Prepared! A Dozen Adventures For Fifth Edition - PDFCOFFEE.COM (2024)

P R E PA R E D! • A DOZEN ADVENTURES FOR FIFTH EDITION •

BY

JON SAWATSKY

PREPARED! A Dozen Adventures for Fith Edition CREDITS

Design: Jon Sawatsky Cover Art: Simul Interior Art: Storn Cook, Frank Garza, Dio Mahesa, Johnny Morrow, and Nakarin Sukontakor Cartography: Meshon Cantrill editing: Miranda Horner Art Direction: Marc Radle Layout and Graphic Design: Marc Radle Publisher: Wolfgang Baur “For Adam, first into the unknown.”

© 2016 Open Design Kobold Press, Open Design, and their associated logos are trademarks of Open Design. he 5E logo is used by kind permission of Sasquatch Game Studio. Product Identity: he following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, maps, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

TABLE OF CONTENTS Introduction ........................................................................2 he Impregnable Fortress of Dib (Levels 1–2) .......................2 he Marrow Mines (Levels 1–3) ............................................4 he Vault of Pallon the Pious (Level 2) ..................................6 he Claret Wellspring (Levels 4–5) ....................................... 7 he Room with Five Corners (Levels 6–7) .............................9 Upon the Icebound Terrace (Levels 6–7) ............................. 11 In Its Horrid Wake (Level 7) ............................................... 13

Open Game Content: he Open content in this book includes the monster names, monster statistics, and monster abilities. No other portion of this work may be reproduced in any form without permission.

A Bad Night for Beting (Levels 8–9) ................................... 15

KOBOLD PRESS P.O. Box 2811 Kirkland, WA 98083

Under Revelers’ Feet (Levels 12–13) ....................................20

www.KoboldPress.com

he Burning Crater (Levels 9–10) ....................................... 17 Atop the Mountain (Level 11) ............................................. 18 he Obsidian Pass (Levels 14–15) ........................................22

FOUR 1ST- TO 2ND-LEVEL PCS

IntroductIon Your GM is ill, but you want to game anyway and volunteer to run the game. Or perhaps you ran into a last-minute Life Situation that ate your usual preparation time for your campaign, and everyone truly needs a break from the ever-present Real World. Fear not! With the scenarios herein, you can quickly and easily take your group of adventurers through an interesting and compelling story, defeat some villainous forces, and save the day (or perhaps more). For those player characters (PCs) who are more pragmatic, yes, there are rewards of varying kinds!

Each scenario contains background information, adventure elements, area descriptions, and some ideas for continuing the story introduced in the scenario. hey are organized by level recommendation, plus you’ll see that information at a glance in the table of contents. For statistics on the creatures, please reference the 5th Edition Monster Manualand the Tome of Beasts (where you can ind creatures such as the bone collective, dogmole, salt golem, and clockwork myrmidon). So, what are you waiting for? Dive in and get prepared!

the Impregnable Fortress

Kicking in the Door. he door at the back of the wagon is solidly reinforced. Forcing the door requires a DC 17 Strength check. he DC for this check is reduced to 14 if the fortress has less than half its hp remaining. Once the door is forced, the goblins retreat to area 3.

oF

dIb

FOUR 1ST- TO 2ND-LEVEL PCS We were traveling the old trade road up near the Blind Hills when we found it: an overturned wagon in the ditch. Evas took to the shadows, scouted ahead, and returned with strange details. he wagon had been transformed—such that it appeared to be a ierce fortress. Signs of goblin-work were apparent: broken shields reinforcing the walls, crude arrow slits cut into the driver’s bench, a makesh*t lag hanging limply atop the whole afair. We let it alone, but even at a distance the smell of the odd fortress’s uninished moat made us wretch...

Background Several months back, Dib Halling-Chewer and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. heir antics, though hilariously entertaining to themselves, were destructive and dangerous to the rest of the clan. he goblins spent several nights in the wilderness before discovering an abandoned wagon by the side of a trade road. here, the homeless cadre transformed the wagon into a distinctly goblinoid fortress. hey have had some success in assaulting and looting travelers on the road.

ADVENTURE ELEMENT A: THE FORTRESS ATTACKS Assaulting the fortress is a combat encounter. he fortress may take two of the following actions on initiative 10 each round:

• • •

Arrow Barrage. Ranged weapon atack. +4 to hit, range 80/320 t., two targets. Hit: 5 piercing damage. Spear Thrusts. Melee weapon atacks. +4 to hit, range 5 t., two targets. Hit: 5 piercing damage. Spear thrusts gain advantage against PCs atempting to lit the wagon. Fairly Hot Oil (Recharge 5–6). Spray blobs of oil at all creatures within 20 t. Each creature must succeed on a DC 10 Dexterity saving throw or take 2 ire damage; a successful saving throw halves the damage.

ADVENTURE ELEMENT B: THE FORTRESS DEFENDS Adventurers can defeat the fortress in a number of ways. “Kill” It. he fortress has an AC of 14 and 40 hit points. It is resistant to piercing damage and weak to ire damage (see “Fire” below). PCs may atack it as they would a normal, albeit immobile, target. Once the fortress reaches 0 hp, the goblins retreat to area 3.

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Lifting the Whole Damn Thing Up. Liting and tipping the fortress over takes 2 rounds. Each round requires a successful DC 17 Strength (Athletics) check made by one PC. he DC of this check is reduced by one for each PC assisting. PCs involved in liting the wagon may take no other actions that round. Failing the check on the second round results in the liting PC(s) having to start over. Successfully liting the wagon results in the goblins retreating to area 3. Fire. If the wagon takes ire damage, it has a 50 percent chance of bursting into lames. hile alame, the wagon takes 9 (2d6+2) ire damage each round on initiative 20. If the wagon takes 24 or more damage from being on ire, the goblins inside retreat to area 3.

ADVENTURE ELEMENT C: WRESTLING MOVES he goblins inside the fortress gain advantage on all grapplingrelated checks and atacks. hen forced into melee combat, they are as likely to atempt grabs and shoves as they are shortsword atacks. Dib, a regular goblin in every other way, gains the following: Knee-Bar. Melee weapon attack. +4 to hit, range 5 ft., one target. Hit: 3 bludgeoning damage and target must succeed on a DC 12 Strength saving throw or be restrained. Dib can choose to maintain the knee-bar indeinitely, but can take no move actions and is considered prone while doing so.

AREA 1: THE EXTERIOR A large wooden wagon has been overturned a few feet rom the road. An incomplete moat rings the structure; the vapors rom its gelatinous contents reach your nose even at ity paces. he wagon has been reinforced with broken shields and scavenged planks; an unfortunate fox has been nailed unceremoniously atop a crude doorway. Slits and holes of various sizes have been bored and carved into the walls, and you hear whispering and rustling coming rom within. A lag made rom cloth scraps hangs unmoving in the still air. he goblins do not leave the safety of the wagon willingly. hey are interested in soter targets than a band of adventurers, and so they stay under the wagon and operate its atacks as previously described. In general, if the wagon seems likely to be destroyed, the goblins retreat to area 3.

FOUR 1ST- TO 2ND-LEVEL PCS

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FOUR 1ST- TO 3RD-LEVEL PCS

the marrow mInes FOUR 1ST- TO 3RD-LEVEL PCS I was taken by the evil dogs while camping near Agav’s bog. hey draged me into their lair, and it wasn’t until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. hey chained me in the dark with a candle made rom foul wax and forced me to dig at the marrow. heir bonds were poorly made, and I led several days later while they slept. hat purpose did they have in mining that marrow? I cannot say... his text does not specify the number of enemies in any given encounter; tailor the numbers to suit the challenge level you wish to create.

Background

AREA 2: UNDER THE WAGON he inside of the makesh*t stronghold is a dank and foul-smelling place. A small cauldron of rendered animal fat boils over a smoky ire. Several poorly crated spears sit abandoned on the ground. A ladder sugests the wagon’s inhabitants have dug into the ground below. Once their fortress is breached, the ive goblins inside retreat into the throne room. A DC 10 Wisdom (Perception) check uncovers an oily sack hidden under a rock. It contains 25 sp and some shiny rocks.

AREA 3: TUNNEL AND THRONE ROOM he tunnel, precariously carved and shored-up with planking, runs straight for 30 t. before turning sharply. Around the corner are the goblin’s living quarters. A single sputering torch illuminates the small chamber and the makesh*t throne at the far end. Evil eyes blink rom behind ive small mounds of dirt and bedding. he sound of bow strings being drawn greets your ears. he goblins make ranged atacks from behind half cover until forced into melee. At the entrance to the chamber is a simple spike trap. Noticing the trap requires a Perception (Wisdom) check of DC 12. Disarming the trap requires a DC 12 Dexterity (thieves’ tools) check. Failure to notice or disarm the trap causes six sharp spikes to spring out of the ground. PCs within 5 t. of the trap must succeed on a DC 13 Dexterity saving throw or take 1d6 (4) piercing damage; a successful saving throw halves the damage. he throne hides Dib’s treasure hoard. A DC 12 Wisdom (Perception) check reveals the seat of the throne is loose and ofset. Inside the throne is a small wooden chest containing 60 sp, 15 gp, and a scrap of cloth with Dib’s fortress design notes scribbled in smudged ink.

