireen and
evil male human spy). Mu’sab (area 6) both have keys. To pick the lock, a
Treasure. Both Sireen and Mu’sab carry keys to the character needs to make a successful DC 15 Dexterity check
locked doors in the basement. Additionally, Sireen keeps a using proficiency with thieves’ tools. The door can be broken
locked chest behind her desk that holds 200 gp. Sireen’s down with a successful DC 20 Strength (Athletics) check.
crossbow is of exceptional quality, and fetches 250 gp. As Both doors are sturdy, reinforced doors, with AC 17, 25 hp,
“law-abiding citizens,” neither one of them carries or uses and immunity to poison and psychic damage.
magic items.
Map. If the characters search the papers in the office, they 8 - Safe Room
discover a recently drawn map. The map details Rossgough Smuggled goods and other valuables yet to be fenced are kept
Crag and its surroundings. When Sireen’s flying-vulture locked in this safe room. The goods are divided into three
mounted warriors chased the Wyvern Kings from Vonker cages. The northernmost cage contains smuggled goods. The
Farm, they discovered their hideout on Colddark Cliff. That center cage contains magic weapons and armor, many of
location is marked on this map. which are illegal in Vaskil Valley. And the southernmost cage
contains the body of the fallen Wyvern King. All three cages
7 - Basement Storage are locked. Sireen and Mu’sab (area 6) both have keys. To
Slow-turning merchandise and tools clutter this basement. pick a lock, a character must succeed on a DC 16 Dexterity
7a - Storage. Valuable goods with slower sales are kept check using proficiency with thieves’ tools. A door can be
in this part of the warehouse. There are also two large water broken down with a successful DC 22 Strength (Athletics)
check. The cage doors have AC 19, 18 hp, resistance to
71
piercing damage, and immunity to poison and psychic female human. Dried, black blood from its wounds mar its
damage. skin. And in some places, its skin has turned gray and
Secret Door. A character who inspects the southern wall somewhat rubbery. A character who succeeds on a DC 15
of the southernmost cage and succeeds on a DC 13 Intelligence (Medicine or Nature) check (the character’s
Intelligence (Investigation) check notices that pulling the choice) recognizes that the Wyvern King’s true body has a lot
torch on the wall reveals a secret door. This secret door offers in common with that of a doppelganger. A character who
an exit to Imfe Caan Asaari’s sewer system. If things go badly succeeds on a DC 18 Intelligence (Arcana or Investigation)
for Sireen, she will flee through this exit. check can deduce that the cylinder acted as a control
Treasure. The contents of the smuggled goods are totally mechanism for the headless body.
up to you and your campaign. Most of the goods will be
difficult to sell, especially since they will be marked with the
Black Rose Clan’s invisible insignia. However, if the
Quest Conclusion
characters can find a way to sell the 1,600 pounds of If the characters successfully reclaim the map in Sireen’s
smuggled goods, they will earn 50 gp per pound sold. office and the Wyvern King’s body, they should return to
their allies in Steeproost with these major clues. Of course,
You can offer any magic items in the center cage you feel
it’s likely the Black Rose Clan will want to enact revenge on
are appropriate, but assume that there are at least seven +1
those who broke into their warehouse, especially if the
magic weapons, fifty rounds of +1 ammunition, three +1
characters killed Captain el-Halaby or ransacked the treasure
shields, and three +1 suits of armor. There are also 2d4 items
trove in the basement. Unless the characters effectively cover
from Magic Item Table A and 1d4 items from Magic Item
their tracks, three days later, the Black Rose Clan sends a
Table B in the Fifth Edition guidebook for gamemasters.
gang of ten ninja assassins (see Appendix D) to attack the
The Wyvern King’s Body. Sireen and her goons
characters wherever they are resting.
successfully removed the Wyvern King’s helmet and parts of
its armor. The Wyvern King lacks a head—or at least what If the characters weren’t able to recover the body or Sireen
one would normally consider a head. A steel cylinder, escaped with it, the Black Rose Clan smuggles the body out of
approximately six inches in diameter and set into a collar, the Valley and it becomes effectively lost. The characters and
emerges from the creature’s shoulders where its head would their allies will need to come up with a new plan to learn
be. Stranger still, its body is that of a young more about the Wyvern Kings.
72
Mount Ashlar
This Vaskil Valley quest is optimized for four characters with In a sheltered quarry is a score of mine workers, smoking and
an average party level (APL) of 4. The adventurers must drinking hot tea as they hunch around braziers. Foreman
rescue a mining engineer who has important information. Conak (lawful netural male deep gnome) gruffly greets the
Silvered or magic weapons will prove a great boon on this party. He explains the situation to them:
quest.
The ruins, with their unmined precious metals, are a mile
upstream.
Background They lose money each day they’re not mining.
Valarn Silvervein, an elven mining engineer, has information Valarn has been trying to come to amicable trade terms
for Vows at Sunrise. He has ordered some specialist with the Coldstone Clan for the past week.
equipment from her with which he plans to mine the Their answer is a stubborn “No.” They will let no-one
precious metals beneath the Roe'dgopian ruins at Mount mine in the ruins.
Ashlar. Once he can get the mine operational, he will hand During their last meeting, they kidnapped Valarn.
over the information in a hand-written letter. Unfortunately, They always seem to know when the miners are coming.
a group of Roe'dgopians (a.k.a. werelynxes) that used to live In his opinion, the werelynxes should all be killed, though
in these ruins—the Coldstone Clan—have taken Valarn as he knows Valarn wants an amicable solution.
their hostage in an effort to stop the mining operations going
In a side-valley a quarter-mile upstream, half the
ahead.
mountainside appears to have been blown away. A 200-foot-
The ruins were created decades ago when the werelynx’s
wide crater lays bare the rooms and caves that once
own mining entered the domain of the Grand Duke—a
comprised this underground city. A narrow pathway
subterranean drake. He caused a cataclysmic eruption that
descends down the side of this crater to a more intact series
blew away part of the mountainside. Subsequently, he
of caves below.
installed his daughter, Gargl, in the ruins with instructions to
wreak havoc on the Coldstone Clan should they ever try to
General Features
return to their ancestral home. The werelynxes now hold up
The ruins are a mix of natural caves and carved rooms, all cut
the mining works out of fear that if Gargl is disturbed, she
from the mountain stone.
will execute her father’s plan of retribution.
Ceilings. The stone ceilings are about 8 feet high, a
comfortable height for dwarves..
The Journey South Walls. The 5-foot-thick, pockmarked walls are covered in
The journey to Mount Ashlar takes a three and a half days. It hoarfrost.
begins as a gentle incline following the Vaskil River, before a Floors. The floor and pathway around the crater are
final, hard slog up above the snow line, towards the river’s chiselled into the bedrock.
source. The route is obvious, having been cleared and Doors. The doors are stone (AC 17, 18 hit points,
reinforced for the passage of heavy wagons. immunity to poison and psychic damage). They are unlocked
Encounters En Route. The first day, the party unless otherwise stated. A locked door requires a successful
encounters a patrol of six Anorian gunmages (see DC 15 Dexterity check using thieves’ tools to open it.
Appendix D). They warn the party to be vigilant; werelynxes The following locations are keyed to the map of the
have been ambushing merchants and travellers. Roe'dgopian Ruins.
On the third night, one werelynx and four lynxes
(Medium lions) ambush the party as they rest. Having 1 - Watchroom
overhead news of a ‘boomstick’, the Coldstone Clan is This natural cave is almost bifurcated with thick stalactites
ambushing all travelers that pass through the area. Their that reach to the floor. It is possible for a Medium creature to
intent is to find and steal the mining boomstick (see squeeze through them. On the east side are two notable
Appendix D). The attackers will retreat if the werelynx is features: a large, cracked mirror and a locked door.
knocked unconscious or killed, or if more than half their 1a - Side Room. This small room contains a bed, a
number are reduced to below half their hit points or killed. small, recently-used stove, a new-looking hand mirror, and a
periscope-like contraption that shines bright light on the
opposite wall. Putting one’s eye to the contraption, a creature
Roe'dgopian Ruins can see that it affords a view of the entrance ramp. The
The path to the ruins leads alongside a bright blue ice-cold viewing angle can be changed via an intuitive set of attached
stream at the base of steep, snow-covered slopes. The white controls.
peaks of the mountains thrust up on either side while a Secret Door. A successful DC 14 Wisdom (Perception)
wicked wind whistles down past grey-white glaciers, carrying check spots the telltale signs of a secret door as well as some
the occasional rumble of distant avalanches. shallow carvings on the stone wall. A DC 14 Intelligence
(Investigation) check reveals Dwarvish script that reads, “We
welcome friends with open arms; If light you bring, and
warming charms”. This check succeeds automatically if a
73
rubbing is made of the wall. To open the door, it must be isn’t seen again.
dealt fire damage while it is brightly lit. The mirrors can be Trap: Falling Rocks. Creatures that chase after the
used to redirect the daylight to shine on the door. This door werelynx trigger a pressure plate, causing invisible rocks to
leads to areas 2 and 4a. fall. The chasers must make a DC 12 Dexterity saving throw,
with disadvantage unless they can see invisible objects. On a
2 - Corridor failure, a creature takes 10 (3d6) bludgeoning damage and is
This corridor descends further down into the mountain, knocked prone and restrained. On a success, a creature takes
eventually ending in what looks like a dead end. Torches line half as much damage and is not knocked prone or restrained.
the walls, lighting everything brightly. A single door leads to A creature that uses its action can make a DC 12 Strength
the north, halfway down the corridor’s length. check. A creature is freed after three such checks have
Encounter: Werelynx. When the party first turns the succeeded.
corner into the main section of the corridor (from either On a successful DC 15 Intelligence (History) check, a
end), a werelynx (humanoid form, see Creature character remembers that Werelynx wizards were in the
Information) immediately sprints away. The werelynx is habit of creating invisible traps to protect their homes. If the
young and will cower in fear, rather than try and fight. It has pressure plate isn’t triggered, it can be found with a
a key to the front door (between area 4b and the outside). If successful DC 14 Intelligence (Investigation) check and
it escapes through this front door, it locks it behind itself, disarmed with a DC 14 Dexterity check using proficiency in
then clambers up the mountain using its climb speed and thieves’ tools. Clearing the rocks away takes a full thirty
74
minutes; invisible rocks are a pain. Encounter: Werelynxes. Chief Swiftik (chaotic neutral
Secret Doors. From the corridor between the doors, werelynx with 80 hp, see Appendix D) of the Coldstone
obvious levers can be used to open each secret door. Clan, and two lynxes (treat as lions, except their size is
Medium and they have 22 (4d8 + 4) hit points), Swilta and
3 - Armory Riftik, guard the room. They will fight to the death.
This cluttered room is filled with ancient dwarven weapons Parley. If the party attempts to talk, Swiftik will explain
and armor hung all around the walls. There are benches on that a drake has threatened to wipe out his clan if it is ever
which to sit, and what looks like oversized scratching posts disturbed. The drake sleeps in a cave to the north. If it is
for cats. killed, and if all its gold and silver is brought to them, he will
Encounter: Werelynxes. Two werelynxes (see consider allowing the mining to go ahead, with due
Appendix D) are collecting weapons and supplies from the compensation of course. He explains that Valarn didn’t
armory. If the trap is triggered in the corridor, or the party believe them, and was trying to buy them off for a paltry sum.
makes a lot of noise, the werelynxes prepare attacks with Secret: Vault. A DC 21 Intelligence (Investigation)
longbows and handaxes against the first non-Roe'dgopian check reveals that the diamond, wine bottle, and smoking
creature to appear at the door. There is no means of retreat meat in the mural can be depressed. When all three are
from the armory. However, the werelynxes will surrender if pressed simultaneously (they spring back if released), a vault
one of them is killed and the characters give them the option. in the south wall opens. Inside are empty bottles of wine and
If the characters do not investigate this room, the two a little meat; evidently the Coldstones were close to the end
werelynxes attack them later. of their stores. However, ten flawless diamonds, each worth
Treasure: Armory. The still-usable items remaining in 50 gp, can be found in a velvet-lined chest.
the armory include three suits of scale mail and a breastplate
(all sized for dwarves), 200 arrows, and a dozen handaxes. 6 - Smithy
This room is the remains of an old smithy. A deep-throated
4 - Entrance forge is set into the east wall and rusty ingots of iron and
The door between the entrance and the exterior is locked and steel litter the floor. A plaque below two hooks on the wall
reinforced (36 hit points). The entrance comprises three reads, “Blast & Slash”. The item to which the plaque refers is
rooms: a tiny cloakroom (4b), a tiny office (4c), and a larger, gone, but a silhouette of less-weathered rock reveals the
booby-trapped hallway (4a). rough shape of a battleaxe.
4a - Hallway. The brightly-lit entrance hall is paved Treasure: Forge. Inside the forge is a small box
with large, black and white alternating flagstones. A containing 28 pp.
desiccated corpse has been pushed to the side of one of the
black tiles. 7 - Fungus Farm
Trap: Tiles. If the same-colored tile is stepped on in The floor of this dark, rough-carved room is divided into two.
succession (for example, character A steps on one black tile, Green fungus grows on the north side and blue on the south.
then character B steps on another black one), all tiles of that The room is magically warm and humid, completely at odds
color trigger, dealing 3 (1d6) damage to creatures standing with the rest of this warren.
on or above them. The damage type is necrotic for the black Hazard and Puzzle: Mushroom Farm. This once-
tiles and radiant for the white ones. The trap is disarmed nourishing mushroom farm has been corrupted by the
when the door to the redoubt is opened. subterranean drake (area 9). When a creature first enters a
4b - Cloakroom. The cloakroom is dark and the cloaks space containing the fungi on a turn, it must make a DC 14
are all ragged and moth-eaten. Constitution saving throw. Eating a mushroom automatically
4c - Office. The office, though dark, has been recently causes a creature to fail the saving throw. On a failure, a
used. A sheaf of parchment on the counter details the process creature takes 7 (2d6) poison damage and is poisoned for 1
to open a “secret vault in the redoubt, which is filled to the minute. A creature is affected even if it holds its breath or
brim with goodberry wine, hardtack, and diamonds” in doesn’t need to breathe.
Dwarvish.
8 - Lab
5 - Redoubt This room is an alchemical workshop with workbenches
The door to the redoubt (AC 22, 36 hp, immunity to cold, covering the lengths of all the walls. The surfaces are
fire, lightning, necrotic, poison, psychic, and radiant damage) precariously cluttered with glass paraphernalia holding
is magically sealed and reinforced with a permanent arcane multiple mysterious liquids stacked atop one another. A
lock spell. A DC 25 Dexterity check using proficiency with locked door leads to an empty bedroom to the west.
thieves’ tools is required to pick the lock, which has a Hazard: Volatile Chemicals. Any creature searching
hexagonal shape. It can be opened by the key in the drake’s through these phials must succeed on a DC 12 Dexterity
hoard. (Sleight of Hand) check or send the chemicals crashing to the
Inside the redoubt, a spring feeds into a basin within the ground, resulting in a sulphurous explosion. For 10 minutes
wall on the east face. To the west, a magical fire burns, after this explosion, each creature that starts its turn in the
shedding warm, bright light. A large mural depicting room or moves into the room for the first time on a turn must
Roe'dgope mining diamonds, trading for wine, and smoking make a DC 15 Constitution saving throw. On a failure it takes
meat covers the southern wall. A gagged and bound half-elf 7 (2d6) poison damage and 7 (2d6) acid damage, and is
(Valarn) sits in a corner. poisoned for 1 minute. On a success it takes half as much
damage and is not poisoned.
75
Treasure: Chemicals. A successful DC 12 Intelligence accord thanks for his rescue, Valarn imparts the following
(Investigation) check finds a vial of alchemist’s fire. A result information to the party, giving them a handwritten letter
of 18 or higher finds three vials. containing the same information to take to Vows at Sunrise:
9 - Drake’s Lair
The southern door to this cave is locked. The floor descends
The letter Valarn hands you reads:
to the east, with small cliffs rising 10 feet up to either side.
"Dear Vows,
The ceiling is some 20 feet above the floor. An acrid,
sulphurous tang hangs in the air, which feels almost
I have a riddle for you: What is the difference between
unhealthy to breathe. The room is dark, but any light catches
the gleam of gold at the far end.
a Wveryn King, an orcish sellsword, and a missing
Encounter: Duchess Gargl. The subterranean Pressonian princess?
drake Duchess Gargl (see Appendix D) reclines on top of
her pile of treasure, appearing like a rocky shelf thanks to her Answer: a lot less than you'd think. Look to Rossgough
Stone Camouflage trait. If the party has made a lot of noise Crag."
(such as from an explosion, breaking a door, or a thunder
spell), Gargl is ready for them, and clings to the roof.