Conclusion No doubt the local authority is thankful the PCs removed the nuisance from the side of the road. hat of the clan from which Dib and his entourage were expelled? How did the goblin develop such strong wrestling moves? Perhaps the entire clan practices unarmed combat; their desire to test their skills on civilized folk grows as the subterranean wrestling rings increase in number.

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he Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. he kobolds defend the area iercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. he urds live in the deep reaches of the wing’s tips. he pack is led by Rikir, a large and brutish specimen who lost an eye in a ight with some nearby goblins. Rikir is responsible for the cunning traps dispensed throughout the place.

ADVENTURE ELEMENT A: THE MARROW he marrow from the wing is an addictive substance for the kobolds, and some have been altered by long-term use. In addition to Rikir, one in ive of the kobolds encountered in the mines has gained the following action: Visions of the Leviathan. Staring into the kobold’s eyes, you suddenly fall through a nightmarish stormscape: a dread leviathan wings through the rain and lightning—what evil do you see lost between worlds? Recharge (6); all enemies within 30 t. must succeed on a DC 10 Constitution saving throw or are frightened for 1 round. Consuming the marrow causes horriic visions of storms and malevolent monsters winging their way through the skies. PCs who consume the marrow must succeed at a DC 14 Constitution check to avoid being paralyzed for a day. Paralyzed PCs can atempt the saving throw again every hour. At the end of their paralysis, the PCs discover they can read, write, and converse in the Draconic tongue. his efect ends ater ive long rests.

ADVENTURE ELEMENT B: RIKIR’S TRAPS Centipede Pit. Falling, you land on uneven ground. A skitering horror moves nearby. The pit trap consists of a well-disguised false loor covering a 10-t. drop into a pit. hree giant centipedes atack anyone falling into the pit. Discovering the false loor requires a DC 12 Wisdom (Perception) check. PCs can skirt its edge with ease. Box of Bats. A slight drag in your step and the audible snap of a tripwire alerts you to a trap. From the darkness comes a growing cacophony of leathery wings. he box of bats trap consists of a cleverly hidden tripwire that releases a swarm of bats from a wooden cage 20 t. above. he bats atack anyone in the passageway. Discovering the tripwire requires a DC 12

FOUR 1ST- TO 3RD-LEVEL PCS Wisdom (Perception) check. he tripwire can be stepped over (no roll required) or disarmed with a DC 10 Dexterity (thieves’ tools) check.

AREA 1: THE ENTRY he shoulder joint of a massive wing protrudes rom the side of a hill. he bone has been hollowed out into a makesh*t tunnel; the osseous walls, loor, and ceiling are covered in strange smudge paintings depicting canine-like humanoids. Piles of bones and broken tools lie in heaps outside the entryway. Of all the areas in the mines, the entry is the most likely to be trapped. In addition to the previously described traps, the entry is guarded by kobold sentries. Unless great care is taken to eliminate the sentries, they alert the warren to the presence of intruders via whistles that, when blown, emit a single eerie note. he kobolds in the mines are generally on edge; luring the sentries away from their position with intriguing sounds or lashing lights is not diicult. A secret tunnel just inside the entry is found with a DC 13 Wisdom (Perception) check. he tunnel exits deep in the reaches.

AREA 2: THE NEXUS he tunnel widens into a large, irregularly shaped chamber. Crude pots of crimson soil line the eastern wall. A smudge painting depicting a massive winged creature dominates the room. A number of nest-like beds lay scatered on the earthen loor. In the likely event that the kobolds are aware of intruders in their warren, they fortify their living quarters at the wing’s

nexus. Several kobolds take half-cover position near the entry to the nexus and use slings as the PCs approach. Rikir and a few kobold guards take half-cover positions at the back of the chamber and use their slings when the PCs pass the entryway. Ater the PCs have reached the room, all remaining kobolds engage in melee and atempt to block the PCs from targeting Rikir and his guards. he marrow in the pots is magical, and a DC 10 Intelligence (Arcana) check reveals it is likely dangerous to consume.

AREA 3: THE REACHES he tunnel narrows until you must crouch to continue; at the end, you discover an opening into a large stone cavern. Piles of excrement sit on the loor, and shuling noises sound rom the darkness above. he wing’s tips extend deep into the ground. A cluster of urds live in the deep reaches of the wing, and they keep their distance from the rest of warren. he urds have dug caverns that intersect with the wing, and they perch high in the shadows where they drop stones on interlopers. hey do not consume the marrow.

Treasure Notable treasures in the mines include a pot of red paint made from the marrow. he paint is nearly impossible to remove from most surfaces, and it dimly glows in an unsetling crimson hue. Deep in the reaches is a perfectly preserved feather from the monster whose bones make up the mines. It makes an excellent +1 staf, or it could be processed into a quiver of +1 arrows by the proper cratsperson. Rikir is fond of coins and baubles and likely has a small hoard kept tucked away in the nexus.

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FOUR 2ND-LEVEL PCS Conclusion ho is threatened by the mine’s existence? hat can be learned of the leviathan from which the mines are made? hat other, more dangerous foes lurk beyond the reaches of this place?

the Vault

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pallon

the

pIous

FOUR 2ND-LEVEL PCS True, I was hired to sail them past the Witch’s Teeth. Four adventurers looking to earn a name; who was I to throw vinegar on their fancies? I took ’em within a rowboat’s jaunt of the place to the door on the rock. I know as much of the place as any sailor—nothing. he man who built that door and its innards was known as Pallon the Pious, a pirate of some renown. Given his actions in life, I don’t know how he made right with any god when he died. he adventurers? Well, I imagine you four want me to take you out. Perhaps you’ll ind your answer there…

Background A famous pirate captain came to worship a lawful god in his inal years. Ater a lifetime of plundering, pillaging, scutling, and murdering along the coastline, the fear-inspiring Pallon the Merciless rebranded himself as Pallon the Pious. But, a history of violence is a hard thing to reconcile, and the salty old dog slowly succumbed to madness. His most precious possession was a set of scales that relected perfectly his own inner conlict. he Scales of Misjudgment are buried deep in the treasure room of his crazed rock-island vault.

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ADVENTURE ELEMENT A: STRUGGLES WITHIN At difering times (GM’s discretion) throughout the party’s exploration of the vault, the guilt of Pallon magically threatens the PCs. Each PC is compelled to tell one story from their past where they did a great wrong. here is no saving throw to avoid this compelled confession. Ater the story is told, the PC must succeed on a DC 10 Charisma saving throw to avoid incurring one level of exhaustion.

ADVENTURE ELEMENT B: STRUGGLES WITHOUT At the beginning of each of the location’s two combats, the cruel nature of Pallon magically threatens to seep into the PCs’ personas. All PCs must succeed on a DC 10 Wisdom saving throw or become merciless for 3 rounds. hile merciless, PCs cannot assist or target other PCs with helpful spells and abilities. Passive efects are unafected. he GM must use their discretion when resolving this efect.

AREA 1: THE DOOR A silver cup is ited into the center of door with a small inscription carved above it. A gull watches you rom a nearby perch; its eyes relect the dull gray waters. he inscription reads: Give to receive. A DC 10 Wisdom (Perception) check uncovers trace amounts of dried blood in the cup. he door slides open when 3 hit points worth of blood is poured into the cup. he door is extremely resistant to physical damage (AC 17, hp 70). Nonmagical atacks made against the

FOUR 4TH- TO 5TH-LEVEL PCS door with anything but a proper sledge have disadvantage to hit. A DC 15 Wisdom (Perception) check reveals a small release mechanism that can be activated with a DC 17 Dexterity (thieves’ tools) check.

AREA 2: THE DESCENT A tunnel descends below the water line. he stonework is crude and uninished, and the loor is litered with loose stones. A thin layer of briny ooze coats the place. At the end of the tunnel, you discover a small chamber containing roting wooden planks piled in a corner. he chamber at the botom of the tunnel has one exit leading to area 4. A DC 12 Wisdom (Perception) check made in the entryway reveals skeletal remains clutching a palm-sized stone with the word ‘wrongteous’ carved into it. A DC 14 Wisdom (Perception) check also reveals a secret passage leading to area 3.

AREA 5: THE TREASURE ROOM A simple wooden chest sits at the center of this small chamber. Seawater seeps through the walls here, and the smell of the ocean is strong. he chest contains the Scales of Misjudgment, a silver set of scales and weights. Additionally, a handwriten note, writen by Pallon states: “Here be the truth, all things are not balanced, and neither good nor evil can be weighted against the other.” he scales do not work, and they provide consistently random measurements. hey are worth 75 gp.

Conclusion hat was the incident that compelled Pallon to seek atonement? Perhaps the answer is out there on the seas: a secret story kept by a creaky irst mate. here did the wrongteous Pallon hide his real treasure, and who did he hire to construct this strange vault of traps and the undead...

AREA 3: THE PRAYER ROOM Descending the cramped passage, you emerge into a circular chamber with a simple stone altar along the far wall. Scatered on the loor are a dozen stone tablets with carved inscriptions. Four slumping igures occupy the space directly in ront of the altar.

the claret wellsprIng

he tablets contain incoherent ramblings and prayers. hey are at once exalting the virtues of an unnamed god and threatening to unleash wrath upon wrongdoers. he four igures will stand and turn in unison when the PCs approach. he zombies burble the word “wrong” as they shamble to atack. A DC 10 Intelligence (Investigation) check made on the tablets reveals a cryptic message from Pallon that “overcoming evil requires much wrongteousness.”

he irst spell cast has not yet inished its work. —Ancient sandstone inscription, author unknown.

AREA 4: THE JUDGMENT ROOM Unlike the entryway, this chamber features carefully built stone walls. Some cratsmanship is evident in the stonework here, and the far wall sugests the rame of a door sealed by rock. Heaps of stones sit on the loor of the room. A simple examination of the room reveals the stones are inscribed with the word “wrongteous.” he far wall houses the sealed door that leads to area 5. Beside the door is a hole just large enough to pass a carved stone through. An inscription near the hole reads “do wrong to begin judgment, do wrong again to do right.” Passing a stone marked “wrongteous” through the wall initiates the following:

• •

he door (if intact) into the vault seals. Magical radiant light lashes throughout the vault. All PCs must succeed on a DC 10 Constitution check or be blinded for one minute. Any undead in the vault take 2 radiant damage. Spellcasters recognize the light is radiant.

Ater the light lashes (for the irst time only), three shadows emerge and atack the party. On every round of combat, another stone marked “wrongteous” falls into the judgment room from a hole above. he party may continue to pass stones through the hole at a rate of one per round. Doing so requires an action. he shadows take the damage each time, but the party risks blindness. hen the shadows are defeated, a stone marked “righteous” falls from the ceiling. Passing the “righteous” stone through the hole opens all doors in the vault.

FOUR 4TH- TO 5TH-LEVEL PCS

Background Strange lights in the desert lead the PCs to a long-forgoten oasis. Traveling toward the lights, the PCs are threatened by magic so old, it deies categorization. Arriving at the withered shore of a blood-colored pool, the PCs discover an ancient dial and three tooth-like columns rising from the ground. Turning the dial results in the water being magically siphoned into the column’s hollow cavities. If the pool is emptied, a small door is revealed in the crimson-stained muck. hey must defeat a blood-infused water elemental before proceeding. Once inside, the PCs share a room with a dark ritual running since the origin of the world. he keeper of the place, an immortal fey inside a powerful suit of armor, ofers litle explanation as to the nature of the ritual, and he seeks to ensure they tell no one of the Claret Wellspring.

ADVENTURE ELEMENT A: FIRST MAGIC Approaching the Claret Wellspring activates the powerful magical defenses let behind by its creator. Spellcasters whose primary statistic is Intelligence feel subtle force waves starting at one mile. A DC 14 Intelligence (Arcana) check reveals the magic is old and primal in nature; PCs with a scholarly background gain advantage on this check. If the check is outstanding (17+), the PC learns something profound about the nature of magic in the world; they gain advantage on all Intelligence rolls for 24 hours. Shockwave. hen the PCs are within half a mile of the oasis, the defenses trigger. A massive wave of force explodes out from the wellspring. PCs must irst succeed on a DC 12 Strength saving throw or be thrown backward 20 t., taking 7 (2d6) bludgeoning damage as they tumble across the sand. A DC 12 Constitution saving throw prevents the PC from becoming deafened for an hour from this efect. Finally, all PCs feel compelled to envision then share the irst time they encountered magic. Refusing to share their experience cause 2 (1d4) psychic damage.

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FOUR 4TH- TO 5TH-LEVEL PCS

ADVENTURE ELEMENT B: THE RITUAL OF ENDINGS Before you, a dark sphere turns in a sea of stars. he sphere passes through the hues rom crimson to royal blue in an unending patern. A single musical chord plays eternally; its notes tear at the tethers that bind your mind to reality. he ritual of endings is one of several rituals that maintain the magic of the irst spell. None know the ultimate aim of the original spell, but its secrets may yet be revealed by brave adventurers and scholars. he actions required to stop the ritual, and the efects of such tampering, are entirely for the GM to decide. A DC 15 Intelligence (Arcana) allows a spellcaster whose primary atribute is Intelligence to learn a minor version the ritual. It may be cast weekly, requires 500 gp worth of materials (GM discretion), and adds 1 to the caster’s spell saving throw DC for the week.

ADVENTURE ELEMENT C: ARMOR OF THE KEEPER Interlocking plates of obsidian-colored metal refuse even the smallest relection. From its heart, suspended in a sphere of lashing magical light, a tiny fey-like creature stares at you enigmatically. Mechanically, the armor is a minotaur. It behaves as an additional opponent, albeit under the control of the wearer. hile inside the armor, the wearer gains advantage to saving throws against spells. he armor does not interfere with the wearer’s actions or abilities. Treat the armor and wearer as two

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separate targets when resolving spells and efects. he wearer may be targeted normally but is immune to atacks and efects that would force it out of the armor. If the armor reaches 0 hp, it “dies” and the wearer is ejected.

AREA 1: BESIDE THE OASIS A blood-colored pool surrounded by withering vegetation sits at the feet of three towering stone columns. he jaged columns rise like teeth rom a maw buried under the sand. A stone dial sits upon a small pedestal on the far side of the water, its face marked with four distinct lines. he dial has four positions. Turning the dial requires a DC 10 Strength (Athletics) check. Turning the dial clockwise from its starting position begins the transfer of water from the pool to the hollow columns. hen the dial reaches its inal position, the pool is emptied, revealing the small door to the area 2. One round ater the pool empties, the water in the columns sprays up into the air and forms a water elemental that atacks the PCs. Damaging the elemental causes the creature’s “blood” to fall to the sand adjacent to it. he blood forms characters in the Draconic script. Upon its death, PCs who read Draconic can study the script with a DC 10 Intelligence (Investigation) to reveal the following message: “Before words were divine ambitions.” he lora beside the pool animates and threatens to entangle the party. On initiative 20, the ibrous plants lash out at the feet of one PC within 50 t. of the empty pool’s edge. A DC 12 Dexterity saving throw is required to avoid being pulled prone. hen the elemental is defeated, the plants cease their atacks.

FOUR 6TH- TO 7TH-LEVEL PCS AREA 2: SOUNDLESS VAULT his cramped triangular chamber is supported by two dark stone columns at its center. Sound is strangely muted here; voices carry a few feet and disappear into the darkness. he stale air sugests the vault has been closed a long time. he ritual in area 3 is responsible for the auditory efects. Spoken messages do not travel more than 5 t. before being silenced. Spells and efects requiring targets to hear izzle and fail if the target is more than 5 t. away. he small chamber is occupied by the ritual’s eternal guardian, a mamura inside the armor of the keeper (see adventure element C). he armor and the mamura take their actions on the mamura’s initiative. he mamura begins combat by using its complement of spells while the armor uses its charge and gore liberally. Each round on initiative 5, the columns (AC 10, hp 15) each make one atack (ranged 20/40, +6 to hit, 3 (1d6) ire damage). Destroying both columns triggers a minor cave-in causing 4 (1d6+1) bludgeoning damage or half as much on a successful DC 10 Dexterity saving throw. he key to area 3 is located in the armor, and it is discovered by anyone searching the remains. he script above the door to area 3 is writen in Draconic and reads as follows, “Here rises the end.”

AREA 3: RITUAL ALCOVE he door opens to a small alcove. Ringing the alcove at shoulder height are three locked compartments. A dim light emanates rom the deepest point of the alcove. A musical chord plays faintly and grows in volume as you approach the light. he door to this area is locked by a complex lock. Forcing the lock without proper study requires a DC 21 Dexterity (thieves’ tools) check. If the PCs irst succeed on a DC 12 Intelligence (Investigation) check, the DC to force the lock is reduced to 10. Behind the door is a small alcove containing an unending ritual begun when magic was originated. he ritual is described in adventure element B. he three compartments are locked and can be opened with thieves’ tools and a DC 14 Dexterity check. hey can also be opened with a crowbar and DC 15 Strength (Athletics) checks.