She will pick the most squishy-looking target to surprise Here are some additional conditional events that take place
and bite. She uses her movement to climb above the party, or after the quest concludes:
burrow around/underneath them, filling in the tunnels
behind herself. She fights to the death for her hoard. If the party attempts to deliver the letter to Vows at
Treasure: Drake Hoard. This pile of gold and silver Sunrise at the Broken Crossbow in Steeproost, they are
contains: stopped along the way by four Pressonian Abjurers
(see the Appendix). While they are lawful good, the
1,060 gp and 4,000 sp. Pressonian Abjurers believe that the characters are
Eight art pieces each worth 25 gp. terrorists.
A blunderbuss-battleaxe (blast & slash; see If the party returns the letter to Vows at Sunrise, she has
Appendix C). another task for the party (see the other Vaskil Valley
An ornate, hexagonal key (opens the door to the redoubt). quests for details).
If the Coldstone Roe'dgope are killed, the rest of their clan
Concluding the Quest begins raiding the Anorian settlements and must be dealt
with.
If the party went for the parley option and returns the gold If Gargl is not killed, she begins hunting werelynxes
and silver to the Coldstones, the werelynxes come to an with throughout the valley, burrowing into their homes.
Valarn; a 20 percent cut of all ore mined here. As
76
Wyvern Caves
This Vaskil Valley quest is optimized for four characters with When the characters arrive at the encampment, read the
an average party level (APL) of 4. The characters are asked to following:
wrestle wyverns and extract venom from them to create
antitoxins.
A smattering of roughly forty tents are collected on the
lip of a hill in the distance. Many of the tents are covered
Background in patchwork stitching—scars from ankheg attacks.
The Silent Footsteps is a moderately-sized werelynx clan that
has been displaced and forced to travel around the Vaskil
Valley, doing their best to avoid conflict. The clan is proud of
Bask in the Winter Sun. Bask in the Winter Sun, or
their long history and works diligently to get along peacefully
“Bask” for short, is a thirty-year-old bald, red-skinned
with the people around them. Unfortunately, the ankhegs
tiefling woman with piercing yellow eyes. She is tending to
prolific in the Vaskil Valley have made life more difficult
several werelynxes with minor acid wounds. If the characters
lately.
brought wounded werelynxes to the camp, she rests the
A devilkin druid woman native to the Vaskil Valley, named
wounded on cots and provides a salve for their wounds.
Bask in the Winter Sun, has been doing her best to help
If the characters communicate their mission, Bask in the
migrating werelynx clans find places they can co-exist
Winter Sun is unwilling to leave the werelynxes until they
peacefully in the valley. She has had some interactions with
have been relocated to somewhere safer. She is aware of an
the people of Steeproost in the past and is fond of Vows at
abandoned structure known as Alderth Keep built on a stone
Sunrise.
foundation that might provide shelter, but it will need to be
investigated first (see" Alderth Keep"). Afterwards, Bask in
Travel to the Encampment the Winter Sun is willing to help the characters craft wyvern
antitoxin and go to Steeproost with them.
If the characters agree to complete this quest, Vows at
Sunrise points them in the direction they must travel—west- Before the characters depart to collect wyvern poison, Bask
southwest across the Vaskil River, through the Basilisk’s in the Winter Sun procures lassos (see below) with which the
Spine Mountains, and into the plains. The werelynx characters can wrangle the wyverns.
encampment lies amid the plains. Lassos. A lasso is a simple ranged weapon with the
Thrown (range 15/30) property. A lasso has no effect on
Ankhegs creatures that are formless, or creatures that are Huge or
When the characters get within a couple miles of the larger. A Large or smaller creature hit by a lasso is tethered
encampment, they have an encounter with two werelynxes to the character until it is freed. A creature can use its action
(see Appendix D) and three ankhegs. Read the following: to make a DC 13 Strength check, freeing itself or another
creature within its reach on a success. While lassoed, a
creature cannot move away from the character, it has
About sixty feet in the distance, a lynx is fighting three disadvantage on attacks against creatures other than you,
ankhegs. A fourth ankheg lies dead on the ground attacks against the creature have advantage, and the creature
nearby, a body still locked in the grip of its mandibles. has disadvantage on Dexterity saving throws.
Wyvern Caves
The werelynx is reduced to 10 hit points from acid damage Wyverns tend to dwell in high-altitude caves in the Basilisk’s
dealt by the ankhegs’ bites and acid spray. After one round, Spine Mountains.
the werelynx kills one of the ankhegs and backs off. Unless
the characters intervene, the werelynx and the remaining General Features
ankhegs maintain a standoff for three rounds, after which the Unless otherwise noted, locations along the Wyvern Caves
ankhegs kill her with their acid spray and burrow have the following features:
underground with the two bodies.
Ceilings. The natural stone ceilings are 14 feet tall.
The werelynx is a woman named Eva. Held tightly in the Floors and Walls. The floors and walls are composed
mandibles of the dead ankheg is her traveling companion, a of natural stone.
werelynx woman named Aspa, barely alive. The characters
Light. Ambient light from the entrance suffuses the
can heal the wounded werelynx or they can help carry her to
interior of the cave with dim light.
the werelynx encampment.
Climate. Strong winds buffet the cliffside cave, chilling
the interior and making it difficult to use ranged weapons on
Werelynx Encampment the outside. The attack rolls of ranged weapon attacks have
The werelynx encampment consists of tents, both small and
disadvantage if the attacks pass in or out of the wind.
large. Normally, this would be fine, however the proliferation
of ankhegs has made living on the open plains dangerous.
77
Extracting Wyvern Poison 2 - Entrance Chamber
Characters can extract poison from wyvern wyrmlings
(see Appendix D) that are grappled, unconscious, or dead. To
This expansive chamber is barren except for scraps of
extract poison from a grappled or unconscious wyrmling,
characters must succeed on a DC 15 Dexterity (Nature) leftover food. There is a narrow passage in the southeast
check. If the wyrmling is dead, they must spend 1d6 minutes corner, and a pool of water to the north that connects to
coaxing the poison out and succeed on a DC 20 Intelligence a wide passage leading further into the cave.
(Nature) check (a creature proficient with a poisoner's kit
may use it with this check if the character lacks proficiency in
Nature). On a successful check, the character harvests
Narrow Passage. A Small creature can traverse this
enough poison for a single dose. On a failed check, the
passage unimpeded. A Medium creature may squeeze to
character is unable to extract any poison. If the character
move through the passage, reducing its movement by half. A
fails the check by 5 or more, the character is subjected to the
Large or greater-sized creature cannot fit through this
wyvern wyrmling's poison.
passage.
The following locations are keyed to the map of the
Pool of Water. The pool of water is safe to drink from.
Wyvern Caves.
3 - Wyvern Nest
1 - Ledge
The ledge faces west, overlooking the Basilisk’s Spine
Mountains and the plains. The werelynx encampment can be This 55-foot-wide-by-30-foot-long chamber has fresh
spotted with a successful DC 13 Wisdom (Perception) check. tree branches padding the stone floor along the northern
Strong Winds. The ledge is buffeted by strong winds. wall. Two wyvern wyrmlings wrestle playfully while a
Ranged weapon attacks are made at disadvantage.
third intently watches from nearby.
78
Encounter: Wyvern Wyrmlings. There are three
wyvern wyrmlings (see Appendix D) playing. The Leaving the Wyvern Caves
wyrmlings are preoccupied with playing and fail to notice the
As the characters are leaving the wyvern caves, two harpies
characters unless they step into the room. The wyrmlings do
approach, intercepting the characters in area 2 of the
not attack except in self-defense.
wyvern caves.
Characters that are especially loud risk waking the
Encounter: Harpies. After the characters finish
wyrmlings in area 4.
exploring area 3 and area 4, two harpies mosey into this
room. They are curious about what the characters are doing.
4 - Dead End If the characters attack, the harpies attempt to lure
The floor of this 10-foot-radius stone chamber is characters off the ledge with their Luring Song; otherwise
they are content to talk. Characters that fall off the ledge take
completely covered in leaves and tree branches. Four
28 (8d6) bludgeoning damage.
wyvern wyrmlings are sleeping here.
Concluding the Quest
Encounter: Wyvern Wyrmlings. There are four At the end of the quest the characters have hopefully
wyvern wyrmlings (see Appendix D) sleeping, which are acquired some wyvern poison for Bask in the Winter Sun to
Surprised if awoken by fighting. They don’t attack except in craft antitoxins from and convinced her to come back to
self-defense. Steeproost with them.
79
Chapter 3. Colddark Cliff
T
he Wyvern Kings’ presence in Vaskil Valley has
rocked the northern Pressonian satrapy to its Wyvern Kings Clues
core. In the town of Steeproost, Anorians and
If the characters haven’t discovered clues that point directly
Pressonians deal with the recent immigration
toward the Wyvern Kings’ real location—such as the map
of displaced Roe'dgope. The inaks,
hidden in Sireen el-Halaby’s office in the Imfe Caan Asaari
subterranean drakes, Brasugas, and Kuzhuk
“Attack! The Warehouse” quest—then they might not know
griffon riders stir in their lairs, similarly
where the Wyvern Kings are located. Fortunately, Sheriff
affected. Even the Pressonian nobility in Imfe Caan Asaari
Mona Mèyor has been working alongside the Kuzhuk and
seems to have a stake in the sudden incursion. Now that the
Roe'dgope to uncover the Wyvern Kings’ secrets. Recently,
characters have had a taste for Vaskil Valley, its people, and
she discovered that a large group of mercenaries are
the mystery at its heart, they will finally move to confront the
gathering near a location called Rossgough Crag. She
Wyvern Kings.
suspects that the mercenaries were hired by the Mydon
Princes of Imfe Caan Asaari to root out the Wyvern Kings.
Running This Chapter Mèyor asks the characters to investigate the Wyvern Kings.
At this time, various NPCs who the characters have helped
Throughout Chapters 1 and 2, the characters should have
throughout the adventure offer their assistance. The Ally
come across various clues which point to the true nature of
Benefits table below details each of the NPCs who are willing
the Wyvern Kings. Of course, many of the clues probably
to help the characters. If the characters never met these
won’t immediately make sense to the characters. But once
NPCs or failed in helping them, exclude them from this list.
they enter the Colddark Cliff and the lost laboratory at the
You don’t have to use all of them,
conclusion of this chapter, all secrets will be revealed.
80
Ally Benefits
Ally Successful Quest Benefit
Crisavor Griffon Riders Crisavor offers each character a griffon to ride to Rossgough Crag.
If the characters let Minoas and Violeta leave together, Minoas teams
Minoas The Bandit & The Bride up with the characters to help them take down the mercenaries at
Rossgough Crag.
Vows at Sunrise Petrified at Alderth Keep Vows gives each character an uncommon magic item of their choice.
but you should include the ones with whom the characters
formed the best relationships. Keep in mind, too, that one or The Missing Princesses
more of these NPCs might make great doppelgangers during
In 1045 AT, The Good Fathers had seven great-grandchildren
the big doppelganger reveal later in this chapter.
between them all, all women. Like their parents and
grandparents before them, these women were modified at
Character Advancement birth in Lyric Atomcodta’s laboratory. However, none of
The characters should be at least 5th level by the time they them were aware of their unnatural existence. Every few
reach this point in the adventure. The characters reach 6th years, their families would send them away on a “special
level after they reach the laboratory atop the Colddark Cliffs vacation.” When they returned, they were a little taller, a
and discover the true identity of the Wyvern Kings. little older, and a little more beautiful. Of course, they
weren’t going on vacation. The girls were drugged and taken
to Lyric’s facility where their bodies were replaced with the
The Wyvern Kings Revealed bodies of new doppelgangers. High-paid mages used illegal
Seventy-five years ago, a plague called Drakeblood swept magic to modify the girls’ memories so they had no
through The Summer Land. Drakeblood caused extreme recollection of the facility.
fevers, exhaustion, and even death. Princes and paupers, Three months ago, Elia Cosmakos-Tomydon, one of
soldiers and smiths—Drakeblood spared no one. Having just doppelganger-body princesses, was kidnapped in the middle
lost over half its population during The War of the Burning of the night. Her parents, also doppelganger-body princes
Plain five years earlier, The Summer Landers once again and princesses, tasked adventurers with finding their
faced near extinction. Borrowers (the Omerian term for daughter. After a few weeks, they called off the search with
clerics and warlocks) from both Presson’s Enclave and Steel no results. Shortly after, the Cosmakos-Tomydons withdrew
Church helped fight the plague, but even those who survived into seclusion. Since then, only their servants and close
faced horrible side effects, especially the young. Young family have had contact with them.
survivors would develop dragon-like features, such as Then, a month later, the exact same thing happened to
distended stomachs, hunched backs, scaly skin, claws, and another doppelganger-body princess, Sara Dellides-
vestigial wings. Oddly, Drakeblood did not affect the head or Tomydon. Like the Cosmakos-Tomydons, the Dellides-
face. Regardless, the wealthy of Presson’s Enclave watched in Tomydon family hired adventurers to find their daughter,
horror as their children became dreadful monsters. Thus, a and then gave up after less than a week. And just like Elia’s
group of eight wealthy Mydon Princes whose children were parents, they went into hiding.
affected combined their efforts to find a solution. This secret Unbeknownst to the general public, three more of the
society named itself The Good Fathers. doppelganger-body princesses have been kidnapped. Unlike
After a five-year search, The Good Fathers met with a the Cosmakos-Tomydons and Dellides-Tomydons, these
promising young transmuter named Lyric Atomcodta who abductions were not reported. Instead, the families spread
specialized in golems and constructs. Lyric accepted an lies that their daughters were on a safari in Odonburg.
enormous sum of money from The Good Fathers to help find They knew that if too many people started to look too
a cure for the Princes’ Drakeblood-afflicted children. closely at the connection between the eight families, their
The Good Fathers funded the construction of a research secret nature might be revealed. The resulting controversy
center for Lyric and his staff of mages. After a year, Lyric would shake the very foundation of Pressonian society.
found a solution—he could totally replace the bodies of the
affected children with those of doppelgangers. All eight of the The Eighth Princess
children had their bodies replaced in this manner. As
There was an eighth great-grandchild of The Good Fathers:
teenagers no longer afflicted by draconic malformities, the
Tella Harrou-Tomydon, daughter of Princess Elina, the
children reentered Pressonian society.
tyrannical leader of the Vaskilish city Imfe Caan Assari. A
Of course, The Good Fathers saw power to be gained with
free thinker, Tella always suspected that there was something
Lyric’s laboratory. Over the next sixty years, The Good
unnatural about her. Starting in her early teens, she began to
Fathers used Lyric, his mages, and the doppelganger blood to
uncover the truth of her and her family’s inhuman nature.
create three generations of Mydon Princes and Princesses.
Tella correctly suspected that the “special vacations” she
These descendants were models of physical perfection—
and her friends went on every few years weren’t vacations at
strong, fast, and extraordinarily attractive.
all. Eventually, she discovered Lyric Atomcodta’s facility.
No one knows of the true nature of these eight families.
Atomcodta and the humanoids who once served in the
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facility over seventy-five years ago were absent. In their in boxes. Each of the princesses’ heads had its own life
stead, constructs toiled to maintain the facility. The machines support system, so the girls were fully conscious. And
largely ignored her as she started to unravel the horrible lie naturally, they wanted answers. The Good Fathers’
of her family’s existence. descendants kept the return of their daughters’ heads a
In the bowels of the facility, she discovered eight tanks. secret. Then, they started to plot against the Wyvern Kings
Each tank held the body of a headless doppelganger in stasis. with the help of a powerful criminal organization from The
Within a nearby office, she discovered blueprints for how the Summer Land city of Greatwell: The Black Rose Clan.
entire operation worked. The doppelgangers were bred
within the facility’s dungeon. When the doppelgangers were
mature enough, the machines would pull the doppelgangers
Enter The Black Rose Clan
from their cells to perform surgery on them—the machines Originally from the ruined town of Qola, The Black Rose Clan
removed their heads—the heads were then discarded or fed rose to prominence in Greatwell shortly after the War of the
to a nearby nest of wyverns in the mountain. Headless, the Burning Plains. The Good Fathers’ descendants, led by the
bodies’ nervous systems were constantly subjected to illusory Cosmakos family, hired The Black Rose Clan to use one of the
imagery that depicted the ideals of Pressonian noble two remaining doppelganger-body princesses as bait to
perfection. Later, when the girls appeared for their “special attract the Wyvern Kings. Led by a clever Black Rose heavy
vacation”, the girls’ heads were removed and placed onto the named Sireen el-Halaby, The Black Rose Clan set the girl up
doppelgangers’ perfect bodies for them to control. in a farmhouse south of Vaskil Valley.
As aberrant beings, these bodies would never age or get The trap worked—three Wyvern Kings walked straight into
sick. They were always in perfect condition, requiring no an ambush. When two of the Wyvern Kings escaped, Sireen
exercise or upkeep to remain that way. Plus, they were faster, sent a squadron of giant-vulture riders after the Wyvern
stronger, tougher, and capable of feats not achievable by Kings and learned of their secret base. She delivered this
ordinary humans. information to The Good Fathers’ descendants who
Exploring the facility, Tella found the doppelganger immediately pieced together what had happened.
prisoners. Living their entire lives in the dark, cold What The Good Father’s descendants didn’t know,
laboratory, these poor beings never knew freedom. These however, was that el-Halabay and her clan killed one of the
doppelgangers were cattle, whose only purpose was to give Wyvern Kings in the battle. Removing the warrior’s armor,
wealthy children unwarranted physical perfection. they discovered the doppelganger-body princess and its
This paradigm shift shattered Tella’s psyche. Immediately, constructed head. Recognizing that this information could be
she freed the doppelgangers. Then, she commanded the used as a bargaining chip against the wealthy Mydon Princes,
machines to remove her head from her own stolen body and Sireen had the body moved to a warehouse in Imfe Caan
place it onto a life support system. From there, she went one Assari.
step further: she wired her consciousness into the entire
facility. Clearing the Hills
Finally, Tella rejected her name—she would no longer be
With their grip on Pressonian power on the verge of collapse,
Tella Harrou-Tomydon. She would become The Orb.
the eight Pressonian families started recruiting foreign
mercenaries to pose as Wyvern Kings and start leading raids
The Orb and The Wyvern Kings on the Roe'dgope villages within the vicinity of Lyric
Free for the first time in their lives, the doppelgangers in the Atomcodta’s laboratory. They staged the attacks from a
laboratory’s dungeon swore allegiance to The Orb. With their canyon called Rossgough Crag. Once all humanoid witnesses
help, The Orb would get revenge for the dozens of were clear of the area, they started gathering troops at the
doppelgangers who’d lost their lives and bodies to the Mydon crag with intent to reclaim the facility.
Princes. Unless someone outside of the eight powerful Pressonian
The liberated doppelgangers freed their eight headless families uncovers the mystery behind the Wyvern Kings of
family members from the tanks. The Orb and the facility’s Darkmire and stops The Good Fathers’ descendants from
machines constructed new heads for each of the poor destroying the evidence, these horrible families will
creatures. Then, their doppelganger brethren helped them inevitably reclaim the facility, destroy The Orb, and resume
find new memories. The Orb trained the half-construct/half- operations.
doppelganger creatures as warriors. They hid their true
nature under dark black armor and eyeless helms. Both her
current body and the headless doppelganger who would have
Travel to Rossgough Crag
been Tella Harrou-Tomydon’s next body “upgrade” willingly Whether they learn of its location from Sheriff Mèyor or the
accepted positions as The Orb’s personal bodyguards. map found in the Black Rose Warehouse in Imfe Caan
Asaari, the characters must travel to Rossgough Crag. There,
The remaining seven warriors then raised a clutch of young
a mercenary army prepares to raid Lyric Atomcodta’s
wyverns in the mountains to act as mounts. Thus, the seven
laboratory with the intent to destroy the Wyvern Kings once
half-construct/half-doppelgangers became the first Wyvern
and for all. It takes a day to reach Rossgough Crag. That time
Kings of Darkmire.
is cut in half if the characters have land-based mounts, and a
The Wyvern Kings took to the skies to capture those who’d
quarter of the time if they’re riding griffons offered by the
stolen so much from them. They started with the princesses,
Kuzhuk.
capturing five of the seven. The Orb took back the stolen
bodies from the girls and sent the heads back to the families
82
“We do not know why these mercenaries wish to enter the
Travel Encounters Wyvern Kings’ home. But just a few days ago, one of our
scouts saw Pressonian banners from the big town (Imfe
In place of the typical Vaskil Valley encounters detailed in
Caan Asaari) come into their camp. We could not see who
Chapter 2, the characters have the following encounters
their leader was, but judging by their guards, they must
along the way to the canyon. These encounters are possible
have been a very important person.”
regardless of the method the characters use to travel to
Rossgough Crag. The Roe'dgope will travel with the characters to the camp,
but they will not go any further. Although they are strong and
Fake Wyvern Kings brave, they see fighting an entire army of sellswords as folly—
When the characters come within five miles of Rossgough especially since they possess a “doomspider.”
Crag, one or more of them notices three black spots in the
skies over the hills. There are three mounted creatures A Friend in the Forest
headed their way. The creatures wear the black armor of the Just as the characters reach the edge of the mercenary camp
Wyvern Kings and all wield tridents. However, their mounts at Rossgough Pass, they hear a familiar voice in the forest call
look smaller than wyverns. A character who succeeds on a DC out to them (out of earshot of the mercenaries, of course).
13 Wisdom (Perception) check notices that the mounts aren’t When they turn around, they discover Prince Spiro Maerlis-
wyvern at all, but three giant vultures wearing barding that Tomydon. He puts his hands up in surrender.
makes them look like wyverns.
Three orcs dressed in full plate mail (AC 18) and armed
with tridents ride the half-plate-barded (AC 15) giant “Don’t worry friends,” the Prince smiles. “I come in
vultures. They’ve been told to rid the area of anyone that peace. But I’m afraid that I need your help. As do some
isn’t among the mercenaries at Rossgough Crag. The orcs of my friends.”
fight to dissuade tresspapers, but won’t risk their lives. If any
are killed or any take half or more damage during a fight,
they flee. If the characters can follow them, they can track the
Prince Spiro is unarmed and will gladly allow the characters
orcs back to Rossgough Crag where they rejoin the
to search him. He will even allow them to bind him, if they
mercenaries.
wish. When they are ready, he speaks:
Roe'dgope Hunters
Four Roe'dgope werelynxes (see Appendix D) stalk the “There is an army of mercenaries beyond those trees.
forest, looking to take down one or more of the “Wyvern They’ve been hired by a number of wealthy Pressonian
Kings” that pushed them from their home. A character with a nobles to climb to the top of a cliff beyond the Crag and
passive Wisdom (Perception) score of 14 or better spots the
assault a long-thought-abandoned facility. These
Roe'dgope moving through the forest. Otherwise, the
Roe'dgope catch the characters by surprise. mercenaries are armed with a dangerous weapon called a
The four Roe'dgope are Lesharo and his three companions, Doomspider. The thing is as strong as the megatarrasque
Hassun, Bishalani, and Helki. If the characters encountered and powered by a massive emerald odonburgite core
these four during the Fist Fights with Werelynxes quest in capable of firing a concentrated blast of force energy.
Chapter 1, then the werelynxes quickly stop their attack.
Otherwise, the characters will need to convince the “Within that facility are some very old and close
Roe'dgope that they are friends and not mercenaries.
friends of mine. They are all innocents. But for a very
So long as a fight doesn’t break out, Lesharo shares what
he knows about the mercenaries at Rossgough Crag (he only
long time, they’ve been horribly mistreated by the people
speaks Dwarven, so he will need a translator): who own this valley.”
83
banners at the mercenary camp. They are free to keep This deep into their plot, the mercenaries give no quarter
marching toward the mercenary camp where they will learn to those who discover their presence in the hills. Unless the
exactly what both the Prince and the Roe'dgope shared with characters concoct a scheme to hide among the mercenaries,
them. If they agree to follow him, he will take them along a they could meet their doom. The mercenaries will capture,
secret passage that goes around Rossgough Pass and lead interrogate, torture, then kill the characters to keep their
them directly to The Colddark Cliff. operation a secret.
The characters might also try to force him to tell them
everything now. He explains that he would prefer they visit
the facility. “Seeing is believing,” he says. If they want
Colddark Cliff
assurance, however, he will reveal his true form: he is So long as the characters met the doppelganger Twist in the
actually a doppelganger named Twist. If pushed, Twist forest and agreed to follow him, he leads them to an
will share the details of the section “The Wyvern Kings overgrown trail that circumvents the mercenary camp at
Revealed.” Rossgough Camp. It takes a full hour to hike the rough trail.
The trail finally terminates at a hundred-foot cliff of rough
Rossgough Crag granite. The tall, snow-capped peaks of The Basilisk’s Spine
Mountains hang over the cliff like proud parents.
If the characters are bound and determined to reach If Twist is with the party, he reveals a thick, hempen rope
Rossough Crag, once they reach the edge of the forest, read with multiple knots that offers a long, arduous journey to the
the following: top. Characters with Strength scores of 9 or less will need to
make three DC 5 Strength (Athletics) checks to successfully
reach the top without magic or flying mounts. All other
The underbrush parts, granting you a view of a large
characters have no trouble climbing up the rope. Twist gladly
camp surrounded by a crude wooden palisade. Judging leads the party.
by the sloppy craftsmanship, this base is relatively new If the characters aren’t with Twist, they will have to find
and not likely permanent. Dozens of soldiers gather both another way to climb. If they spend at least an hour searching
in and outside of the camp. You see Anorian elves, the cliff face and succeed on a DC 13 Wisdom (Perception)
check, they find the rope. Otherwise, they will need to use
humans from all corners of Omeria, goblinoids from Gar
magical means or climb. Climbing without a rope requires
Wabrizz, and plenty of orcs. They’re all heavily armed. three successful DC 13 Strength (Athletics) checks. If a
character fails any of the checks by 5 or more, they fall,
The camp backs up to a cliff side which opens into a taking 1d6 bludgeoning damage per 10 feet that they fall.
shrub-filled cavern beyond. Vultures the size of horses Once the characters reach the top, they find themselves on
linger atop the cliffs, squawking at each other. There is a an airship landing pad. This is the entrance to Lyric
sense of intelligence in these beasts’ eyes. Atomcodta’s old laboratory.
84
with it telepathically. Additionally, as an action, she can Encounter: Wyverns. A pair of frisky wyverns fly
sense what the construct senses, as if she were the construct near the platform. Unless they are commanded to do
herself. Thanks to her semi-constructed nature, she can do otherwise by The Orb, these dragons will attack any creature
this with up to five constructs at a time, dividing her that comes onto the platform. However, if Twist is with the
attention between them all. party, he calms them by speaking a few soft words in
All constructs in the facility completely obey The Orb’s Draconic. The wyverns immediately become playful and
orders. If the Orb is destroyed, all of the constructs resume friendly toward the doppelganger.
their original orders as detailed in the Background section of Welcome Message. When the characters come within
this adventure. 10 feet of the doors, The Orb uses the facility’s magic mouth
Magic Mouth Intercoms. The entire facility uses system to welcome the characters.
permanent magic mouth spells to send messages throughout
its hallways and chambers. The Orb has full control of this
Suddenly, a disembodied, female voice comes from the
system and will use it to speak to intruders—including the
characters. doors.
Interior Architecture. The inside of the facility is
“Welcome! I can already tell that you’re not one of
expertly crafted from stone and remains in exceptional
condition, despite being eighty years old. The ceilings are 15 them. It’s for that reason that you are still living. I will
feet high throughout, but taller where noted, particularly in allow you to enter my facility on one condition—if you
the receiving areas in the laboratory’s entrance level. harm any living creature under my protection, my
Doors. All of the doors in the facility are made from solid servants and I will completely destroy you. There will be
iron hung on iron hinges. In addition to being remarkably
nothing left for your family to mourn. This I swear.
heavy, if they are sealed and locked, they are difficult to
break open. A door has AC 19, 35 hp (damage threshold 10),
Welcome to Colddark Cliff!”
resistance to fire, and immunity to poison and psychic
damage. Locked, the door requires a DC 20 Dexterity check The huge doors grind open, revealing the interior of
using proficiency in thieves’ tools to unlock, or a successful
the massive facility.
DC 25 Strength (Athletics) check to break open.
Illumination. Because the doppelgangers that live and
work in the facility lack darkvision, lanterns and torches are
kept lit throughout. 2 - Guard Station
The following locations are keyed to the map of the When the doors open after The Orb delivers her message, the
Colddark Cliffs. characters are greeted by one of the Wyvern Kings (see
Appendix D).
Landing Level
The landing level is the only natural entrance into the facility. A six-foot-tall humanoid wearing spiked, black armor
and a featureless helm stands before you. It holds a
1 - Landing Platform wicked, barbed trident in its hands. Although it doesn’t
appear aggressive, it does seem more than capable of
You stand on top of a colossal man-made platform of using the weapon it wields.
hewn stone. Rusting machinery dots the platform here
and there. Massive double-doors measuring 10 feet wide
by 20 feet tall jut out of the cliff’s unhewn face, betraying The Wyvern King is there only to greet the characters and
establish that the characters are being watched while they are
the presence of a complex built into the stone.
within the facility. In fact, a second Wyvern King stands in
the guard box on the western wall (area 3). These Wyvern
The view from here is breathtaking. You can see Vaskil
Kings do not leave their post unless The Orb commands
Valley in its entirety. Smoke drifts slowly from chimneys them, too, or the characters create trouble.
in Steeproost to the southeast. The small gray buildings The door that leads to area 4 is barred from the inside.
that comprise Imfe Caan Asaari hug the murky depths of When the Wyvern Kings get the sense that the characters do
Poison Waters. A hundred feet below you to the south a not mean to cause trouble in the facility, they send a
telepathic message to The Orb who then opens the door to
small army gathers at an encampment on the other side
the loading dock.
of the canyon.
3 - Guard Post
The door that leads into this room is locked from the inside.
The doors are barred shut from within and can’t be opened Unless it’s been called elsewhere, a single Wyvern King
from the outside, except with the use of a knock spell or (see Appendix D) stands guard here.
similar magic. Controls that operate this door can be found in Treasure. A table at the west side of the room holds
area 2. three spiked greatclubs, manacles, and bracers of defense.
85
86
There is also a pair of boots of levitation against the north Appendix D) wheels out of the closet and starts doing its job
wall. Although the Wyvern Kings don’t use these items scrubbing the floors when this door opens.
themselves, they won’t allow the characters to walk off with
them. 8 - Disinfecting Chamber
When the characters step into this area from either side of
4 - Loading Dock the door, the doors seal. Then, two nozzles at either side of
This large room boasts 30-foot-high ceilings. Three see- them blast them with prestidigitation spells to remove all
sees (see Appendix D) silently float around the room, potential contaminants from outside the area. After 30
keeping an eye on the characters while they move through seconds, the magic stops. Until the magic stops, both sets of
this area. Otherwise, it’s eerily quiet in here. doors are magically sealed.
4a - Main Floor. Four sturdy columns hold the Sealed Doors. Both sets of doors—to area 7 and area
mountain above the facility aloft. With the exception of a few 15—are sealed. However, both doors have buttons on the
old crates and barrels, the main floor is mostly empty. walls by them. Pressing the button allows the characters to
4b - Door Controls. A control panel that activates both open the doors. This chamber functions as an airlock, and
sets of doors in area 2 is tucked into this corner. The panel only one set of doors can be opened at a time.
also offers access to all of the constructs in the facility as well
as the magic mouth telecom system. So long as The Orb is 9 - Cloisters
alive, these controls won’t function. The sixteen doppelganger prisoners who used to live in the
4c - Catwalk. A catwalk rises 10 feet off the main floor. dungeon level below now live in these chambers. Before
4d - Foreman’s Office. Although this office hasn’t been them, Lyric Atomcodta’s assistants lived here.
used in years, it’s extraordinarily clean. The old foreman who Areas 9b through 9e are all sleeping quarters. Each of the
used to work out of the office kept a small collection of books sleeping quarters has two bunks and a shared wardrobe.
detailing sharks and oceanography. Beyond those books and At least six of the doppelgangers are present in their
few charts depicting the flight paths of Dinzer airships, there rooms when the characters arrive. Disguised as Vaskil Valley
is nothing else of interest here. natives, the doppelgangers wear whatever face they last wore
and continue to play the role, despite obviously not being
5 - Storage who they initially appeared to be. The characters might even
This storage closet holds tools for repairing airships. recognize a few of them (see the section in Chapter 1 titled
Lubricant. Barrels of airship lubricant rest against the "Spies Among Us").
southern wall. If a barrel is pushed over and its content Although The Orb has told them to behave themselves
emptied, the lubricant coats a 10-foot square space and turns around the characters, the doppelgangers do not trust
it into difficult terrain for the duration. When first spilled, humanoids. If the characters start a fight with the
each creature standing in its area must succeed on a DC 12 doppelgangers, the doppelgangers will gladly fight back.
Dexterity saving throw or fall prone. A creature that enters Twist, who has grown to trust the characters during his time
the area or ends its turn there must also succeed on a DC 12 as Prince Spiro, will convince his fellow shapechangers to
Dexterity saving throw or fall prone. back down.
Although the doppelgangers won’t allow it, if the
6 - Stairwell characters search the rooms, they find 3d6 gp hidden in each
This stairwell connects all three levels of the facility. one. This gold belongs to the doppelgangers and is used to
make simple purchases while they are out playing their roles.
Laboratory Level 9a - Toilet. Since doppelgangers do not create bodily
waste, this room is hardly ever used. Regardless, The Orb’s
The first sub-level is dominated by the massive laboratory constructs keep it very clean.
where Lyric Atomcodta and his mages unlocked the secret to 9b - Room 1. The doppelgangers Akin, Etch, Flow, and
“curing” the Pressonian children eighty years ago. Imitation share this room together.
9c - Room 2. The doppelgangers Parallel, Zip, Suit, and
7 - Second Floor Mirage live together here.