Treasure here are 500 gp worth of spell components in the compartments of area 3. A skilled blacksmith can reinforce existing plate mail with some of the pieces of the armor of the keeper. Plate mail strengthened with the armor gains 20 lbs. of weight and provides the wearer with resistance to piercing damage.

Conclusion he irst magic is kept active by several rituals similar to the one under the Claret Wellspring. To know the nature of the magic, the PCs must search for the locations. hat is the ultimate efect of the irst spell cast? ho was the caster, and how are the destinies of the PCs connected with the spell’s resolution?

the room

wIth

FIVe corners

FOUR 6TH- TO 7TH-LEVEL PCS It’s true I used to run with the Untamed—back when Owl was the leader. I don’t associate with ’em now, though—not ater what I saw. I got a stomach for all manner of things, but whatever it was I spied through the door at the back of the hideout. A room with a wall changing shape—like a puzzle puting itself together—illed me with a kind of fear I ain’t known before or since. I can’t say what dark thing the Untamed are up to, but there ain’t a one of ’em casts a shadow no more— not that you’d see ’em out in sun anyway.

Background he Untamed are a street gang in a busy city. A recent change in leadership has transformed the members from pickpockets and second-story thieves into kidnappers for an interdimensional aberration named Xlrieh’oc. heir hideout is now a strange and wicked factory, capable of extracting the irm essence from a person; the process leaves the victim partly ethereal and their form no longer casts a shadow. Although most victims die during the procedure, those who survive are conscripted into the gang. he extracted essence is crated and shipped to the aberration’s home plane through a breach between worlds in the hideout’s backroom.

ADVENTURE ELEMENT A: THE CURSE he gang members are all survivors of the strange extraction ritual. As such, they are alicted with a curse condition with the following efects:

Resistance to nonmagical weapons (slashing, bludgeoning, piercing) • +5 stealth rolls • Weakness to ire • Disadvantage on all rolls made while in direct sunlight *he curse afects only humanoid gang members.

ADVENTURE ELEMENT B: SYMBOLS OF XLRIEH’OC hree symbols, drawn in reference to Xlrieh’oc, maintain the portal to his realm and cause various efects upon the viewer. Ater a PC has been afected by a symbol, or makes a successful saving throw against its efect, the PC becomes immune to that particular symbol. If all three symbols are destroyed, the portal in the backroom closes. Destroying a symbol requires a DC 13 Intelligence (Arcana) check. hough this text suggests places where the symbols are located, you are free to distribute them as you see it.

• • •

Symbol, Fear. Witnesses to this symbol must succeed on a DC 12 Constitution saving throw to avoid being frightened for an hour. he saving throw is repeated every 15 minutes. Symbol, Anguish. Witnesses to this symbol must succeed on a DC 12 Constitution saving throw or take 9 (2d8) psychic damage; a successful saving throw halves the damage. Symbol, Madness. Witnesses to this symbol must succeed on a DC 12 Constitution saving throw or become blinded and stunned for 1 minute.

9

FOUR 6TH- TO 7TH-LEVEL PCS

AREA 1: THE ALLEY Refuse and rubble obscure the entry to this dark alleyway. Stepping over an open sewer channel, you ind yourself standing in a passage between several warehouses. Small things scutle between broken crates and general ilth. hree gang members (scouts) and a hired doorman (gladiator who is unafected by the curse) are hidden in the alley, and they atempt to atack the PCs by surprise. he Untamed have secreted the entry to their hideout well. Finding the door requires a DC 12 Wisdom (Perception) check. Scrawled on the door is a Symbol, Fear. hoever inds the door, and whoever is nearby when it is found, are subject to the symbol’s efects.

AREA 2: THE WAREHOUSE A maze of crates ills the warehouse. Rising up to the bare wood raters, the crates vary in size and each display an enigmatic brand. Pale violet light emanates rom unseen sources. A small footpath winds its way among the stacked cargo. he warehouse proper is currently unoccupied. Most of the crates are empty. In the midst of the crate labyrinth is the Untamed’s extraction table. A long wooden table with leather-strap restraints is bathed in the violet light of several candle stands. Knives in dark scabbards lay on its surface, and a peculiar burn mark is found repeated near the collar restraint at one end. On the loor are two crates showing evidence of being recently sealed. A parchment is crudely nailed to the table; it hangs down apron-like rom the table’s edge.

10

he parchment is a set of instructions for removing the essence of a mortal. It is writen in an unknown tongue. Looking too closely at the parchment triggers the Symbol, Anguish that marks it; once looked at, the viewer and those nearby are subject to its efects. A DC 14 Intelligence (Arcana or Investigation) reveals the diagram is a ritual object describing a surgical technique of sorts. Opening the crate requires a DC 12 Strength (Athletics) check. Inside the crate is a harmless white powder.

AREA 3: THE ROOM WITH FIVE CORNERS he view through the doorway into the back room portrays a dizzying spectacle of nightmare. Beyond the threshold is a plain chamber, breached along one wall by a geometric impossibility. A ith corner has appeared there and yet the shape of the room remains square. Space and time argue in this place; a precipitation of dread hangs in the air. Pale igures pass crates into the anomalous corner; unseen hands receive the grim cargo. Two gang members (scouts) are passing crates to an unseen party through the extradimensional portal. Gang leader Emit (priest) oversees the transaction. hen disturbed, the members take half cover positions behind crates near the portal. Two grells lurk in the raters and atempt to loat down behind the party once combat starts. he loor here displays the Symbol, Madness; PCs ighting near the portal trigger its efects. Shortly ater the grells descend, the PCs see the outline of a humanoid stepping through the portal into the room. As it arrives, its shape transforms and a gibbering mouther emerges to joins the ight.

FOUR 6TH- TO 7TH-LEVEL PCS He provides the following information:

Treasure For a street gang, the hideout is suspiciously devoid of stolen goods. Emit carries an impossibly complex navigation tool made from gold set with several perfect diamonds. A DC 12 Intelligence (Arcana) check suggests it is aligned to a ith cardinal point. It is worth 300 gp in raw materials.

Conclusion Did the party close the strange portal in the back room? hat horrible place does it lead them to if traveled through? hat of the white powder in the crates? How long does Xlrieh’oc hold a grudge, and how is his anger manifested?

upon

the Icebound

terrace

FOUR 6TH- TO 7TH-LEVEL PCS We let Gorol’s Outpost and went north for several days. he weather held, and we counted our blessings. We’d heard stories of the place and had it in our hearts to ind those ruins. Vladimir had a map we’d bought rom some locals; they said it was as old as some words—whatever that meant. It was early evening when we saw the crack in the glacier. We went single-ile through a long tunnel that opened up into a valley. At the end of the valley we saw it: a stone terrace partially encased in ice. We made camp with the intention of exploring the ruins in the morning. hat came for us just before dawn, I cannot say. hite wings and cruel faces—laughter...I fear I am the only one let alive.

Background

• • • • •

he ruins are a day’s walk away. he ruins are massive, but only the entryway and its terrace is accessible. he ruins are of unknown origin. He does not know the fate of his companions; he sustained a nasty injury from the cold claw of the larger monster. He hopes some of his companions still live.

A DC 13 Wisdom (Perception) check reveals he is ill. If pressed, Jom shows his injury. A massive laceration in his leg shows signs of a strange infection. A DC 10 Wisdom (Medicine) check uncovers the injury’s magical nature. A DC 15 Intelligence (Arcana) check suggests Jom is slowly turning into an ice mephit. he only cure is to pour the melted remains of his atacker’s clawed inger over the injury. Jom ofers 100 gp to save him.

ADVENTURE ELEMENT B: OITHOIS THE BIGGER THAN AVERAGE MEPHIT Oithois has the following bonuses owing to his large size: +1 AC, +2 HD, +1 hit/damage to all atacks. Creatures struck by his claw atack must succeed on a DC 12 Constitution saving throw or sufer from rime disease. Victims of rime disease lose 25 percent of their movement speed immediately and 25 percent per day for 3 days. On the third day, the victim transforms into an ice mephit. he disease may be cured with a cure disease spell, or by pouring the melted remains of Oithois’s claw over the wound.

Oithois the exceptional ice mephit and his foul underlings have uncovered a powerful relic at the entry to ancient ruins. he monstrous mephits seek to crack a hole between the material plane and their icy homeworld. Oithois plots to lead an army of elemental lackeys and conquer the civilized outposts of the north. his ice mephit has studied the machine and is conident he can open a gateway to the elemental plane of ice. PCs are approached by a frostbiten traveler, who pleads with them to assault the terrace. he adventurers must mount an atack against the mephits, contend with an unintentionally summoned young white dragon, and defeat Oithois upon the icebound terrace.