The first time the characters descend these stairs, they are
9d - Room 3. The doppelgangers Jin, Oddity, and Flux
greeted by another Wyvern King (see Appendix D). Like
share this room. Twist also uses this room.
the others, this Wyvern King does not move from its position
9e - Room 4. The doppelgangers Phantom, Flair, Fable,
unless it is asked to by The Orb or the characters cause a
and Repeat share this room.
ruckus.
9f - Storage Closets. These simple closets hold extra
7a - Corridor. This area is extremely clean. Three white
blankets, pillows, and linens, as well as games and other
coats hang on hooks against the northern wall. If the
items to keep the doppelgangers (and the assistants before
characters search the pockets of the old lab coats, they will
them) entertained.
find 6 gp between the three. The Wyvern King (and by
extension, The Orb) pay no mind to the characters taking this
pittance.
10 - Break Room
When the characters first enter this room, the sound of
The door to area 8 is sealed. However, there is a button
crickets fill their ears. There are two large picnic tables in this
on the north wall next to the door that allows the characters
room and a number of counters that hold cups, plateware,
to open it.
and basic cooking utensils.
7b - Supply Closet. The crates and barrels in this
supply closet hold cleaning supplies. A wheelie (see
87
Encounter: Doppelgangers. There are four doors are included in the beginning of this section.
doppelgangers here when the characters arrive. They are
all disguised as Vaskil Valley natives, likely a few that the 13 - Master Bathroom
characters have already met on their adventures. All of them Like Lyric’s bedroom, this simple bathroom hasn’t been used
are playing a card game. A few are enjoying a snack, too—live in three decades. Dust and cobwebs cover everything.
crickets.
The doppelgangers continue to play their roles, albeit a 14 - Secret Passage
little more tongue-in-cheek than before. Because they can This long corridor connects Lyric’s bedroom (area 12) to the
read the minds of the characters, they can’t be surprised. The Laboratory (area 15).
doppelgangers remain indifferent toward the characters. Airlock. The entire corridor glows with cool, blue light. A
While The Orb has told the doppelgangers to give the character who casts a detect magic spell identifies the blue
characters the benefit of the doubt, their natural distrust of light as a source of transmutation magic. Like the
humanoids—especially humans—is difficult for them to Disinfecting Chambers (area 8 and 16), the purpose of the
overcome. light is to rid anyone moving between areas of harmful
Locked Door. The door that leads to area 12 is kept contaminants.
locked. If asked what’s in the room, gravely, the
doppelgangers reply, “Just ghosts.” That’s all they’ll say. 15 - Laboratory
The large laboratory is the main room of this level of the
11 - Storage facility. It’s here that the mystery of the decapitated
The walls of this room are lined with old boxes of food princesses starts to unravel.
supplies. Two large storage containers on the east wall were 15a - Growing Tanks. The first time the characters
used for cold storage. Now they chirp with crickets. first enter this chamber, read the following:
Crickets. Thousands of crickets live in the storage
containers on the eastern wall. If the characters open the
This massive, circular room is roughly 50 feet wide with
containers, the crickets start to leap out. Although they don’t
attack, the horror of suddenly being covered in thousands of 30-foot-high ceilings. Eight evenly-spaced glass and
insects is enough to disgust even the bravest warrior. metal tanks surround a central pool. An eerie, green mist
This is the doppelgangers’ food supply. rises from the pool. Each of the tanks appears to be full
of thick, green liquid. Indistinct, vaguely human
12 - Lyric’s Chambers silhouettes bob silently in the soupy fluid in five of the
A large bed, desk, and wardrobe identify this room as
sleeping chambers. This and the connecting bathrooms are tanks. The five figures seem to lack heads.
the only areas in the entire facility that do not see regular
A series of sixteen copper tubes are connected to these
service by The Orb’s constructs. A sheet of dust covers all of
the room’s surfaces and cobwebs clutter the corners. tanks. These tubes run to large canisters tucked into
A painting depicting a thin, young man wearing spectacles alcoves at both the eastern and western sides of the
hangs on the western wall. A nameplate below the image room. Eight tubes snake to the eastern alcove, while
reads “Lyric Atomcodta.” eight go to the western alcove.
This was once Lyric Atomcodta’s chambers. When The Orb
took over management of the facility, she locked both the At the south end of the room, a set of windows and
normal door and the secret door that lead into the area. double doors betrays the presence of what is likely an
Treasure. A set of eyes of minute seeing sits on the desk
observation or control room.
next to Lyric’s journal. If the characters search the wardrobe,
they find a crossbody satchel that contains one of Lyric’s old
spellbooks. The spellbook holds all the spells a mage knows.
There are two more spellbooks on the small bookshelf on the Give the characters a few minutes to explore this room.
western wall. One of the books holds all of the 1st-, 2nd-, and Within each of the tanks is the headless, doppelganger-body
3rd-level transmutation wizard spells from the Fifth Edition of one of the five captured princesses. The Orb stored them
rulebook for players. Likewise, the other book holds all of the in the tanks to help the bodies’ central nervous system
1st-, 2nd-, and 3rd-level conjuration wizard spells. recover from the shock of having their heads removed. Soon
Secret Door. One of the books on the shelf is titled she will attach newly constructed heads to the bodies so they
“Portals to New Worlds” by Lyric Atomcodta. If the can join the other Wyvern Kings in their fight against the
characters try to remove the book from the shelf, it won’t Pressonian Mydon Princes.
budge. Instead, they hear a loud click come from the wall A character with proficiency in alchemist’s tools can
behind it. This book once revealed the presence of the secret correctly surmise with a successful DC 10 Intelligence check
tunnel (area 15). The Orb sealed the door, not wanting the that the green liquid that nurses the doppelganger-bodies has
doppelgangers to enter Lyric’s old room, lest they stir up bad minor regenerative properties that is keeping the bodies
memories. A character can find the secret door by succeeding alive, despite the absence of a head. Furthermore, a character
on a DC 15 Wisdom (Perception) check. Details for locked who succeeds on a DC 13 Intelligence (Investigation) check
will realize that the bodies are likely those of the decapitated
princesses.
88
The doors that lead to area 15b are sealed shut.
Two arm-arms (see Appendix D) wheel around the you are about to become a part of history. You have been
room, tending to the needs of the tanks. If the characters try chosen to join the ranks of one of the mightiest families
to touch any of the machinery in the area, the arm-arms in all of Omeria.”
move to stop them by politely pushing (or smacking) their
hands away. Otherwise, the machines are harmless. As Atomcotda continues to speak, images of nobles fill
After the characters have made their observations, or if the screen. They enjoy large feasts. They dance in ball
they try to free the bodies from the tanks, The Orb comes on
gowns and tailored suits. They ride on horses through
over the speaker to address them once more.
the countryside. All of the imagery reeks of unearned
privilege.
The disembodied, female voice once again fills your ears.
“You will spend the rest of your life as a Mydon noble,
“Yes. The five humanoid bodies in those tanks were
enjoying the benefits of wealth and luxury beyond your
once the bodies worn by the Mydon Princesses.
wildest dreams. Not only will you never have to find
Naturally, you might think that we are cruel to have
yourself wanting again, but this new life will grant you a
stolen these bodies from them. But I implore you—before
measure of power unmatched by very few on the
you act rashly, continue exploring this facility. I think
continent. As a Mydon noble you will control the military
you will come to the same conclusion I did when I first
might of Presson’s Enclave and The Summer Land—and
discovered this place.”
by extension, Northern Omeria and beyond.
89
Registration Book. The registration book on the table
17 - Southern Stairwell is turned to a pair of pages dated 1015 AT - Tuteus 25 (thirty
This stairway connects the laboratory and dungeon levels.
years prior to the adventurers entering the facility). There are
only six entries on that date, all coming—none going. The
Dungeon Level names are Lyric Atomcotda, Stepan Martin-Bosco, Vohilde
The third level contains the cells that once held the Juul, Pravok Juul, Mazus Juul, and Vox Trocious. They all
doppelgangers. It is also where the Orb resides, and where signed in within a few minutes of each other at roughly two
the Wyvern Kings are “born.” hours before dawn.
If a character spends 10 minutes flipping through the book
18 - Dungeon Entrance and succeeds on a DC 13 Intelligence (Investigation) check,
The first time the characters enter this area, read the among the names of researchers and guards, they will also
following. discover the names of important Mydon-Princes: Balaritis,
Cosmokos, Dellides, Egalou, Harrou, Levantaki, Pareides,
and Satira. Although the book is only for the year 1015 AT, all
Once you reach the bottom of the steps, you enter what eight families make regular appearances during that year.
looks like a guard station. At the east side of the room The last sign-in and -out was from Elina Harrou-Tomydon,
sits a table with two chairs. There is an open book resting the ruler of Imfe Caan Asaari.
on the table—it looks like this book was used to record
19 - Doppelganger Cells
comings-and-goings. Judging by the way it is positioned This corridor is where the sixteen liberated doppelgangers
toward the western stairwell, this table was used for once lived. With the exception of cells 19e and 19g, the cells
guards. Four 6-foot-tall steel lockers are positioned contain nothing more than a sleeping palette and an empty
against the southern wall. There is a cork bulletin board bucket. The buckets weren’t for waste—they held drugged
crickets to feed the doppelgangers. The dead shells of some of
on the western wall with various hand-written notes
these critters still lie at the bottom of the buckets. All of the
pinned to it. cells are unlocked with the exception of cells 19e and 19g (see
below).
90
19e and 19g - Escape. These are the only two locked
cells in this complex. Both are empty. However, the
haired woman. Lights at the base of the jar blink in and
characters discover a huge, gaping hole in the wall of these
two connected cells. random succession.
20 - Storage
This large room stores extra regeneration vats and nothing Lena Satira. The head belongs to one of the five missing
more. princesses, Lena Satira. In addition to the lights at the base of
Before Lyric and his staff left the mountain, they had plans the jar, there is also a small speaker set into its front, right
to expand the project, but decided to abandon it. near the princess’s mouth.
Encounter: Fetch. The tank in the southerwestern A character who succeeds on a DC 14 Wisdom (Medicine)
corner holds the seemingly dead remains of a strange check recognizes that the jars act as life support systems.
shapechanger called a fetch (see Appendix D). If the While the characters come within 10 feet of the jar, the
characters open the container, the fetch reanimates and head flutters to consciousness.
attacks.
Lyric experimented with other shapechangers hoping to
improve upon the already successful doppelganger trials.
The head is alive! Its eyes open and it smiles at you.
This creature was a total failure. However, he decided it was “Hello,” she says in a friendly voice. “I hope you’re
worth keeping around. enjoying your tour of our laboratory.” You hear her voice
emanate from the small cloth grill at the jar’s base.
21 - Secret Escape Tunnel
This dark corridor connects with the mostly finished corridor
hidden by the secret door in the library (area 29). At the
Just as Lena starts to speak, the covered body on the bed
bend in the tunnel, a path branches at a steep decline, diving
against the western wall sits up and removes its sheet. The
deeper into The Low. This tunnel was dug by four clever
body is that of a young woman wearing nothing more than a
doppelgangers years ago, who vanished into The Low—no
simple medical gown. The body lacks a head. In its place is a
one knows if they survived.
steel collar with blinking lights. Like Lena’s jar, this device is
Instead of sealing the chamber away, Atomcotda saw it as a
used to keep the body alive. It also grants it limited senses.
useful way to escape the dungeon into The Low should the
From area 24, two arm-arms (see Appendix D) emerge
facility ever be raided by enemies of The Good Fathers. He
and wheel toward the body. They gently assist the headless
connected the hand dug tunnel with a tunnel of his own
woman and escort her across the room to area 24. In its
behind the secret door in the library (area 29). Although he
current state, the body is a noncombatant doppelganger. It
never used the secret hatch, it still offers a way for The Orb
has blindsight out to 10 feet and is blind beyond this radius.
and her allies to flee the dungeon if the group faces trouble
As the characters watch this gruesome display, Lena
(see Chapter 4 for details).
chimes in again.
Where Does the Tunnel Go? Where the exit to The
Low leads is up to you, as it is not addressed in this
adventure path. For simplicity’s sake, you can treat it as “I’m sure you have many questions,” says the head in the
nothing more than a long tunnel that leads to a hidden exit jar. “But you might want to watch what those machines
far from the facility.
do to my old body. I think you’ll find it fascinating.” The
22 - Operating Theater severed head starts giggling like a child.
91
Currently, this room is not being used. A single arm-arm Just as before, Lena won’t answer any questions no matter
(see Appendix D) stands here in case it is commanded to how hard they press.
assist in a procedure. Treasure. The treasure offered by this room is identical
Treasure. The surgical implements on the counters are to the treasure offered in area 23.
of expert-level quality. Combined, they are worth 1,000 gp.
In addition to the surgical implements, there are enough 25 - Storage Closet
supplies in this room to create five full healer’s kits. Finally, a Spare components, empty head-jars (see area 22), and
locked glass case holds six potions of healing and two potions other objects of weird science clutter the tall shelf in this
of supreme healing. The glass is easy to break. Otherwise, a storage closet.
character must succeed on a DC 10 Dexterity check using
proficiency in thieves’ tools to retrieve the potions. 26 - The Orb’s Office
The Orb will not grant the characters entrance into this room
24 - Examination Room B until they’ve visited areas 19, 24, and 29.
The first time they enter her office, read the following:
This room appears to be an examination room. There are
two adjustable examination tables against the southern This comfortable office is wrapped in bookshelves
wall. displaying ancient tomes, bizarre trinkets, and strange
medical devices. At the center of the room is a large
wooden desk cluttered with scrolls and papers.
If the characters enter this room after listening to Lena Satira
(area 22), add the following: Floating about two feet over the table is a glass sphere
that emits pale white light. Within the sphere is the
The two constructs assist the headless woman onto one disembodied head of an attractive, young woman with
of the two examination tables. While one of the machines reddish hair. She offers a weak smile, then speaks.
straps the body into place, the other one retrieves a “Hello, friends. I’m glad you’ve made it this far. I am
cylindrical object roughly the shape of a steel canteen The Orb.”
from a nearby counter.
92
Who are the Wyvern Kings? “The Wyvern Kings—the A large tome bound with a chain. This was one of
true Wyvern Kings—are not kings at all. Rather, they are Loikiel’s experimental spellbooks. Its six hundred brittle
the headless bodies of the missing princesses. As you may pages contain the text for the 10th-level transmutation
have witnessed, we remove the heads from the stolen spell, curse of frogs (see Appendix C). Any creature with
bodies and return the heads to their respective families. proficiency in Arcana who attempts to read the book must
The bodies then join the ranks of the Kings. You might succeed on a DC 18 Wisdom saving throw, or gain a form
think that the princesses wished to keep their heads—quite of long-term madness.
the contrary, when the princesses discovered what was
Most of these items are priceless and cannot be sold.
happening in this facility, they—like myself—willingly
However, each one holds the makings of a high-level
surrendered their bodies.”
campaign. If the characters manage to find this room and
Any other questions that the characters have for The Orb steal one or more of the items within, they’re in for a long,
can be answered referencing the Background section in this difficult campaign.
adventure or the GM’s notes in the various areas of the
facility. 28 - South Passage
Once the characters have taken a moment to understand When the Wyvern Kings aren’t on a mission or standing
the situation, The Orb asks for their help defending the place guard in another part of the facility, they stand at attention in
from the Mydon Princes’ armies that gather in the this hallway, granting them quick access to most of the rooms
surrounding foothills. See Chapter 4 for details. that The Orb uses. There are currently seven Wyvern
Books. The books in the room offer further evidence to Kings (see Appendix D) here. If the characters witnessed
support The Orb’s story. There are books on the nature of the creation of Lena Satira’s Wyvern King, it is here as well.
doppelgangers, golemmancy, surgical procedures, and even
books detailing the history of the Mydon Princes of The 29 - Library
Summer Land. This room served as Lyric Atomcodta’s and his assistants’
Fighting The Orb. If the characters refuse The Orb, she main library. Many of the books found throughout the facility
allows them to leave unharmed. However, if they provoke can also be found here. Furthermore, hundreds of journals
her, she will fight back. The Orb’s statistics are included in documenting Atomcodta’s research join these tomes.
Appendix D. She calls the Wyvern Kings (see Appendix D) If a character spends at least 2 hours or more reading
to her aid who arrive in 1d4 rounds. through the journals and books, they will learn everything
Secret Door. There is a secret door hidden in the written about in the Backstory section of this adventure up to
bookshelf along the southern wall. Discovering the door the part about the Missing Princesses.
requires a successful DC 21 Wisdom (Perception) check. A Additionally, this library is a wonderful resource for any
switch hidden under the desk opens the door. If The Orb is research downtime performed around the subjects of
still alive, she will deny access to this chamber. doppelganger nature, conjuration and transmutation magic,
golem creation, the planes, and weird science. Oddly, there
27 - Artifacts Chamber are quite a few books on sharks and barn owls in this library,
Powerful abjuration magic suppresses all magic in this room. as well.
Not only will spells fail in here, but spells cannot penetrate Treasure. The library holds a great deal of spellbooks.
this room’s barriers. Very few living people even know of this There are spellbooks covering all 1st- through 3rd-level
room’s existence. wizard spells. Additionally, there are spellbooks that cover all
During his fifty-year tenure as chief researcher at this conjuration spells and transmutation wizard spells of 4th
facility, Lyric Atomcotda collected a vast array of strange and level. All of the books are arcane locked and require the
wonderful objects. Those objects are here on display. phrase “barn owl” to open.
Treasure. The artifacts include: Charred Doors. The doors that lead to area 30 are
charred but structurally sound. The Orb keeps these doors
The Chains of Sloth. This item is perhaps one of the most sealed and locked and forbids her Wyvern Kings and
dangerous items in creation. Until a creature attunes to it, doppelganger associates from entering. If a character
the chains rest in their star-shaped container. Whenever examines the door and succeeds on a DC 10 Wisdom
the star is placed on a flat surface, its longest point points (Perception) check, they can hear sounds coming from
toward the city of Greatwell (where one of its sister behind the door—strange, high-pitched whispers. If the
artifacts hides). It is detailed in Appendix C. characters ask The Orb about the room, she warns that it’s
A Dinzer hibernation cylinder that holds the preserved haunted.
body of Ruehnar Kelren the Blade, last king of Imfe
Secret Passage. A secret door connecting this area to
Aiqua. Ruehnar died of a mysterious disease hundreds of
the escape tunnel in area 21 is hidden in the northern wall.
years ago. Although his body is here, his soul has long
A character can find the door with a successful DC 20
departed. No magic will raise him from the dead.
Wisdom (Perception) check. To open the door, one must pull
The headdress of a Dorithellian Iron Priest. The
the scroll holder at the door’s location downward.
headdress functions exactly like a ring of mind shielding.
Discovering this method for opening the door requires a
Currently, there is no soul within the headdress.
successful DC 15 Intelligence (Investigation) check.
A screaming humanoid skull made from molten copper.
This item is actually a dormant nightmare orb (see 30 - The Haunted Library
Appendix D) named Whisper. If the word “Loikiel” is The stench of burning leather fills the air. This wing of the
spoken aloud three times in its presence, it activates and library looks like it hasn’t been used in years. Dust and
follows the commands of whomever activated it.
93
cobwebs cover nearly every surface. A large contraption succeed on a DC 18 Constitution saving throw. On a failed
dominates the center of the room. The contraption looks like saving throw, the creature is instantly petrified. On a
a large time-telling device similar to the Hand of the Eight successful saving throw, the appendage the creature used to
clocks found in various cities around the world, except it has touch the element is petrified and rendered useless, but they
nine spheres attached to its arms. Of the nine spheres, three still have time to save themselves before they become fully
emit soft light in different colors: blue, white, and green. petrified. If the creature casts remove curse on the
A large painting depicting a bespectacled, eighty-year-old appendage or voluntarily severs it before the end of their next
human hangs on the eastern wall. The man scowls. The turn, they stop the spread and end the effect on themselves.
nameplate below the painting reads “Lyric Atomcodta”. Otherwise, they become petrified at the end of their next
Like many of the locations on this level, the walls are turn. This form of petrification is impossible to reverse
wrapped in tomes. However, these tomes are mostly through mundane means—only a wish spell or divine act can
unrecognizable. A character who succeeds on a DC 16 return the creature to its normal state. Almost no one in all of
Intelligence (Arcana) check might recognize a few of the Casar has ever seen anything like Dukkor’s blood. Therefore,
authors names, such as Odon and Oxon, Moreen Trask, it will be close to impossible to sell, especially considering the
Vadriken the Three Timer, but most appear to be obscure danger it poses those who come into contact with it. Like the
books outside of the characters’ experience. artifacts in area 27, Dukkor’s blood best serves as a plot
A character who spends 1 minute or more observing the device.
titles and succeeds on a DC 12 Intelligence (Arcana or Other than the elements, the books and trinkets found in
History) check gathers that the books are primarily focused this library are all extraordinarily rare. There are conjurers
on extraplanar travel, particularly to a location called and transmuters all over Casar who would (literally) kill to
Zistruenope. A successful DC 20 Intelligence (Religion) check own such a collection. Assume that every square of the
allows a character to recall that Zistruenope is a fabled library holds items and books worth at least 5,000 gp.
extraterrestrial planet rumored to exist at the edge of the Secret Door. A character who succeeds on a DC 20
Cosmos. Wisdom (Perception) check detects the presence of a secret
Armed with this information, a character who succeeds on door in the northern wall. This door is both locked through
a DC 10 Wisdom (Perception) check will discover a mundane and magical means by way of an arcane lock spell,
handwritten journal titled “The Narrow Path.” The journal adding +10 to the DCs necessary to pick the lock or break the
was seemingly written by Lyric Atomcodta but contains the door open.
harried passages of a mad man. There are multiple pages
devoted to a quote: “If one cannot avoid calamity, one must 31 - The Narrow Path
become calamity.” The very fabric of reality falls apart in this chamber as what is
A character who spends 10 minutes reading the journal real starts to decay and fall into the hopeless nothingness
must succeed on a DC 15 Wisdom saving throw or gain one that consumes the far side of the room. Through a slowly
form of long-term madness. If the character has proficiency spinning portal ringed with liquid atrophy, any creature who
in Arcana or an Intelligence score of 16 or higher, they make stares too long sees a distant celestial body in a sea of
this saving throw at disadvantage. Furthermore, anyone who impenetrable darkness. The metal surface of the planet boils
reads the journal realizes that the machine at the center of like hot mud. Strange creatures—shapeless and indescribable
the room was developed to open a pathway to Zistruenope. —fly on great leathery wings through its dark skies.
“I’ve done it!” exclaims the journal’s final entry. “With the Any creature who enters this room that can see the portal
application of the ninth element, we can open The Narrow must make a DC 20 Wisdom saving throw. On a successful
Path. The element is very unstable, so we must do this soon. saving throw, the creature becomes frightened and gains one
Myself and five of my colleagues will leave at the end of this form of short-term madness. On a failed saving throw, the
week.” The entry is dated 1015 AT - Tuteus Mahn 3. creature gains a form of long-term madness. At the end of the
Treasure. A character who examines the machine at the duration of the long-term madness, the creature must make
center of the room notices that each of the nine glass spheres another DC 20 Wisdom saving throw, or also gain a form of
hold a piece of mineral. Five of the minerals are dormant indefinite madness.
shards of jaduee patr, the elements of creation. They are What happens when a character steps into the portal is
silingfashi shi (white), ruby blutvekzelnite (red), sjelestein ultimately up to you. Of course, The Narrow Path only leads
(purple), kalapatr (black), and phantom pearl (yellow). to one place: the distant planet Zistruenope, a realm of evil
Three of the shards are also jaduee patr, except they still and madness.
hold their power. Those elements are emerald odonburgite
(green), vizier’s tourmaline (blue), and a summer diamond
(white). All nine of these elements are described in Appendix
The Orb’s Proposition
C. The three that still function maintain their full value, Shortly after the characters meet The Orb “in the flesh”, she
however, the five dormant shards are worth only one-tenth offers a proposition:
their normal price.
The ninth element appears to be a slightly melted rock. The Orb floats closer to you. Through the glass of her
This element has no name, but Atomcotda’s journal
containment sphere, her features soften and she smiles.
frequently referred to it as “the blood/essence of Dukkor.”
Dukkor is a mythological being of Karnionic worship. If this
element is removed from its sphere, any non-undead or non-
construct creature that comes into contact with it must
94
“There is an army gathering a few miles from here. They “Will you help us defend this facility?”
are mercenaries hired by the eight Pressonian families
who wish to keep this location a secret—my mother
included. If news of this place were to reach Presson’s If the characters do not wish to help The Orb and the others,
she won’t press the issue. She escorts them to the exit and
Enclave, all of the families involved would be stripped of
wishes them the best. She then seals the doors behind the
their power and likely sentenced to death. characters and prepares for war.
If the characters agree to help her, they have three days to
“They will enter this facility, destroy the Wyvern
prepare for the coming fight. In the meantime, they can stay
Kings, destroy me, and enslave the doppelgangers once in the facility. The Wyvern Kings can gather any food and
more. supplies the characters need.
The characters will want to get a good sense of the facility’s
“I know all of this must seem very jarring to you. The layout. The Orb shares the secret exit into The Low in area
Wyvern Kings and I are prepared to die for our cause. 21 with the characters, but warns them from entering areas
30 and 31. “There is only death in those chambers,” she tells
"We are nothing more than constructs now. But these them.
doppelgangers—they’re living, thinking creatures. They By the dawn of the characters’ third day staying at the
deserve better than this dark fate bestowed upon them facility, one of the Wyvern Kings returns after a scouting run
and telepathically informs The Orb that the siege has begun.
by my ancestors.
95
Chapter 4. The Siege
T
he characters have finally discovered the truth offering epic—and potentially unpredictable—outcomes.
behind the Wyvern Kings; they aren’t villains, The siege is divided into four phases. It’s possible that the
they’re victims. The only people they’ve characters will stop the invaders before they go through all of
captured were the Mydon Princesses. And like the phases. Similarly, if the characters can’t stop the invaders
Tella Harrou-Tomydon, once they knew the before the end of the fourth phase, the invaders successfully
horrible truth of their existence, they rejected overtake the facility.
their grim “inheritance.”
Now their lives are in jeopardy. The mercenary army at the
mouth of Rossgough Crag will arrive soon and use their
Character Advancement
Doomspider to break through the laboratory’s blast doors. Win or lose, the characters gain a level if they help The Orb
Then, the mercenaries will flood the place. Unless the defend the facility from the mercenaries. So long as they
characters help them, The Orb, the Wyvern Kings, and the enter this chapter at 6th level, they should reach 7th level by
doppelgangers will all die at the end of their swords. There its conclusion.
will be no one left to stop the Pressonian’s gruesome body
theft plot. Phase 1 - The Siege Begins
The attack will start at the landing platform, the only way
Running This Chapter into the facility. The Good Fathers’ descendants hired a
Because there are so many moving parts to this siege, it gnome artificer to construct a colossal weapon of war called a
might become difficult for both you and the players to run its Doomspider (see Appendix D). This machine is capable of
elements as normal combat. The rules detailed in this section climbing sheer surfaces like a spider. It’s armed with a
can make the siege run much more smoothly while still powerful disintegration cannon powered by emerald
96
Wyvern Kings' Turn (Landing Platform) Wyvern Kings' Turn (Breach)
d20 Result d20 Result
1-7 No effect 1-7 1d8 bandits die.
8-13 One giant vulture and one orc die. One giant vulture and one orc die and 2d8
8-13
14-19 Two giant vultures and two orcs die. bandits die.
20-24 Three giant vultures and three orcs die. 14-19
Two giant vultures and two orcs die and
3d8 bandits die.
Three giant vultures and three orcs die and
Odzedoz Orcs' Turn (Breach and Landing 20-24
4d8 bandits die.
Platform)
d20 Result Bandits' Turn (Breach)
1-8 No effect d100 Result
Each character takes 3 (1d6) piercing 1-50 No effect
9-13
damage. One Wyvern King and one wyvern die. Each
51-60
One Wyvern King and one wyvern dies, and character takes 3 (1d6) piercing damage.
14-18 each character takes 3 (1d6) piercing One Wyvern King and one wyvern die. Each
damage plus 3 (1d6) lightning damage. 61-70
character takes 7 (2d6) piercing damage.
One Wyvern King and one wyvern die, and One Wyvern King and one wyvern die. Each
19-23 each character takes 3 (1d6) piercing 71-80
character takes 10 (3d6) piercing damage.
damage plus 7 (2d6) lightning damage.
Any surviving Wyvern King and their
Two Wyvern Kings and two wyverns die, 81-90 wyverns die. Each character takes 14 (4d6)
24-28 and each character takes 7 (2d6) piercing piercing damage.
damage plus 10 (3d6) lightning damage.
Any surviving Wyvern Kings die. Each
91-99
character takes 17 (5d6) piercing damage.
odonburgite (see Appendix C) that can bore a hole through
the blast doors at the front of the complex. Any surviving Wyvern Kings die. Each
100+
A unit of ten Odzedoz orc mercenaries riding giant character takes 21 (6d6) piercing damage.
vultures takes to the skies, using javelins of lightning to
protect the Doomspider as it climbs the mountainside.
Four of the Wyvern Kings (see Appendix D) mounted
Phase 2 - The Breach
on wyverns defend the entrance. If the characters don’t After the Doomspider destroys the front doors, a gang of
assist them on the landing platform, the Doomspider reaches eighteen bandits led by two bandit captains pours out
the top of the platform and destroys the front doors. from the machine’s hull and attacks. Continue to run the
If the characters join the fight on the platform, they will battle the same way as before, except there are now three
mostly contend with the orc mercenaries and their vultures groups in play in addition to the characters: the Odzedoz orcs
as well as the Doomspider’s side cannons. (who continue to circle the outside of the lair), the Wyvern
Automating the NPCs. With so many NPCs and Kings who continue to battle the orcs, and the gang of
monsters on the board, the battle might become bloated and bandits that rode the Doomspider up the cliff. Joining the
hard to manage. Instead of running each NPC’s turn, have Wyvern Kings are four more of their kind. These Wyvern
the Wyvern Kings work as one cohesive unit with its own Kings are on foot and just inside the doors to the complex.
initiative score, the orcs and the vultures with their own This time, use the Wyvern Kings (Breach) table, adding all of
initiative score, and the Doomspider and its components the present Wyvern Kings. For the bandits, roll a d100 and
with its own initiative score. add the number of living bandits to the result. Then reference
The characters take their turns as normal. On the Wyvern the Bandits (Breach) table to determine the outcome.
Kings’ turn, roll a d20 and add the number of Wyvern Kings Continue to use the same table for the orcs on their vultures.
still alive to the result. Then, reference the Wyvern Kings’ Each round of combat, roll a d6. On a result of 5 or 6,
Turn (Landing Platform) table to determine what happens. bandit reinforcements show up. The reinforcements are
Similarly, on the orcs’ turn, roll a d20 and add the number carried in a cage-like container by the claws of a roc. Each
of orcs still alive to the result. Then, reference the Odzedoz cage contains ten more bandits that join the fray. This
Orcs Turn (Landing Platform) table to determine what continues until a total of one hundred bandits have arrived
happens. (including the initial twenty). The rocs wear plate mail
It takes the Doomspider three turns to reach the top of the barding that grants them AC 18. They are guided by ogres.
platform. It won’t use its disintegration canon until it reaches Neither the ogres nor the rocs enter the fray, however, if the
the top, but will use its side guns to defend itself. The characters can kill one or more before it unloads its batch of
characters can peer over the edge of the platform to make bandits, they will remove all of the bandits in that cage from
attacks against the machine as it climbs. the battlefield.
Once the Doomspider uses its disintegration cannon to If the characters and the Wyvern Kings manage to hold off
blast open the front doors to the facility, it drains its emerald the invaders during this phase, they win the battle. If they
odonburgite core and powers down. When this happens, flee down the stairs, the third phase begins.
Phase 2 begins.
97
Phase 3 - Once More Into the Encounters with Invaders
d20 Encounter
Fray 1-3 1d4 ogres wearing full plate (AC 18).
Once the characters and Wyvern Kings flee downstairs, 4-6 2d6 orcs
7-9
they’re joined by four more Wyvern Kings (see Appendix
10 bandits led by a bandit captain
D) plus the sixteen doppelgangers that live in the
complex. Because there are lots of places for the characters 10-13 1d6 veterans
and their allies to do battle with the invaders within the 14-20 No encounter
facility, each round that the characters are outside of combat,
roll a d20 and reference the Encounters with Invaders table
above to determine who or what the characters and their Phase 3 Complications
allies fight. Additionally, on initiative count 20, roll a d20 d20 Encounter
and consult the Phase 3 Complications table. This table offers
new challenges that the characters might face in their The mercenaries start a fire which affects a
extended combat against the invaders. If a result does not
20-foot by 20-foot area of the facility. Each
turn, the fire spreads, its area increasing by
make sense in terms of what’s currently happening during
10-feet in all dimensions. A creature that
the battle, ignore the result or choose another.
starts it turn within 5 feet of the fire takes 3
If the characters and their allies fight off six waves of (1d6) fire damage, and 10 (3d6) fire damage if
enemies without retreating to the lowest level, they win the they start the turn in the fire itself. A creature
combat. Otherwise, Phase 4 begins. 1
can use its action to make a DC 15 Strength
(Athletics) check. On a success, the fire's area
decreases by 5-feet in all directions. The fire
Phase 4 - Escape goes out if its area reaches 0. Spells that cause
At the start of Phase 4, the invaders will have likely secured cold damage in a large area or create high
the Landing Pad. They are joined by a Peregrine-class Dinzer volumes of water automatically extinguish the
Flyer. Inside the flyer is Princess Elina Harrou-Tomydon, fire.
The Orb’s mother. She wishes to oversee the reclamation of A stray arrow hits a random character, dealing
2- 3
the facility. 3 (1d6) piercing damage.