ADVENTURE ELEMENT A: STRANGER WITH A TALE A stranger named Jom appears in a northern town or city desperately seeking adventurers. He is a short man with pale skin and squinting eyes. He explains that his exploration party discovered ruins buried in a glacier. hey decided to make camp for the night and explore the ruins in the morning, but were atacked just before dawn; cackling monsters on frosty wings murdered or captured his companions. Before he escaped, he saw a stone terrace rising up out of the snow: an ancient machine glinted from the topmost level.

11

FOUR 6TH- TO 7TH-LEVEL PCS

ADVENTURE ELEMENT C: THE PLANEWALKING DEVICE On the topmost platform (A) is an ancient machine capable of opening gates to other planes. he machine still functions. Operating the machine requires a DC 18 Intelligence (Arcana) check. Once activated, energy from the crystals located on the terrace arcs into the machine for 1 round. Ater 1 round, the machine opens a gate to a random plane for a minute. he gate appears within 10 t. of the large dead tree at G. PCs could open a gate to a speciic plane provided these conditions are met:

• • •

he user can conjure up a speciic image of the destination in his or her mind. he user can cast 3rd-level spells. At least two gate crystals are intact on the terrace.

ADVENTURE ELEMENT D: GATE CRYSTALS

AREA 1: ARRIVING AT THE TERRACE A rosted stone terrace rises rom the snowy ground and ends several levels up at a large door. A myriad of staircases provide access to elevated platforms; other regions of the terrace are locked behind massive walls of ice. Crystals, mounted in stone receptacles, pulse and hum in the cool air. A great bronze machine sits on the topmost elevation; a spindly white igure hunches near the machine—its long and wicked face regards you. he mephits at E and F atack the party. Oithois remains by the machine and works frantically to activate it.

Fight Choreography Depending on your playing style, use this section as a round-byround breakdown or a loose narrative sequence; vary the events to suit the players’ actions.

Used to energize the planar device, the translucent white crystals on the terrace hum audibly and radiate magic. Coming into contact with a crystal while it is energizing the machine initiates a DC 14 Constitution saving throw to avoid being stunned for 1 round. he crystals can be destroyed (AC 10, hp 10); a destroyed crystal cannot power the machine. he crystal at C has a small, removable crystal set into its base. A DC 15 Intelligence (Arcana) check reveals its function as a lantern of revealing.

1—Mephits atack the PCs. 2—Oithois starts up the planewalking device. 3—Crystals activate; gate opens at G; Oithois atacks PCs. 4—A young white dragon emerges through the gate. 5—he dragon atacks; mephits lee. 6—he gate pulses brightly; crystals deactivate. 7—he gate unleashes a blizzard on initiative 20. 8—he gate closes.

Map Notation Index

The Angry Dragon

A: Planewalking device, Oithois B, C, D: Gate crystals E: 6 Ice mephits

12

F: 3 Ice mephits G: he gate

hen the gate opens, a young white dragon named Halicix falls through. He is entirely surprised by his interplanar journey and is quickly enraged. He begins by using his breath weapon on the

FOUR 7TH-LEVEL PCS largest clump of creatures. He has no ainity to the mephits and happily freezes them to death. Once Halicix atacks, the mephits use their turns to lee. Oithois, angry at being thwarted, stays and continues atacking the party until slain. Bargaining With Halicix. Halicix is understandably angry. A determined PC can halt the brute’s aggression long enough for a short exchange. Two DC 15 Charisma (Persuasion) checks combined with a cessation of atacks stops Halicix from atacking the party for 1 round. Assign further checks or a roleplaying challenge to determine if the adventurers are able to convince the dragon they are not to blame for his unplanned jaunt to the material plane. Keep in mind that white dragons are more beast than not, and an ofering of something valuable may be required.

The Blizzard he round before the gate closes, on initiative count 20, a blast of powerful wind from the frozen world beyond blows over the terrace. he blizzard has the following efects:

• • •

PCs must succeed on a DC 12 Constitution saving throw or take 10 cold damage; a successful saving throw results in half damage. Snow covers the terrace, making the area diicult terrain. Small creatures must succeed on a DC 12 Strength (Athletics) check or be blown 20 t. in a direct line away from the gate. A further DC 12 Dexterity (Acrobatics) check avoids falling prone at the end of this movement. Creatures running into a wall or other object during this movement take 2 (1d4) bludgeoning damage as they topple over the obstacle.

Treasure he stands containing the crystals have a total of six small diamonds (100 gp each) set into their rims. Removing a diamond requires a DC 12 Dexterity (thieves’ tools) check. A failed check results in a loss of 25 gp value for each point the atempt missed by (for example, a roll of 10 would reduce the value to 50 gp)

Conclusion

path through hyenas and gnolls to reclaim the temple before facing the fang and his newly acquired prize.

ADVENTURE ELEMENT A: ACOLYTE’S DESPERATION An acolyte named Ider pleads for the party to save his master. He smooths his torn robes and tells the PCs that his temple is under atack from dark forces ater a huge beast passed by. He ofers the PCs his jeweled prayer mantle (60 gp) to investigate and return the temple’s holy symbol (a scythe) to him. First a great evil passed; it crushed the graves and most of the east wall as it went. We cowered in the stores—overwhelmed by fear. We spent the next day in shock and prayer. he following night, the unearthly howls and cries began. Soon ater, they came. A horrible pack—eyes aglow in the darkness. I led—he remained...his screams haunt me.

ADVENTURE ELEMENT B: THE SCYTHE he scythe is the temple’s holy symbol. he gnolls found it, covered it in their foul excrement, and transformed it into an instrument of evil. hen wielded by the fang of Nkishi, the scythe has several efects:

• • •

he irst 5 damage from any atack against the wielder is dealt to a random ally (gnolls and hyenas). he wielder receives +1 to all saving throws against spells. he wielder gains Abyssal Harvest (requires the use of the fang’s 2 claw atacks) Melee Weapon Atack: + 5 to hit, reach 10 t., up to 4 targets. Hit: 5 (1d8+1) slashing damage.

Spellcasters whose primary atribute is Wisdom become aware of the following when they are within 20 t. of the scythe.

• •

It is a corrupted holy object. It can be cleansed; cleansing the scythe requires the spellcaster to expend a 4th-level spell slot and succeed on a DC 14 Wisdom ability check. Once cleansed, the scythe loses all powers and is dropped unceremoniously by its wielder. he scythe can be cleansed ater the combat in a similar manner that excludes the need for an ability check.

Here are a few suggested story arcs stemming from this location:

• •

he slight opening into the icy ruins leads to a vast complex full of magical interplanar technology. he action on the terrace catches the atention of the ruin’s occupants, who take poorly to being discovered.

In Its horrId wake FOUR 7TH-LEVEL PCS We saw it—don’t turn your heads. Up near Hilltop Crossroad and the temple. It walked south; the trees fell in its path. Even the moon hid. Gods help Father Dren...

Background A colossal demon has walked upon a sandy temple. Following closely behind, gnolls and hyenas slay all living things that cross their path. PCs discover a grisly sight when they investigate the temple: a pack of gnolls is inishing the ritual to summon a gnoll fang of Nkishi. hey have readied a great git in preparation of the fang’s arrival: the temple’s sacred scythe. PCs must carve a

AREA 1: TEMPLE GROUNDS Numerous stone cairns have been erected in the grounds of a small walled temple. Great clawed footprints press into the grass and travel rom north to south; the cairns directly in its path have been scatered and destroyed. he wind carries a foul smell rom the temple, and smoke rises rom within it. Unsetling yips and stirring can be heard among the ruined monuments. he cairns contain the remains of the faithful. hey provide half cover to adjacent combatants. he destroyed cairns create diicult terrain. A DC 12 Wisdom (Perception) check reveals the smoke is unnaturally thick. A DC 14 Intelligence (Arcana) check conirms the smoke is rising from ritual magic. Lurking in the cairns are 5 hyenas, gnawing on the bones unearthed by the demon’s passing. hey are bolstered by having such close contact with the greater evil; the hyenas receive +1 to hit and gain the panther’s pounce ability. he hyenas atack loudly and alert the gnolls inside the temple. On round two, three gnolls arrive at one of the temple’s entryways and ire their longbows at the PCs. hey switch to melee atacks when pressed. he gnolls atempt to keep the party occupied as the gnoll pack lord inishes summoning a gnoll fang of Nkishi. Move the

13

FOUR 7TH-LEVEL PCS

action to area 2 when the PCs are within 10 t. of a doorway into the temple.