If it looks like the characters and their allies won’t win the The lights throughout the facility go out.
combat, The Orb rallies everyone to area 21. Continue to use 4
Everything is dark.
the Encounters with Invaders table as the characters and
A concussive blast rocks the entire facility.
their allies try to escape the complex. The Orb also joins the
Each creature must make a DC 10
fight. However, she won’t escape with the characters.
5 Constitution saving throw. On a failed saving
throw, a creature is stunned until the end of
“Go with Twist and the doppelgangers and head into the its next turn.
tunnels below the complex,” commands The Orb. “Get 6 Two orcs join the fight.
them as far away from here as you can—go west into Part of the facility's ceiling collapses, creating
7
Knotside lands if you can. We have a friend there who an impassable obstacle in a 5-foot cube.
has set up a place that they can hide.” The fetch in area 20 breaks free of its
8 containment cylinder and starts attacking any
Although she’s nothing more than a head in a floating, creature it can reach.
glass sphere, you can tell that she’s not coming with you. The Doomspider's odonburgite core explodes.
Each creature within 60 feet of the
“I cannot come with you. My mother just arrived. She Doomspider must make a DC 15 Dexterity
and I need to have a talk.” saving throw, taking 42 (12d6) radiant
damage on a failed saving throw, or half as
Using her telekinesis, she hands you a thick journal 9 much damage on a successful one. The
explosion tears a hole into the fabric of reality.
bound with twine. On subsequent turns, any creature within 30
feet of the hole must make a DC 15 Strength
“This is all of the evidence of what happened in this saving throw, or be pulled into the hole and
place. Share our story. And thank you.” shunted to another plane of existence.
10-20 No complication occurs.
98
assumed his form at Steeproost.
Adventure Conclusion Once the Wyvern Kings are gone, life returns to normal in
Vaskil Valley. The Roe'dgope reclaim their lands from the
Even if the characters remain and fight off the hordes, The
mercenaries who pushed them out. The Kuzhuk, inaks, and
Orb explains that she wishes to destroy the facility and
subterranean drakes go back into hiding. And a certain
commands them to escape. Refusal brings her wrath. The
Brasuga bard travels along the Steeproost Trail singing songs
Orb sets the pressurized tanks in area 15 to blow up. A few
celebrating the characters’ accomplishments.
minutes after the characters escape, an explosion rocks the
If the characters deliver the dossier to the appropriate
mountain. The explosion destroys her, the Wyvern Kings, the
authorities—such as the true Prince Spiro, members of the
invaders, and even her mother, Princess Elina Harrou-
White Pillar, or even one or more of Presson’s Enclave’s
Tomydon.
enemies—the eight families responsible for the facility’s
For the first time in their troubled lives, the doppelgangers
creation are eventually stripped of their titles and
will come to respect humanoids, offering the characters their
imprisoned.
thanks for saving them. Thanks to their ability to assume any
When news of Princess Elina Harrou-Tomydon’s death
form, they travel the world and experience true freedom. If
reaches Imfe Caan Asaari, the Anorians who’ve suffered
the characters follow the doppelgangers, they learn that the
under her rule take to the streets to celebrate. Over the next
friend The Orb spoke of was the true Prince Spiro Marelis-
year, the Pressonians attempt to install a new Mydon Prince
Tomydon. Early during his reign at Steeproost, he learned
to rule the city, but the Anorians reject their advances. In
the truth of the facility at Colddark Cliff. He worked
time, the Anorians develop a coalition to lead the city
alongside The Orb and the doppelgangers to protect them.
themselves. This new age of Anorian authority is dubbed the
While he looked for secure locations in the west, Twist
Time of Forgiveness. Ω
99
Appendix A. Vaskil Valley History
This section details the history of Vaskil Valley, which Time of the Danaavrakti (TD)
includes notes on The Summer Land and Northern Omeria. ~25,000 - 15,000 years before the Age of Triumphs
100
creatures created that did not possess elemental energy. As But now there are whispers among the Treasure Cats that
such, they could not create their own creatures. However, Casar is swiftly reaching the distant edge of the loop, when
they could propagate similar to many of the titan's creations. time folds back into itself. Although the Treasure Cats will
Unaware of their true origin, humans evolved, expanded, "live" beyond this moment and continue their endless cycles,
and developed their own civilization. They worked closely this time is often thought of as "the end of Casar." The
with the elves who saw themselves as the caretakers of Treasure Cats believe that the loop can be expanded, but so
humans. Slowly, the dulons started to die one by one. far, no one has figured out how to do it.
101
Appendix B - New Player Options
You are free to incorporate some, all, or none of the following Whenever an affected creature makes an attack roll or a
player options into your campaign. saving throw before the Melody ends, the affected
creature must roll a d4 and subtract the number rolled
Bardic College from the attack roll or saving throw.
Each affected creature has disadvantage on Wisdom
At 3rd level, a bard gains the Bardic College feature. A bard (Perception) checks made to perceive any creature other
can select the College of the Taznarchi Performer option in than you.
addition to those normally offered. Each affected creature takes d4 psychic damage and has
disadvantage on the next attack roll it makes before the
College of the Taznarchi end of its next turn.
You learn how to play Vhonlanna's Melody, a tune capable of Whenever you or one of your allies makes an attack against a
stopping your foes in their tracks. creature distracted by Vhonlanna's Melody, the attack roll is
As a bonus action, you can expend one use of your Bardic made with advantage.
Inspiration to affect a number of creatures of your choice
equal to your Charisma modifier (minimum of one) within The Dance of Seven Painted Skulls
30 feet of you that can hear you. Each creature must succeed 14th-level Taznarchi Performer feature
on a Wisdom saving throw. On a failed saving throw, the
creature is distracted by your performance for as long as you When you use Vhonlanna's Melody, if an affected creature
maintain your concentration (as if concentrating on a spell), takes damage, it must repeat its Wisdom saving throw. If its
for up to 1 minute. Creatures immune to charm automatically saving throw fails, it remains distracted by the Melody.
succeed on their saving throws.
When you first start Vhonlanna's Melody choose one of the
following effects. The effect lasts for the duration or until you
use your bonus action to switch to another effect.
102
Gun Feats Quick Draw
If you use the optional feat rules in your games, the Your lightning fast reflexes help you get the upperhand in
characters may choose the following feats. most fights. You gain the following benefits:
103
Appendix C. Grimoire
This appendix describes the new magic items and spells
found in this adventure.
Chain Mail of the Spider
Armor (chain mail), rare (requires attunement)
New Magic Items You gain a +1 bonus to AC while wearing this armor. In
addition, climbing doesn’t cost you extra movement.
New magic items found in this adventure are presented
below in alphabetical order. Chains of Sloth
Wondrous item, artifact (requires attunement)
Aged Goodberry Wine
Potion, rare What price would one pay for power? Some might surround
themselves with the lustful bodies of their worshippers.
This bottle of thick red wine is miraculously made from Others may lend their higher faculties to unbridled wrath.
magical goodberries and peonies using a closely-kept family While still there are those who might track down their betters
recipe. It tastes fruity and floral, with notes of honey and the only to destroy them. Those who have wielded the chains of
feeling of a fresh breeze, and is deeply rejuvenating. The sloth pay a steep price for their power. The chains themselves
bottle comes with 1d4 + 3 servings of the syrupy potion. A are worn as a form of armor, protecting their owner. They
serving takes 1 minute to drink. also provide powerful weapons in the form of blades.
When you drink this wine, you can regain hit points by However, the chains are constrictive. They squeeze the user
spending any number of Hit Dice, as if you'd finished a short at every move, hampering them. Tiny barbs jab into the flesh,
rest. You regain 1 extra hit point for each Hit Die you spend torturing them if they overexert themselves. In time, the
in this way. The wine provides enough nourishment to owner stops moving altogether, finding solace in inactivity.
sustain a creature for one day. In addition, for the next 24 The chains’ origins are unknown. Naturally, there are those
hours, whenever you roll a Wisdom or Charisma ability check who believe the chain devil kytons of the Nine Hells crafted
or saving throw, you add 1d4 to the total of the roll. this devilish artifact. Other scholars believe that it was the
other way around; the source of the chains created the chain
Blast ‘n’ Slash devils, too. Random Properties. The chains of sloth have the
Weapon (battleaxe), uncommon (requires attunement) following random properties:
A rudimentary firearm, this item has been modified and 2 major beneficial properties
mounted with an axe head fashioned from what looks like 1 major detrimental property
scrap metal. The result is a magical axe-blunderbuss hybrid 4 minor detrimental properties
that can only be used at point blank range due to the poor
precision and massive spread. Chain Armor. When you wear the chains of sloth while
You gain a +1 bonus to attack and damage rolls made with attuned to them, they work as magical armor. Your AC equals
this magic weapon. 20, you gain resistance to bludgeoning, piercing, and
Point Blank Blast. When you hit a creature with this slashing damage from nonmagical attacks, and you are
weapon, you can activate the firing mechanism and deal an immune to being magically charmed. In addition, you are
additional 4d6 piercing damage to the creature. The creature immovable. Whenever a creature attempts to move you or
must succeed on a DC 15 Constitution saving throw or suffer shove you, it must make a DC 25 Strength check in order to
severe burns for the next minute. At the start of each of its do so, only moving you up to 10 feet with a success.
turns, the creature must repeat the saving throw, taking 1d6 However, there are drawbacks. Your Strength and
fire damage on a failed save. On a successful save, the effect Dexterity scores become 7 (unless already lower), and you
ends. Once you use this effect, you can’t do so again until you have disadvantage on Stealth checks and Dexterity saving
rearrange the mechanism over a short rest. throws. If you move more than 10 feet on your turn, you take
1 piercing damage for every 10 feet you move beyond the first
Book of Healing 10. In addition, if you take an action and a bonus action on
Wondrous item, rare (requires attunement by a cleric) your turn, you take 1d4 piercing damage for overexerting
yourself. The damage that the chains cause to you are
This ivory, leather-bound book contains numerous prayers considered magical for the purposes of overcoming
and spells designed to reduce suffering and heal those in resistance and immunity, including the resistances they
need. It has 20 charges that can be used to cast the spells provide.
below as if they were being cast from a spell scroll. Once the Weapon. While you are wearing the chains and are
book runs out of charges, it ceases to be magical, but can act attuned to them, you can use the chains to make a melee
as a holy symbol. weapon attack with bladed chains. Each bladed chain has a
reach of 15 feet and deals 1d6 + 3 slashing damage on a
1 Charge: cure wounds
successful hit, ignoring penalties to Strength or Dexterity.
5 Charges: lesser restoration
You can dual-wield with the chains as if each one counted as
10 Charges: greater restoration
a light weapon. The chains are considered magical for the
purposes of overcoming resistances and immunities.
104
Aura of Lethargy. Each creature that starts its turn charges daily at dawn. A creature attuned to this weapon may
within 30 feet of you while you are attuned to the chains is use a bonus action and spend 1 charge to speak its command
magically slowed by the chains. An affected target’s speed is word and electrify the hammer’s surface, causing it to deal an
halved, it takes a -2 penalty to AC and Dexterity saving additional 2d8 lightning damage on its next successful
throws, and it can’t use reactions. On its turn, it can use attack.
either an action or a bonus action, not both. Regardless of the
creature’s abilities or magic items, it can’t make more than Lionheart Shield
one melee or ranged attack during its turn. Armor (shield), uncommon (requires attunement)
A creature affected by the aura can make a DC 18 Wisdom
saving throw at the end of each of its turns. On a successful This shield is oddly light for its size. It has a lion's face mid-
save, the effect ends for it. A creature that succeeds on its roar emblazoned on the front of it. As an action, you can raise
saving throw is immune to the chains’ aura for 24 hours. the shield in front of you and unleash the lion's roar. You cast
the spell thunderwave at 1st-level with a save DC of 13 from
Cursed. Once a wearer places the armor on, it cannot be
the mouth of the lion. Once used, this property cannot be
removed except through a wish spell or similar magic. In
used again until the next dawn.
addition, you must spend at least 2 hours to gain the benefits
of a short rest and 12 hours to gain the benefits of a long rest.
Destroying the Chains. Some believe that as long as
Mining Boomstick
Wand, uncommon
slothfulness exists in the multiverse, the chains of sloth
cannot be destroyed. However, if a solar should sacrifice Far too big to be used properly when handheld, this
itself in the presence of the chains, it can use its dying wish to boomstick is a mining implement designed to be housed in a
destroy the chains. Unfortunately, as long as slothfulness supporting structure. Until properly mounted, its power is
exists in the multiverse, the chains reform 1d10 x 10 years limited to the statistics below.
later. If all slothfulness in the multiverse is wiped out, the You can make a ranged spell attack and fire a bolt of
chains rust and crumble, groaning as they vanish. thunderous energy at a target within 120 feet (+4 to hit). On
a hit, the target takes 5 (1d10) thunder damage.
Demented Cultist’s Scimitar Detonate. All creatures in a 30-foot cone must make on a
Weapon (scimitar), rare (requires attunement)
DC 12 Dexterity saving throw. On a failure, a creature takes
This obsidian blade refracts light with an opalescent sheen. 13 (3d8) thunder damage and is knocked prone. On a
The hilt is made of dead driftwood tied together with ragged success, it takes half as much damage and is not knocked
fabric. You gain a +1 bonus to attack and damage rolls made prone. The wielder of the mining boomstick is knocked
with this magic weapon. prone. Once you use this feature, you can’t do so again until
Ritual Branding. As an action, you can place a brand the following dawn, or until the mining boomstick is properly
on a willing creature, choosing from the list below. The brand mounted and calibrated. Heavy. Creatures that are Small or
lasts until the following dawn, or until dispelled. Once you Tiny have disadvantage on attack rolls with heavy weapons.
have branded a creature, you can’t do so again until the A heavy weapon's size and bulk make it too large for a Small
following dawn. or Tiny creature to use effectively.
Brand of the Flagellated. When the branded creature
hits a creature with an attack, it can expend a number of hit Jaduee Pat'r
dice up to its proficiency bonus, dealing an additional 1d6
When Casar was formed, the rogue elemental energies of the
damage of the attack’s type per hit die expended.
Cosmos crashed together and became trapped in a pocket
Brand of the Devout. As a bonus action, the branded dimension known as The Real. From The Real, the unstable
creature can expend a number of hit dice up to its proficiency energies erupted forming Casar, mortal life, and the Loop.
bonus (minimum 2). It regains one spell slot with a level
These elements became the Jaduee-Patr (Danaavi for
equal to the number of hit dice expended minus one.
"Magic Stones.")
Brand of the Madman. As a bonus action, the
The Jaduee-Patr are detailed below.
branded creature can expend a number of hit dice up to its
proficiency bonus. Until the start of its next turn, it gains
Emerald Odonburgite
advantage on a number of attacks equal to the number of hit
Wondrous item, uncommon
dice expended.
The most plentiful of the Jaduee-Patr, emerald odonburgite
Grim Leather Armor is the element of evocation. It appears as a glowing-green
Armor (leather armor), uncommon (requires attunement) stone.
A 2-inch diameter piece of emerald odonburgite has 50
You gain advantage on Charisma (Intimidation) checks while
charges. While you are holding the emerald odonburgite next
wearing this armor if it can be seen by the creature you are
to a magic item that has charges, you can use an action to
attempting to influence.
speak a command word to transfer any number of remaining
charges from the emerald odonburgite up to the maximum
Kataigida, the Kingsbane number of charges the magic item can hold.
Weapon (maul), rare (requires attunement by a creature
The emerald odonburgite regains 5d10 charges at dawn.
with a Strength score of at least 17)
105
Ruby Blutzvekzelnite Changes
d100 Change d100 Change
01-04 You can see invisible creatures. You hit point maximum increases by 2d10
49-50
You gain the Fire Form trait. Your type hit points.
becomes elemental and you no longer You turn into a tree. You are incapacitated,
require air, food, water or drink. You gain can't move or speak, but you are aware of
immunity to fire damage and vulnerability your surroundings; you gain blindsight out
to cold damage which replace any other to 10 ft. (blind beyond this radius). Your
resistances or immunities you already have statistics remain the same, but you gain
51-55
including those offered by attunement to vulnerability to fire damage and resistance
the ruby blutzvekzelnite. You can move to piercing and bludgeoning damage. These
through spaces as narrow as 1 inch wide vulnerabilities and resistances replace any
without squeezing. A creature that touches similar vulnerabilities, immunities, or
or hits you with a melee attack while within resistances you may currently have.
05-08
5 feet of you takes 4 (1d8) fire damage. In 56-60 You can cast misty step at will.
addition, you can enter a hostile creature's
You can cast levitate at will, targeting only
space and stop there. The first time you 61-67
enter a creature's space on a turn, that yourself.
creature takes 4 (1d8) and catches fire; until You grow horns from your head which you
someone takes an action to douse the fire, can use to make unarmed attacks against
the creature takes 4 (1d8) fire damage at the 68-72 creatures within 5 feet of you. On a hit, you
start of each of its turns. You also shed deal piercing damage equal to 1d6 + your
bright light in a 20-foot radius and dim light Strength modifier.
in an additional 20 feet. For every 5 feet of
You lose your mouth and can no longer
water you move into water or for every 73-74
gallon of water splashed on it, you take 1 speak.
cold damage. You skin becomes tough and scaly. When
You can cast magic missile as a 1st-level spell you aren't wearing armor, your AC is 13 +
09-10 your Dexterity modifier. You can use this
at will.
75-81 natural armor to determine your AC if the
Roll a d10. Your height changes by a armor you wear would leave you with a
number of inches equal to the roll. If the roll
11-16 lower AC. A shield's benefits apply as
is odd, you shrink. If the roll is even, you normal while you use your natural armor.
grow.
Your voice pains those that hear it. Each
You gain a form of indefinite madness (as
17-26 creature within 30 feet of you that hears you
described in chapter 8 of the DMG). speak must succeed on a DC Constitution
saving throw or take 1 thunder damage. The
You regain 1d6 hit points every 10 minutes, 82-85
provided that you have at least 1 hit point. If DC is equal to 10 + your Constitution
you lose a body part, the body part regrows modifier. A creature that succeeds on its
27-29 saving throw is immune to this effect for 24
and returns to full funcitonality after 1d6+1
days if you have at least 1 hit point the hours
whole time. 86 All humanoids frighten you.
You grow feathers which cover your entire You become permanently ethereal, as the
body and you gain vulnerability to etherealness spell, and cannot return to the
bludgeoning damage which replaces any 87-88
30-31 Material Plane until a greater restoration
other resistances or immunities to spell or similar magic is cast upon you.
bludgeoning damage you may already
possess. 89-92 You gain resistance to all damage.
You body constantly oozes a greasy puss. You glow bright light in a 30-foot radius and
dim light for an additional 30 feet. Any
32-35
Your Charisma score is reduced by 1. You 93-98
have advantage on Dexterity (Athletics) creature that ends its turn within 5 feet of
checks made to escape grapples. you is blinded until the end of its next turn.
Roll a d6. Your skin turns a vibrant shade of Your form destabilizes and you collapse into
99
36-39 the rolled color: 1—red, 2—green, 3—blue, 4 a puddle of lifeless goo. You are dead.
—orange, 5—yellow, 6—purple. You explode; you die instantly and leave no
You grow an extra eye. You have advantage remains behind. Each creature within 30
40-44 on Wisdom (Perception) checks that rely on 100
feet of you when you explode must make a
sight. DC 15 Dexterity saving throw or take 4d8
radiant damage on a failed saving throw, or
Roll a d6. On a result of 1-3, your size half as much damage on a successful one.
increases by one size category and on a
45-48
result of 4-6 your size decreases by one size
category (as the enlarge/reduce spell).
106
Kalapatr Ruby Blutvekzelnite
Wondrous item, very rare (requires attunement) Wondrous item, legendary (requires attunement)
The black summoner's stone of the danaavrakt is what Of all the Jaduee-Patr, ruby blutzvekzlnite is the most
helped the fearsome fiends build their early empire. It is the unstable and therefore the rarest. It is the Jaduee-Patr
Jaduee-Patr of conjuration. element of transmutation.
While attuned to a 2-inch diameter piece of of kalapatr, While you are attuned to a 2-inch diameter piece of ruby
whenever you cast a conjuration spell that summons blutzvekzlnite you gain the following benefits:
creatures, you cast the spell as if it was cast by a slot two
levels higher than the one you used (up to 9th level). Darkvision out to a range of 60 feet.
An increase to speed of 10 feet while unencumbered.
For example, if you cast conjure animals using a 3rd-level
Proficiency in Constitution saving throws.
spell slot, you would cast the spell as a 5th-level spell,
Resistance to acid, cold, fire, lightning, and thunder
creating twice the number of creatures you normally would
damage.
with a 3rd-level spell slot.
The first time you attune to the ruby blutvekzelnite and
Phantom Pearl every day at dawn, roll a d100 and refer to the Ruby
Wondrous item, legendary (requires attunement) Blutvekzelnite Changes table on the previous page to
determine what happens. The changes continue even after
Phantom pearls are the pale yellow stones of illusionists. Like you become unattuned to the ruby blutvekzelnite. Only a
vizier's tourmaline and ruby blutvekzelnite, phantom pearls greater restoration spell or similar magic will end the
are exceedingly rare and believed to no longer exist in change.
Omeria. Before rolling on the change table, you can attempt to
While attuned to a phantom pearl, the duration for any suppress the changes. Make a DC 15 Charisma saving throw.
illusion spell that you cast increases from 1 minute to 10 On a success, you do not change.
minutes, from 10 minutes to 1 hour, from 1 hour to 8 hours, Aura of Radiance. The blutvekzelnite emits an aura of
from 8 hours to 24 hours, and from 24 hours to until radiant energy in a 10-foot radius. Each creature in that area
dispelled. must succeed on a DC 15 Constitution saving throw. On a
failed saving throw, the creature becomes poisoned. A
creature attuned to the object automatically fails its saving
107
throw. While poisoned, the creature can not regain hit points
except through magical means until the poison is cured. A
Revolver of Banishment
Weapon (revolver), rare
creature attuned to the blutvekzelnite cannot be cured of its
poison until it unattunes itself from the gem. These magic revolvers were specially forged by members of
the Anorian Warriorbrood to hunt the demons plaguing
Silingfashi Shi Vaskil Valley at the closure of the Hand of the Three. They've
Wondrous item, rare (requires attunement) since been outlawed by Pressonian abjurers.
You gain a +1 bonus to attack and damage rolls made with
The white gem known as silingfashi shi, or "necromancer
this magic weapon.
stone" is predominantly found on the ashen-covered slopes
of the volcanic Xenem Dynasty. They are the Jaduee-Patr When you hit a fiend with this weapon, the fiend must
gems of necromancy. make a DC 15 Charisma saving throw. On a failed saving
throw, the fiend is banished as per the banishment spell. You
While attuned to a 2-inch diameter piece of silingfashi shi
must still concentrate on the spell as if you were the caster.
you gain immunity to necrotic damage and you no longer
require food, drink, or sleep. In addition, you become
invisible to all undead creatures of CR 2 or lower. You can
Vapul's Bullet
Weapon (bullet), legendary
choose to reveal yourself to any number of undead of your
choice without using an action. This adamantine bullet bears runes that invoke the name
Vapul, the demonic god of ice and death. It is rumored that
Sjelestein there is only one in existence. When this bullet is fired from a
Wondrous item, legendary (requires attunement)
weapon within its normal range, the bullet automatically hits
its intended target. If the target has 150 hit points or fewer, it
The extremely rare purple crystal sjelestein is found mostly
dies and the bullet is destroyed. Otherwise, the bullet deals
in the northern reaches in Rasgax Highlands. However, the
the damage normal for the firearm, and it can be recovered
Rasgax are always reluctant to use the material, and instead,
from the target with a successful DC 15 Dexterity (Medicine)
choose to guard it within their holds. Sjelestein is the Jaduee-
check.
Patr of enchantments.
While attuned to a 2-inch diameter piece of sjelestein, you
gain a +2 bonus to your Charisma score and all creatures New Spell
have disadvantage on saving throws made against your
A 20th-level character capable of casting 9th-level sorcerer or
enchantment spells.
wizard spells can learn the following curse of frogs spell as
an epic boon. The caster must expend one 9th-level spell slot
Summer Diamond plus one other spell slot of their choice to cast the spell.
Wondrous item, very rare (requires attunement)
Summer diamonds are found in the Summer Land and used Curse of Frogs
by the Abjurers and Eldritch Knights of Presson's Enclave. 10th-level transmutation
They are tied to the element of abjuration. Casting Time: 1 action
While attuned to a 2-inch diameter summer diamond, you Range: 500 feet
gain a +2 bonus to AC and immunity to magic missile. Components: V, S, M (a live frog or toad)
Duration: Concentration, up to 1 hour
Vizier's Tourmaline You transform up to one hundred creatures of your choice
Wondrous item, legendary (requires attunement)
that you can see within range. An unwilling target must
succeed on a Wisdom saving throw to resist the
Believed by many to not exist at all, vizier's tourmaline is the
transformation. An unwilling shapechanger automatically
Jaduee-Patr of divination.
succeeds on the save. The transformation lasts for the
While attuned to a 2-inch diameter piece of vizier's duration, or until the target drops to 0 hit points or dies. If
tourmaline, when you cast a divination spell of 2nd level or you concentrate on this spell for the full duration, the
higher using a spell slot, you regain one expended spell slot. transformation becomes permanent.
The slot you regain must be of a level lower than the spell you
Each target transforms into a frog. The target’s game
cat and can't be higher than 5th level. A wizard diviner of 6th
statistics, including mental ability scores, alignment, and
level or higher attuned to the stone regains two slots instead
personality, are replaced by the statistics of the frog.
of one.
The target assumes the hit points of its new form, and
In addition, the vizier has advantage on Intelligence saving
when it reverts to its normal form, the creature returns to the
throws to avoid the effects of the Strain of Divination
number of hit points it had before it transformed. If it reverts
(detailed above).
as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess damage
Magic Guns doesn’t reduce the creature’s normal form to 0 hit points, it
isn’t knocked unconscious.
The following magic guns can be easily inserted into any
campaign, but are particularly welcome in the Vaskil Valley The creature is limited in the actions it can perform by the
campaign setting. nature of its new form, and it can’t speak, cast spells, or take
any other action that requires speech.
The target’s gear does not transform.
108
Appendix D - New Monsters and NPCs
This Appendix describes new creatures that appear in this
adventure, presenting them in alphabetical order. The
introduction of the Fifth Edition core rulebook for monsters
explains how to interpret a creature's stat block.
The creatures in this appendix are categorized by creature
type below.
Fiend
Aberrations Black Horn
Fetch
Land Octopus Giants
Brasuga
Beast Ogre, Baby
Megamoo
Humanoids
Constructs Anorian Gunmage
Arm-Arm Ninja
Nightmare Orb Pressonian Abjurer
The Orb Werelynx
See-See
Wheelie Monstrosity
Wyvern King Ewoska
Dragons Undead
Subterranean Drake Inak
Summer Drake
Wyvern Wyrmling Vehicle
Doomspider
Anorian Gunmage
Anorian gunmages are Vaskilish Anorians trained in the art
of the gun. To avoid the watchful eye of the Pressonian
Abjurers, gunmages usually operate away from Vaskil
Valley's two major settlements.
109
Black Horn
Black horns look like black horses with a single black horn.
For this reason, they are often confused with unicorns. The
main difference, however, is their origin. The first black
horns were created by the Striped Conjurers of Karmithyash
as mounts during the Siege of Brasolet in 532 AT.
110
Doomspider
The Doomspider was created by gnomish artificers and
funded by a coalition of eight Mydon Princes. It was used
during the siege of Colddark Cliff to reach the top of the
facility's airship landing and breach its thick blast doors.
The Doomspider's hull is laced with nigh impenetrable
adamantine armor plating. Two side cannons prevent attacks
from its sides. Its main weapon is a powerful, emerald
odonburgite-driven disintegration cannon which can literally
blast holes through mountains.
The carapace of the Doomspider also acts as a troop
transport and can carry up to twenty Medium humanoids at
a time.
Due to its prohibitive costs (millions in gold went into the
development and construction of the first Doomspider), no
further Doomspiders have been constructed.
111
The ewoskas frequently clash with the griffon riders of
Ewoska Kuhzuk and Anorian vaqueros of the Vaskil Valley. Out of
sheer wickedness, the ewoskas enjoy stealing livestock and
Sailing through the skies of The Summer Land and parts of even the occasional farmer from the region, a point of
Central Omeria are the red-eyed ewoskas, large, intelligent contention among the humanoids that occupy the valley.
falcon-like birds whose shrill shriek can shrink creatures
Many ewoskas have built their nests in the remains of the
down to transportable (and edible) sizes.
old dragon dens abandoned after the War of the Burning
Ewoskas are leftovers from the Transmuter Wars of the Plains. There, the ewoskas protect their eggs from those
Hand of the Two. The great birds were tasked to fly over who'd hope to eradicate the evil beasts. In addition to the
battlefields and pick off Karnionian mages. Once the hoards leftover by the Great Chromatics, ewoskas build
Transmuters were driven from Omeria, the ewoskas collections of pilfered trinkets, gems, jewels, and magic items
retreated into the wilderness surrounding the Basilisk's Spine pulled from their own prey.
Mountains.
112
Gnoll Companions. Interestingly, fetches refuse to
Fetch absorb gnolls. For this reason, they often work alongside the
hyena-humanoids. When gnolls find a particular village or
Fetches are disgusting shapechangers who once served the
fortress to be an especially tough "nut to crack," the war
Arch Transmuter Loikiel. Outrageously evil, the creatures
chiefs will send a fetch into the camp to lower its defenses
would infiltrate humanoid and danaavrakti fortresses, absorb
from within.
their numbers, and move on to the next location like locusts.
Dulon-Blooded. Pexian aberrationists theorize that
Difficult to control, Loikiel commanded his servants to
Loikiel created the original fetches using blood from dulons,
destroy the fetches before they could get out of hand. Of
the progenitors of all life on Casar. If true, this implies that
course, some escaped into The Wither. Today, these horrors
fetches might still retain the memories of the dulons from
continue to haunt the wasteland and its humanoids.
which they were created.
Fetch Actions
Medium aberration (shapechanger), chaotic evil
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage,
Armor Class 17 (natural armor) and if the target is a creature it is grappled (escape
Hit Points 85 (10d8 + 40) DC 13). While grappled the creature is restrained.
Speed 30 ft., climb 30 ft.
Absorb. The fetch targets one creature it is
grappling. The target must make a DC 15
STR DEX CON INT WIS CHA Constitution saving throw. The target takes 36 (8d8)
16 (+3) 18 (+4) 18 (+4) 13 (+1) 16 (+3) 18 (+4) necrotic damage on a failed saving throw, or half as
much damage on a successful one. The target's hit
Saving Throws Con +7 point maximum is reduced by an amount equal to
Skills Deception +10, Perception +6, Stealth +7 the necrotic damage taken. If this reduces the
Damage Resistances bludgeoning, piercing, and target's hit point maximum below 0, the target dies
slashing made by nonmagical attacks and the fetch absorbs the creature including its
Senses blindsight 30 ft., passive Perception 16 memories. Otherwise, this reduction lasts until the
Languages any that its current form knew target completes a short or long rest.
Challenge 7 (2,900 XP) Unearthly Wail. The fetch emits a horrible sound.
Each creature within 60 feet of the fetch that can
Shapechanger. The fetch can use its action to hear it must make a DC 15 Wisdom saving throw. On
polymorph into any Small or Medium creature that it a failed saving throw, the creature is frightened for 1
has killed with its Absorb action, or back into its true minute. The creature can repeat its saving throw at
form. Its statistics, other than its size, are the same the end of each of its turns, ending the effect on itself
in each form. Any equipment it is wearing or with a success. A creature that succeeds on its initial
carrying isn't transformed. It reverts to its true form saving throw or the effect ends for it is immune to
if it dies. the fetch's Unearthly Wail for 24 hours.
Regenerate. The fetch regains 10 hit points at the
start of its turn. If the fetch takes acid or fire damage,
this trait doesn't function at the start of the fetch's
next turn. The fetch dies only if it starts its turn with
0 hit points and doesn't regenerate.
113
Inak
Medium undead, lawful evil
114
Land Octopus Land Octopus
With several massive tentacles and bulbous eyes, this large Large aberration, neutral
creature resembles an aquatic octopus. However, its coarse,
green flesh and leaf-like growths covering its body betrays its Armor Class 13 (natural armor)
ecology as a land-based creature. Hit Points 90 (12d10 + 24)
Land octopuses are strange, intelligent creatures that lurk Speed 30 ft., climb 30 ft.
in the forests of Vaskil Valley. As far as Pexian aberrationists
and the Warriorbrood's gunmages know, these creatures
STR DEX CON INT WIS CHA
didn't exist prior to 1040 AT, leaving some to believe they are
one of many side effects caused by the resurgence of the 17 (+3) 13 (+1) 15 (+2) 7 (-2) 12 (+1) 3 (-3)
titans and the coming of the Hand of the Eight. One popular
theory posits that the octopuses come from the Hidden, the Skills Perception +5, Stealth +5
demiplane where the Archtransmuter Loikiel was rumored to Senses darkvision 60 ft., passive Perception 15
vanish into following his defeat at the hands of the Languages —
danaavrakti. Challenge 2 (450 XP)
So far, here's what's known about land octopuses. First,
they lack mouths—not even a mouth on the underside like Forest Camouflage. The land octopus has
their aquatic relatives. Instead, they use their tentacles'
advantage on Dexterity (Stealth) checks made to
hide in forests.
suckers to drain memories and intelligence from creatures.
Judging by the large number of lycanthrope bodies Innate Spellcasting (1/Day). The octopus's
discovered near their lairs, they seem to particularly enjoy spellcasting ability is Wisdom. It can innately cast
the psychic energy ripped from shapechangers. the fog cloud spells, requiring no components.