AREA 2: TEMPLE Entrails have been strung up around the doorways—a grim decoration that conirms the fate of the priest. he temple’s open-air worshiping area has been horribly desecrated. Dark smoke rises rom around a burning pyre of furniture and temple items. A towering canine brute plants an excrement-covered scythe into the ground beside the ire, readies its glaive, and charges. he gnoll pack lord joins the fray. It incites rampage if any gnolls remain. he round ater the pack lord atacks, the fang of Nkishi leaps from the smoky blaze and lands beside the scythe. he fang retrieves the weapon, and all three atack the party. he ire burning here is magical in nature. Used by the gnolls to summon the dreaded fang, the lames drive the evil pack into a frenzy. As long as the ire burns, on initiative 10, all gnolls and hyenas within 25 t. of it regenerate 1 hp. he ire can be extinguished with a create water spell, or with a DC 10 Strength (Athletics) check to scater the ire’s fuel. Read the following when the fang enters the combat: From the smoke and lame a charred canine monstrosity leaps toward the scythe; its long teeth glow like smouldering embers. With a quick jerk, the beast rees the scythe and cuts a menacing swath before bounding into batle.

14

he fang of Nkishi prefers to be at the center of melee, engaging as many targets as possible with Abyssal Harvest.

Treasure he gnolls wear the jewelry collected from their victims as they follow the demon: there are four gold and silver earrings (20 gp), a ine leather belt with a copper buckle depicting a ram’s head (10 gp), and an archer’s gauntlet made from boiled leather and silver (15 gp). he pack lord’s coin purse has 30 bloodencrusted gold pieces. Once cleansed, the bone and wood scythe gleams an alabaster white. It is worth 70 gp. he acolyte happily trades his mantle for the scythe and ofers his knowledge and healing for a week. He will not ight, but out of combat he confers advantage to all Wisdom (Medicine only) and Intelligence (Religion only) ability checks made by the PCs.

Conclusion hat brought the gargantuan evil into the material world? It walks a straight path toward some undeclared destination. Tracking the abyssal evil is not diicult; what allies and enemies are made when the PCs decide to follow?

FOUR 8TH- TO 9TH-LEVEL PCS

a bad nIght

For

bettIng

FOUR 8TH- TO 9TH-LEVEL PCS We’ve been running these ights since before my granddaddy helped drive them gnolls out. We have a proud history of taking care of the animals, too—we get ’em as pups rom the dwarves up in Granitehold. Sure it’s bloody, but you’re not in the sot lands of kings and queens anymore, are you. Say, did you hear that?

Background Bleak Rock is a small village at the edge of civilization. he last outpost before a massive mountain range, the village and the remote seting atracts those wishing to hide or escape. Trade with a nearby dwarven city has kept Bleak Rock on the map; metal goods from the dwarven forges travel through the village before being sold in the markets of major centers. hile staying in Bleak Rock overnight, the PCs are invited to atend the town’s only source of entertainment: dogmole ighting. he night’s ights go awry when the animals’ owners feed their ighters an alchemical concoction sold to them by an unscrupulous merchant. During the ight, the small animals become magically enhanced, and the shallow ighting pit cannot contain their fury. hen the town residents are threatened by the rampaging animals, the PCs must contend not only with the maddened dogmoles, but also their owners, who refuse to let their prize ighters be put down.

ADVENTURE ELEMENT A NPC: Magh Udneer, miner, mother, dogmole owner A tall woman in stained coveralls and enormous leather mits, Magh stares unlinchingly with hard gray eyes. Magh is the tough-as-nails glue that holds the Bleak Rock mining operation together. She oversees a crew of twelve in the iron mine just north of town. Magh’s dogmole, Ingot, is the love of her life, much to the chagrin of her husband Uro and son Klip. Having won many batles against the region’s inhospitable invaders, Magh is considered a veteran in combat; she has no crossbow and has an AC of 12 (leather armor). Atacking Ingot makes her hostile toward the PCs and she atacks them to defend her pet. Magh is immune to intimidation atempts, but a DC 14 Charisma (Persuasion) check convinces her to stop atacking the party. An extraordinary DC 21 Charisma (Persuasion) check enlists her aid in puting Ingot down. (If anyone’s to do it, it ought to be me.) Killing Magh incurs the wrath of the miners. he twelve miners (thugs without crossbows) atempt to drive the PCs out of town ater you resolve the combat with the dogmole juggernauts. Calming them requires a DC 17 Charisma (Intimidation, Persuasion) check; the check is reduced to 12 if a PC succeeds on a DC 14 Wisdom (Insight) check determining that only a quarter of the miners are commited to ighting.

15

FOUR 8TH- TO 9TH-LEVEL PCS

ADVENTURE ELEMENT B NPC: Old Balf, rocking chair warmer, darts enthusiast, coot Bent and wiry, Old Balf wears ine clothing and a fancy hat. He moves with an unsetling speed for such an old man. Old Balf is a long-retired performer turned town crank. His past as an acrobat and juggler for the Yellow Haze traveling circus show makes him surprisingly limber and quick. His dogmole, Skitch, is the only living thing in town that feels afection toward the crotchety crackshot. An avid fan of darts, Balf always carries a magical dart that returns to his hand ater being thrown. Balf is treated as a spy in combat; he carries no melee weapons and uses darts instead of a shortbow. Atacking Skitch sends Balf into a cunning rage. He sneak atacks as oten as he can by hiding in the seating around the ighting pit and hurling darts at PCs who engage Skitch. Balf is too deaf to be sweet-talked and is immune to persuasion atempts but a DC 17 Charisma (Intimidation) check drives him of and ends his sniping. If Balf is the target of two or more melee atacks, he gives up ighting and resorts to cursing. Killing Old Balf has no immediate consequences, but he was loved and respected by his circus mates, and the Yellow Haze traveling show might or might not be a cover for well-trained assassins.

PCs who start their turn in the pit must succeed on a DC 10 Constitution saving throw or have disadvantage on their atacks. he dust persists for 2 rounds and can be dispersed with magic.

AREA 2: THE AUDIENCE STANDS he impressive carpentry and design of these wooden bleachers sugests the people of Bleak Rock take their dogmole ighting seriously. Small barrels full of cheap mead punctuate the rough circular rows of seating that rise steeply rom the edge of the pit. he benches are made of plain uninished wood. A dogmole juggernaut moving over the seats crushes them, leaving behind a trail of diicult terrain. Humanoids gain advantage on all Stealth rolls made on the bleachers since the barrels and open rises between benches make ideal hiding spots in the dim evening light. he audience stands are highly combustible. If a target standing in the bleachers is the subject of a ire or electrical spell or efect, the bleachers catch ire. he ire spreads randomly at a rate of 5 t. per round and causes 4 (1d4+2) ire damage to any creature ending its turn in the lames.

ADVENTURE ELEMENT C

Eating the Townspeople. Dogmole juggernauts that begin their turn in the stands may use their action to eat a hapless town resident. here are a total of six residents who can be eaten this way. Targeting a dogmole juggernaut with an atack draws the atention of the brute, who no longer munches on the gristly audience members.

Use the following as a round-by-round tactical guide, or as a loose narrative sequence depending on your style of play:

Treasure

• •

Round 0. Suddenly, the animals stop their growling and circling. heir small rames contort, and the snapping sounds of their skeletons changing shape echoes of the pit’s walls. Dust rises rom the dry loor of the arena and obscures the view momentarily; setling slightly, the dust setles to reveal the dogmole’s dreadful and gargantuan transformation. Otherworldly calls silence the crowd. “A bad night for beting,” whispers a nearby villager, and then all is violence. Round 1. Skitch (dogmole juggernaut) leaps into the stands at A. Ingot (dogmole juggernaut) starts at B then burrows east 10 t. through the wall of the pit. If atacked, Ingot lees out of his tunnel and ights in the pit. Magh begins at C, while Old Balf begins at D. Round 2. Skitch eats townspeople. Ingot burrows east 10 t. Magh and Old Balf defend their pets as described in adventure elements A and B. Round 3. Skitch continues to eat townspeople. Uncontested, Ingot burrows out of the ground and begins eating townspeople at F.

AREA 1: THE FIGHTING PIT A circular pit dug 10 t. into the ground, the dogmole’s arena is 45 t. across at its widest point. Dried blood rom previous contests is visible on the bare earth walls. Two heavy wood poles serve as tether points for the animals. he walls of the pit are easily climbed. A row of vicious wooden spikes lines the wall at the pit’s loor. Creatures forced onto the spikes must succeed on a DC 14 Dexterity (Acrobatics) saving throw to avoid 6 (1d8+2) piercing damage or half as much on a successful saving throw. he dust kicked up from the animal’s transformation ills the air in the pit and the tunnel dug by Ingot.

16

here is not much treasure in the ruins of Bleak Rock’s ighting arena. Each of the six townspeople who survive ofer the PCs 10–15 gp worth of coins or other valuables as thanks for saving their lives.

Conclusion ho sold the townspeople such monstrous potions? hat price does the town put on the head of that vile swindling alchemist? hat secrets does Magh keep in her iron mines, and why is Old Balf such a steady hand in combat?