Second, the asexual land octopuses do not give birth in a
conventional manner. Instead, they lay "energy eggs", small Actions
orbs of light that drift through the air in the forests they
Tentacles. Melee Weapon Attack: +5 to hit, reach
inhabit. These eggs are insubstantial. Just before they are
15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
ready to hatch, the eggs touch down on the ground and a damage. If the target is a creature, it is grappled
small land octopus emerges. Interestingly, land octopus (escape DC 16). Until this grapple ends, the target
younglings demonstrate higher intelligence than their is restrained and the octopus can't use its tentacles
parents. Some are even capable of telepathy. What's more on another target.
terrifying is that they seem to have the memories of the
creatures whom their parents drained shortly before they Psychic Drain. A creature grappled by the
were conceived. octopus must make a DC 11 Intelligence saving
throw. On a failed saving throw, the target takes 14
Third, land octopuses fear magical darkness. Although
(4d6) psychic damage and its Intelligence score is
they do not seem affected by the presence of normal
reduced by 1d4. The target dies if this reduces its
darkness, magical darkness causes them to panic and flee. Intelligence to 0. Otherwise, the reduction lasts
What's more, is that magical darkness seems to affect their until the target finishes a short or long rest. On a
young. It doesn't kill the eggs outright. But eggs that are successful saving throw, a target takes half as
exposed to magical darkness before they "hatch" seem to be much psychic damage and its Intelligence score is
"corrupted" by the magic. These dark younglings retain their not reduced.
intelligence as they mature, and often develop darker
tendencies than their neutral parents.
115
Megamoo
Often found in the Summer Land among mundane cattle,
Megamoos are giant cows. Sometimes, megamoos are
referred to as "dire cows." The term is erroneous, as
megamoos are only violent if provoked.
Megamoo
Huge beast, unaligned
116
Nightmare Orb
Taking its name from the malicious duke who created the
first of them, nightmare orbs more than live up to their
devilish monikers.
Although they only measure six inches in diameter, the
orbs are fast, deadly, and frightfully intelligent. At the Battle
of Aspaeth, a single orb nicknamed Hell cut down an entire
army of witchslayers.
Nightmare orbs are employed by dark wizards to hunt and
persecute their mortal enemies. And although the orbs have
the ability to capture and bring back living quarry, they rarely
—if ever—do.
The constructs are created through the grim ritual known
as Penance, one of the Eight Majikmütarr outlined in the
Librex Malmütaronn. Penance is an eight-hour ritual that
requires the vessel orb to be dipped in the blood of three
sylvans. Then, an invisible stalker is imprisoned within the
vessel. In eighty-eight days, the orb gains sentience.
Constructed Nature. The orb does not require food,
air, drink, or water.
117
Ninja
Ninjas are black-clad masked rogues often employed as
thieves and assassins by criminal organizations. They can use
a wide range weapons, many of which lack "honor" in the
eyes of their enemies. Such weapons include blinding
powder, smoke bombs, and a bevvy of toxins with which they
coat their weapons.
Ninja
Medium humanoid (any), any nongood
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Actions
Katana. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage, or
6 (1d8 + 2) slashing damage when wielded with
two hands.
Dart. Ranged Weapon Attack: +4 to hit, range
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. If the target is a creature, it must succeed
on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5
or more, the target is also unconscious while
poisoned in this way. The target wakes up if it
takes damage or if another creature takes an
action to shake it awake. Katanas in Fifth Edition
Blinding Powder (1/Day). The ninja tosses The weapon the ninja uses in its stat block is a
blinding powder into the eyes of one creature that katana, a storied weapon of Japanese culture. It is
it can see within 5 feet of it. The target must a single-edged blade with a circular or squared
succeed on a DC 13 Constitution saving throw or guard and long grip to accommodate two hands.
become blinded for 1 minute. The target can repeat If you wish to incorporate the weapon in your own
its saving throw at the end of each of its turns, campaigns, it uses the statistics detailed below.
ending the effect on itself with a success. Katana. The katana is a martial melee weapon
that costs 30 gp and weighs 3 lb. The weapon
deals 1d6 slashing damage on a hit. It has the
finesse and versatile (1d8) properties.
118
The Orb
Once the Pressonian Princess Tella Harrou-Tomydon, The
Orb rejected her roots in order to protect the doppelgangers
whom her parents and ancestors hurt for so many years.
Constructed Nature. The Orb does not require air,
food, water or sleep.
Ogre, Baby
Yes, even ogres have children. Certainly, they can be
described as, well, "cute-ish", but don't let their big eyes and
chubby booty deceive you—they're rascals. Plus, it won't be
The Orb long before the bouncing baby giant grows up to be a chaotic
lunk.
Tiny construct, neutral good
Actions Actions
Multiattack. The Orb makes three lightning ray Boomstick. Ranged Spell Attack: +4 to hit, range
attacks. 120 ft., one target. Hit: 5 (1d10) thunder damage.
Lightning Ray. Ranged Spell Attack: +9 to hit, Thump. Melee Weapon Attack: +5 to hit, reach 5
range 30 ft., one target. Hit: 15 (3d6 + 5) lightning ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage. damage.
Read Thoughts. The Orb magically reads the
surface thoughts of one creature within 60 ft. of Legendary Actions
her. The effect can penetrate barriers, but 3 ft. of The ogre baby can take 1 Legendary Action,
wood or dirt, 2 ft. of stone, 2 inches of metal, or a choosing from the options below. Only one
thin sheet of lead blocks it. While the target is in legendary action can be used at a time, and only at
range, The Orb can continue reading its thoughts, the end of another creature’s turn. The ogre baby
as long as The Orb's concentration isn't broken (as regains spent legendary actions at the start of its
if concentrating on a spell). While reading the turn.
target's mind, The Orb has advantage on Wisdom
(Insight) and Charisma (Deception, Intimidation, Boomstick. The ogre baby makes one boomstick
and Persuasion) checks against the target. attack.
119
And while Presson's Enclave has lost some of its sheen it
Pressonian Abjurer once boasted following their triumphs in the Fairknot Region
over one thousand years ago, the Pressonians are still a
Bearing the silver and white banners of Presson's Enclave,
respected and beloved part of Omerian history and lore.
Pressonian Abjurers are what most Omerians picture when
Pressonian Abjurers are eldritch knights whose
they hear the term "knight." These storied warriors of The
spellcasting ability is as sharp as the greatswords they carry.
Summer Land were the first true legends of Omeria. The
As per the laws of The Summer Land, Pressonian Abjurers
Pressonian Abjurers traversed the Basilisk's Spine to face the
limit their spellcasting talents to the paths of abjuration and
Anorians at the Siege of Imfe Mythse Anore. They tackled the
evocation with a touch of divination, illusion, and
danaavrakti hordes during the Hand of the Third. And they
necromancy. Pressonian Abjurers are strictly forbidden from
persevered through the War of the Burning Plains, eventually
using magic from the schools of conjuration, enchantment,
turning the Great Chromatics away from the long continent.
and transmutation.
120
See-See
Tiny construct, unaligned
Wheelie
Tiny construct, unaligned
Arm-Arm
Medium construct, unaligned
Armor Class 13 (natural armor)
Hit Points 4 (1d4 + 2)
Armor Class 15 (natural armor) Speed 25 ft., climb 25 ft.
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
10 (+0) 13 (+1) 15 (+2) 4 (-3) 10 (+0) 1 (-5) Damage Immunities poison, psychic
Condition Immunities blinded, charmed,
Damage Immunities poison, psychic deafened, exhaustion, frightened, paralyzed,
Condition Immunities blinded, charmed, petrified, prone
deafened, exhaustion, frightened, paralyzed, Senses blindsight 60 ft. (blind beyond this
petrified, prone radius), passive Perception 10
Senses blindsight 60 ft. (blind beyond this Languages understands the languages of its
radius), passive Perception 10 creator but can't speak
Languages understands the languages of its Challenge 0 (0 XP)
creator but can't speak
Challenge 1/8 (25 XP) Spider Climb. The wheelie can climb difficult
surfaces, including upside down on ceilings,
Actions without needing to make an ability check.
Claw. Melee Weapon Attack: +2 to hit, reach 10 A wheelie has no effective attacks. They are simple
ft., one target. Hit: 2 (1d4) piercing damage, and if machines designed to deliver messages and clean
the target is a Medium or smaller creature it is floors.
grappled (escape DC 10). Until this grapple ends,
the arm-arm cannot use this attack on another
target.
121
Subterranean Drake
Another prolific offshoot of the Great Pressonian Chromatics,
subterranean drakes (also called zogo-ba-inak by the Spine Subterranean Drake
inak) are dragons that have adapted to life in the Low. In Large dragon, chaotic evil
these labyrinthine tunnels, the drakes are safe; Omeria's
spellcasters fear to enter their domain mostly due to the wild Armor Class 15 (natural armor)
dokh nuzeghs ("no magic dogs)" who hunt within. Although Hit Points 119 (14d10 + 42)
vile towards those who dwell aboveground, the zogo-ba-inak Speed 40 ft., burrow 20 ft., climb 30 ft.
share a somewhat symbiotic relationship with the other races
of the Low, particularly the inak.
Less aggressive than the flying drakes, subterranean STR DEX CON INT WIS CHA
drakes instead rely on camouflage and hit-and-run tactics. 18 (+4) 14 (+2) 17 (+3) 7 (-2) 11 (+0) 7 (-2)
They prefer to hunt in packs of three to five, as well,
ambushing those who wander through the Low without Saving Throws Dex +5, Con +6
knowledge of how to avoid the creatures. Skills Perception +6, Stealth +8
Although zogo-ba-inak are nowhere near as intelligent as Damage Immunities poison
their chromatic ancestors, they still maintain a semblance of Condition Immunities poisoned
society. The drakes make their homes in subterranean ruins Senses blindsight 30 ft., darkvision 120 ft.,
such as abandoned dwarven holds, undead-filled tombs, and passive Perception 16
cleared-out dungeons. There, they are ruled by the strongest Languages Draconic
of their pack, the Grand Drake. Challenge 5 (1,800 XP)
The typical zogo-ba-inak clutch consists of two to four eggs
and a female can lay up to two clutches per year. Like the Stone Camouflage. The drake has advantage on
summer drakes, zogo-ba-inak have shorter lifespans than
Dexterity (Stealth) checks made to hide in rocky
terrain.
great wyrms, living no more than 200 years.
Actions
Lala Kunat the City of Drakes Multiattack. The drake makes three attacks: one
with its bite and two with its claws.
West of Vaskil in the snow-capped peaks of the
northern edge of the Basilisk's Spine stands the Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
ancient city-monastery of Kuzhuk, home to the one target. Hit: 15 (2d10 + 4) piercing damage.
Griffonriders. Once, the Kuzhuki had a second
great city directly below Kuzhuk named Lala Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Kunat. A plague wiped out many of the Kunat one target. Hit: 11 (2d6 + 4) slashing damage.
Kuzhuki and the underground city was sealed Poison Spittle. Ranged Weapon Attack: +5 to
away. Since then, it's become infested with hit, range 30 ft., one target. Hit: 36 (8d8) poison
subterranean drakes. These drakes are led by the damage.
150-year old Grand Drake Scarred Rulk.
122
Until the War of the Burning Plains, summer drakes were
Summer Drake close to extinction. After over half of the humanoid
population of Presson's Enclave was eradicated by Tostrasz
Summer drakes are a breed of dragon found almost the Enormous and his chromatic hordes, the summer drakes'
exclusively in the Summer Land. They are smaller that most numbers returned in full force. In recent years, the remaining
dragons, never reaching more than 25 feet in length from knights of Presson's Enclave with help from Vaskilish
snout to tail. Although they have flight ability typical for vaqueros, the griffon riders of Kuzhuk, and the Goun-to-gen
dragons, summer drakes prefer walking, climbing, and brasugas, the drakes' numbers have once again become
burrowing. It's rare they ever fly for ranges greater than a few manageable. Still, they are an active threat that requires
hundred miles at a time. Like their red-scaled ancestors, constant monitoring.
summer drakes breathe fire.
Like the chromatic reds, summer drakes prefer to make
Unlike the chromatic and metallic dragons of legend, their homes in high mountains and hills. Many of the
summer drakes are extraordinarily prolific. A summer summer drakes also make their homes in the ruins of
dragon matron can lay up to three clutches of eggs per year Pressonian cities, those charred by destructive breath of their
with six to ten eggs per clutch. Although the mortality rate larger cousins.
for young summer drakes is high, they grow fast. The high
Summer drakes only live for 200-300 years, and never
population numbers of summer drakes are what created the
achieve "ancient" status. Although they have innate sorcerous
original demand for the equally prolific knights of Presson's
powers, they dislike magic and find its practice a waste of
Enclave.
time.
Summer Drake
Huge dragon, neutral evil Actions
Multiattack. The drake makes three attacks: one
Armor Class 17 (natural armor) with its bite and two with its claws.
Hit Points 184 (16d12 + 80)
Speed 40 ft., burrow 20 ft., climb 40 ft., fly 60 ft Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage plus 4
(1d8) fire damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
22 (+6) 10 (+0) 21 (+5) 9 (-1) 12 (+1) 15 (+2) one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Saving Throws Dex +4, Con +9, Wis +5, Cha +6 one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Skills Perception +9, Survival +5
Damage Immunities fire Fire Breath (Recharge 5-6). The dragon exhales a
Condition Immunities charmed, frightened ball of fire at a point that it can see within 150 feet of
Senses blindsight 60 ft., darkvision 120 ft., passive it. Each creature within 20-feet of that point must
Perception 19 make a DC 17 Dexterity saving throw. A creature
Languages Draconic takes 54 (12d8) fire damage on a failed save, or half
Challenge 11 (7,200 XP) as much damage on a successful one.
123
Never Trust an Elf. When the tribes of man settled
Werelynx (Roe'dgope) The Summer Land to the south, the two races lived together
in harmony. Then, at the turn of the new millennium, the
For nearly two thousand years, a race of hill dwarves known
humans marched west over the Basilisk's Spine Mountains
as the Roe'dgope (ROE-da-GO-pay) have thrived in the
and conquered the Anorian elves. The Anorians who survived
Vaskil Valley. These dwarves are well known for their
were forced east through the mountains to settle in Vaskil
lyncanthropic nature. They are able to transform into lynxes,
Valley. The Roe'dgope saw the arrival of the Anorians as an
large, thick-pelted mountain cats. This ability was passed
invasion of their territory. Furthermore, they blamed the
down by the chief god of the Roe'dgopic Pantheon, Omjun, to
humans for the event as they saw the humans awarding the
protect them against the dangers of the Basilisk's Spine
elves lands that weren't theirs to give. Both being long-lived
Mountains. Although their condition is contagious, the
races, tensions have remained high between the elves and
dwarves never share their lyncanthropy with outsiders. Along
dwarves for the last one thousand years. The Vaskil River
with the inak, the Anorians, and Subterranean drakes of
acts as the boundary between the two races, with the
Vaskil Valley, the Roe'dgope are one of the Immortal Four.
Anorians to the east of the river and the dwarves to the west.
124
Wyvern King
Taking to the skies of Vaskil Valley like a plague, The Wyvern
Kings of Darkmire appear to be wyvern-mounted knights
wearing dark suits of plate mail armor. Large helmets cover
their heads, revealing little of their physiology, leading some
to believe that they might be constructs, undead, or perhaps
something stranger.
As the name suggests, the wyvern kings ride wyverns
into combat. From their as-yet-discovered location within
the northern stretch of the Baslisk's Spine Mountains,
they raise these dragons from birth.
Constructed Nature. The Wyvern King does
not require air, food, drink, or sleep.
Wyvern King
Medium construct, neutral
125
6. Notice of License Copyright: You must update the COPYRIGHT
Open Gaming License NOTICE portion of this License to include the exact text of the
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Content. (h) “You” or “Your” means the licensee in terms of this
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2. The License: This License applies to any Open Game Content
within 30 days of becoming aware of the breach. All sublicenses
that contains a notice indicating that the Open Game Content
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may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No 14. Reformation: If any provision of this License is held to be
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may be applied to any Open Game Content distributed using
this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc. System Reference Document
3. Offer and Acceptance: By Using the Open Game Content You 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
indicate Your acceptance of the terms of this License. Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
4. Grant and Consideration: In consideration for agreeing to use
Chris Sims, and Steve Townshend, based on original material
this License, the Contributors grant You a perpetual,
by E. Gary Gygax and Dave Arneson. Vaskil Valley: Wrath
worldwide, royalty-free, non-exclusive license with the exact
of the Wyvern Kings. 2021 Copyright Hamrick Brands,
terms of this License to Use, the Open Game Content.
LLC, Authors: Dave Hamrick, Adventure's Await, The DM Tool
5. Representation of Authority to Contribute: If You are Chest, Torchlight Press, John K Webb, Humperdink's Wares,
contributing original material as Open Game Content, You The Griffon Saddlebag, Loot Tavern, Fat Goblin Games, Dyson
represent that Your Contributions are Your original creation Logos, Forrest Imel
and/or You have sufficient rights to grant the rights conveyed
END OF LICENSE
by this License
126