FOUR 9TH- TO 10TH-LEVEL PCS

the burnIng crater FOUR 9TH- TO 10TH-LEVEL PCS he mountains are the border between our kingdom and the realm of the ire giants. Look far eastward. See how the peaks turn black? heir forges must burn night and day to mark the mountains so. Some mornings, sunrise dims rom the smoke and soot. Long have we watched the pass and tallied our fortunes at its stillness. Recently, though, there are signs our luck is turning. Fiery orbs sail through the night skies and land too near these woods. Scouts report deep craters shrouded in smoke and ash. One sits a mere hour’s walk rom this outpost. I fear the enemy makes ready some terrible weapon...

Background In a remote mountain range, a clan of ire giants prepares for war. he plains at the base of the mountains hosts a number of human communities. Recently, heavy smoke rises from the giants’ forges as they manufacture a terrible new weapon: hellshot. A single large metal sphere of hellshot launched from an arcane canon can strike targets several miles away. he impact of these dread munitions is only the initial threat; inside, hell hounds have been packed into a hollow space—emerging when the sphere lands. Furthermore, a device emiting toxic gas activates once impact occurs. he giants now test their weapon, with mixed results.

ADVENTURE ELEMENT A: LIGHT IN THE SKY Night falls. he stars are numerous and bright; the mountains to the east form a black shape. A iery light sparks suddenly rom the stony ridges; it sails through the air and crashes to the ground several miles away. As the PCs camp in the area, they witness the giants testing one of the hellshot rounds. Several minutes later, traces of the gas pass through their camp. A DC 12 Intelligence check determines the gas is poisonous in larger concentrations.

ADVENTURE ELEMENT B: A FIRE IN THE FIELD In the distance, a column of thick yellow smoke rises into the sky. A murder of crows appears suddenly, cawing and winging away from the smoke at high speed. he mountains loom nearby, their peaks obscured by encircling clouds. PCs trained in Survival, or PCs whose class or background is connected closely with the natural world, notice that there are no animals or insects within 2 miles of the smoke column.

AREA 1: THE RIM A large crater smolders before you. Shatered trees and upturned soil sit in heaps around the site; a noxious white gas rises rom the obscured botom of the pit. All around the impact site are twists of glowing metal. Insects lee the area as you arrive; their chitinous escape is renzied and audible. he crater is 40 t. across. he twists of melted metal provide no as to their origin. he noxious gas is caused by an enchanted

17

FOUR 11TH-LEVEL PCS brazier at the botom of the crater. he brazier was designed to break away from the main projectile when it landed. he gas afects anyone in the crater or within 10 t. of its rim. Magical in nature (cast as a 5th-level spell), it can be dispelled; otherwise, it remains toxic for up to 6 hours. he efects are as follows:

likely just as the party discovers the metal ball at the end of the tunnel, a ire giant scout and her hell hound companion arrive at the scene. he giant’s duty is to investigate whether any of the hounds survived. he giant is happy to engage the PCs in combat. he general tactics of the monstrous pair are as follows:

• •

Visibility reduced to 15 t. PCs breathing the gas must succeed on a DC 14 Constitution saving throw or become poisoned. he poisoned status ends 1 minute ater the PC is no longer exposed.

AREA 2: THE CRATER You arrive at the botom of the crater. On your descent, you saw an abundance of metal shards sunk into the blackened walls. A reshly bored tunnel extends deeper into the earth. An oddly shaped brazier sits near the center of the crater. Plumes of choking gas rise rom its bowl. he loor of the crater is 20 t. down from the rim. PCs with the artisan (blacksmithing) background recognize that the brazier’s metalwork originates in ire giant forges. PCs can “disarm” the brazier with a DC 13 Intelligence (Investigation) check and then a DC 15 Dexterity (Sleight of Hand) check. Success ends the gas efects. If the PCs succeed on the checks, read the following: Your close examination of the strange brazier sugests superior metalwork combined with complex mechanisms and magic; a damaged impress on the botom evokes the number 14. A thorough examination of the crater in combination with a DC 13 Wisdom (Perception) check reveals a large piece of metal embedded in the crater wall. hough warped by heat, a clear imprint of a iendish wolf ’s head surrounded by lame is visible on the surface of the metal wall. A DC 15 Intelligence (Arcana or Nature) check recognizes the head is that of a hell hound. he tunnel’s entry is 6 t. in diameter. PCs standing in or near the entry ind it uncomfortably hot.

AREA 3: THE TUNNEL he tunnel slopes slightly downward for 30 t. before ending abruptly. Intense heat makes the walls smoke, and exposed roots snap as they slowly burn. Shards of red hot metal protrude rom the ceiling and loor. At the end of the tunnel is a pit roughly 12 t. in diameter. Inside the pit, a large metal ball has come to rest. he sides of the ball are contorted by the impact, and the interior of the projectile is exposed. he tunnel presents a hazard to any PCs atempting to traverse it. he heated metal in the ceiling falls randomly and burns those who pass underneath. Passing safely between entryway and pit requires a DC 14 Dexterity (Acrobatics) check. A failed check triggers a DC 14 Dexterity saving throw to avoid 9 (2d6+2) ire damage; a successful saving throw results in half damage. he projectile’s contents can be seen from the edge of the pit. he projectile is dangerously hot, and climbing atop it is a foolish notion. Inside the hollow metal ball are the remains of several large beasts. heir charred skulls and limbs suggest a canine shape. he unfortunate passengers have all perished. he remains belong to six hell hounds launched inside the ball by the nearby ire giant stronghold. he giants’ experiment with a living payload has proven unsuccessful. Eventually, and

18

• •

he hellhound engages in melee while the giant stays back and hurls boulders. he giant is content throwing boulders until she is forced into melee. Both enemies atempt to push PCs standing near the rim into the crater if possible.

Treasure he giant carries a leather satchel with some supplies for an overnight stay in the wilds. She wears a masterfully crated steel gauntlet embellished with small rubies worth 125 gp.

Conclusion How close are the giants to perfecting these horrible missiles? hich setlements in the area are likely to be targeted, and do they require warning? hat motivates the giants to create such a weapon ater many years of calm and peace?

atop

the

mountaIn FOUR 11TH-LEVEL PCS

She lay down her sword and wept; her tears are the water. She lay down her body and slept; her bones are the fountain. Atop the mountain, at the war’s end, a place for gods to wonder.

Background A planetar rests at the top of a mountain. A veteran of an ancient war against the hells, and a champion to a god long forgoten, sleep has transformed her into a radiant fountain. he fountain now serves as a place of relection for good-aligned clerics. One such cleric has returned from the mountain with an unsetling tale: the fountain’s waters are spoiling, and strange magics hover visibly near the holy place. In truth, a host of devils plots to corrupt the fountain and claim the planetar as a servant of an unnamed devil lord. Arriving atop the mountain, the party must batle through crumbling pillars, repel the devilish corruption, and prevent the planetar’s dark awakening.

ADVENTURE ELEMENT A: CORRUPTING THE FOUNTAIN he threat of the planetar’s awakening is very real. he chain devil in area 2 is performing a ritual which, if completed, awakens the planetar as a corrupt and evil being. Let unassailed, the chain devil completes the ritual in 3 rounds. If the ritual is interrupted, the chain devil does not atempt to restart, and it atacks the PCs. here are several ways to interrupt the ritual:

• • •

Deal melee damage to the chain devil. Compel the chain devil to move from its place beside the fountain. Deal radiant damage to the chain devil.

If the ritual is completed, a planetar appears above the fountain; ater 2 rounds, its coloration changes to a deep crimson and it atacks the party. It does not pursue if the adventurers retreat.

FOUR 11TH-LEVEL PCS

ADVENTURE ELEMENT B: TETHERED TO HELL he mission to acquire a planetar is important to the unnamed devil lord. he infernal patron has provided its minions with an additional boon while performing his bidding. Smoky violet tendrils from the deep reaches of hell appear from the ether and atach to the shoulders of the devils. he tethers provide advantage on saving throws against magical atacks and efects. he tendrils can be physically severed with an atack (AC 13, hp 10) or withered (counts as a 60-t. ranged atack) by clerics and warlocks with a DC 10 (primary atribute) check. A warlock may expend mystic arcanum to sever the tendrils of all devils within 60 t.; this replaces the normal efect of the mystic arcanum.

ADVENTURE ELEMENT C: SEAT OF THE PLANETAR he fountain is actually a potent weapon that can batlethe invading devils. Any spellcaster within 60 t. of the seat knows it is magical. Any good-aligned PC may sit in the throne-like seat and atempt to use its magic. Understanding the powers of the fountain requires a DC 12 Intelligence (Arcana or Investigation). Divine spellcasters gain advantage on this roll. Using a power requires an action. he fountain can be used to do the following: Holy Motes. he seat casts magic missile as a 12th-level spellcaster (12 darts). he missiles cause radiant damage. he occupant of the seat chooses the targets.

Repel Evil. (Recharge 5–6) All evil-aligned creatures under 10 HD are instantly moved to the perimeter of the fountain’s lagstones. Afected creatures move in the straightest path possible; a DC 12 Dexterity saving throw is required to avoid falling prone at the end of the forced movement.

AREA 1: COLUMNS IN THE WIND he trail passes between two rows of crumbling columns. A stone tablet has fallen rom its place atop one of the columns; its face appears vandalized. A cold wind blows through the ruined approach; with it comes a faint dark whispering. Hiding in the toppled columns are 2 barbed devils. hey atempt to ambush the party and atack from diferent directions once the PCs are between the column rows. “She will serve and all will serve” is scratched crudely into the tablet in the Infernal tongue. A DC 10 Wisdom (Perception) check on the tablet reveals it bears some strange features reminiscent of scribed scrolls. Any spellcaster may atempt to read the tablet with a DC 14 Intelligence (Arcana or Religion) check. Reading the tablet restores 10 hp to all good-aligned PCs within 20 t. If the reader is a good-aligned divine spellcaster, the afected PCs also gain the beneits of taking a long rest. A DC 12 Wisdom (Perception) check while searching the area uncovers several traveler’s packs abandoned amongst the columns. he packs contain a quiver (12) of +2 arrows, 2 potions of supreme healing, and a small pouch containing 300 gp worth of inely cut rubies.

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FOUR 12TH- TO 13TH-LEVEL PCS

AREA 2: FOUNTAIN OF THE PLANETAR Climbing the inal short ascent, you see a great stone fountain standing at the highest point of the mountaintop clearing. Flagstones are set in a circular patern surrounding the large basin, and a throne-like seat is mounted on a pedestal at the fountain’s center. A small host of devilish igures cavort in the basin; the water near them darkens. he contingent of devils consists of 4 spined devils, 2 bearded devils, and 1 chain devil. hey grin at the PCs as they approach the fountain. he chain devil atempts to corrupt the fountain as previously described. he remaining devils atack the PCs. he bearded devils actively try to block the PCs’ movement toward the chain devil. he spined devils stay at range and focus their tail spine atacks at PCs atempting to use the Seat of the Planetar. Although interrupting the devil’s ritual does end the threat posed by the awakening planetar, it does not remove the brackish spoiling of the water. A heal or greater restoration spell restores the water entirely. Alternatively, good-aligned divine spellcasters may also restore the water by succeeding on a DC 18 Wisdom (Medicine) check. Restoring the water casts a boon on the PCs; they gain advantage on all atacks against chaotic evil opponents of 10 HD or more for 24 hours.

Conclusion How is the history of the planetar connected with the identity of the devil lord? Perhaps a war long forgoten is but postponed as the infernal forces gather strength and launch new plots. Maybe a divine complex hidden below the fountain ofers answers, treasures, and further batles with the damned?

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under reVelers’ Feet FOUR 12TH- TO 13TH-LEVEL PCS Let nothing end the Feast by the River. Let the celebration of our enemy’s vanquishing ring out night and day for eternity. Let the bones of our enemies and our prey mingle below our feet. his is your time, our time, the best time. —Queen Gellao on the eve of her victory over the followers of Dur; decreed at the River’s Bend feast hall

Background A feast hall by a switly moving river has hosted six weeks of continued celebration. he owner of the hall, Johan Bathe, is giddy from the riches the feast has brought him and is sincerely doing his best to keep the party going forever. A local monarch’s victory over a dangerous group of rebels caused the elated queen to fund a feast without end. he merriment can be heard a mile away. However, the last several days have seen some strange and ominous events occurring in the River’s Bend hall. Johan’s hired help responsible for cleaning out the refuse pit under the main hall have gone missing. Worse, a guest perished mysteriously last night when a fragment of bone erupted from her abdomen. Johan is looking for adventurers to investigate the storeroom and refuse pit, and do what they can to ensure the gold keeps pouring in. If the PCs take Johan’s ofer, they descend into the dark where the bones of vanquished enemies and roasted animals mingle and conspire under revelers’ feet.

FOUR 12TH- TO 13TH-LEVEL PCS

ADVENTURE ELEMENT A: JOHAN BATHE NPC: Johan Bathe, overworked, anxious, emotional A weary middle-aged halling with a bright red beard and expensive hat can’t hide his sleep deprivation as his mood turns rom elation to anxiety in the same breath. he owner of the River’s Bend feast hall, Johan Bathe is currently experiencing the joys and hardships of catastrophic success. His livelihood, and likely his neck, requires that the feast continues. He has sent out word for adventurers to investigate the strange goings-on under his hall; he ofers the party 500 gold and lifetime access to the feast. Johan (Bard 5) is keeping a dark secret. He ofered refuge to the defeated rebels during the rebellion. Now he is sure their spirits have returned to the storeroom and waste pile; there they have but one thought: revenge. A DC 10 Wisdom (Insight) check suggests he is hiding information. A DC 14 Charisma (Persuasion, Intimidation) check convinces him to reveal his secret. In conversation he also provides the following information:

• • •

Two hired help went missing while working downstairs. A guest was killed when a fragment of bone burst from her stomach. A horriic stench has been wating up from below; he uses perfume but the guests have begun to complain.

ADVENTURE ELEMENT B: THE PARTY ABOVE

At this point, 25 Small skeletons atack the party. hey have no weapons, but their bite is equivalent to the shortsword action in the stat block. A party that is the correct level should have spells and abilities that trivialize this threat; the potential to destroy all 25 in 1 round is expected. his encounter is meant to add lavor. Adjust the encounter to create a greater threat as desired. he bone collective stealthily retreats into area 2 when the skeletons form.

AREA 2: THE REFUSE PILE he door opens to reveal a massive chamber of stinking refuse. Along the far wall of this rectangular room is a large opening with an iron cover hanging of its hinges. Shovels lean near the dark chute. Fresh air rom the riverbanks beyond the room mingle with the smell of roting waste and something far worse. Tall piles of garbage rise rom the loor; a steady downpour of food and bones and broken dishes fall rom the grates in the ceiling high above. he loor of this room is considered diicult terrain. he bone collective and its two minions, a pair of wights, are hidden in the piles of garbage. Once the PCs are well into the room, they atack—rising up to ambush the party. Garbage from above continues to fall as described in adventure element B. he bone collective atempts to atack and move away. If the bone collective has no enemies adjacent to it at the beginning of its turn, it may atempt to hide. All Stealth rolls made by the bone collective in this area gain advantage. If no wights remain alive at the beginning of the bone collective’s turn, it may use an

he party continues on overheard. hroughout the PCs’ exploration of the feast hall’s basem*nt, they can hear the sounds of merriment above them. he grating material that comprises ceiling of area 2 allows light from the feast to stream down in eerie columns. Furthermore, refuse cast to the loor by the revelers occasionally falls through the grate. On initiative 20 of each round, refuse falls into the room. Each PC must succeed on a DC 12 Dexterity saving throw or take 2 piercing damage from the falling debris. Additionally, PCs struck by the debris must succeed on a DC 12 Constitution saving throw or have disadvantage on atack and skills rolls that round. he bone collective and its undead minions are unafected.

AREA 1: THE STOREROOM he cold stone storeroom of the River’s Bend feast hall is stocked to bursting capacity. Hanging rom the ceiling are countless haunches and whole sides of game and livestock. Barrels of mead and wine line the walls under overlowing shelves of preserves and cheeses. Under the pleasant aroma of the food is a note of rot. A bone collective in its humanoid form begins to stalk the PCs in the storeroom. It remains well hidden (Stealth 25) and watches them from among the hanging meat. PCs trained in Survival or those with a hunting background sense they are being watched. If discovered, the bone collective transforms into a swarm and lees into area 2—dashing as required. Ater a short while in the storeroom, the PCs notice one side of beef swaying in a strange way. If they investigate, the PCs are shocked when the following happens: Suddenly, like worms burrowing to the surface, the bones of the cured meat escape rom within and clater in a pile on the loor. hey form up into a small fanged humanoid. Soon, all the hanging carcasses begin to sway.

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FOUR 14TH- TO 15TH-LEVEL PCS action to summon two additional wights within 15 t. of itself. he haunts rise from the piles of seeping garbage and join the fray. Once the bone collective is defeated, the strange haunting of the hall is ended.

Teetering Piles of Garbage Any enemy can use its action to push over a pile of garbage (located at A, B, C) onto a PC provided both the enemy and the PC are adjacent to a pile. he PC must succeed on a DC 14 Dexterity saving throw or be restrained for 1 round. On their next turn, the PCs can use an action to free themselves from the waste. here are three such piles; once used, they may not be used again.

Conclusion Atempting to communicate with the bone collective is a very real possibility. hat unsetling truth does the creature reveal about the queen’s victory? Is the rebellion against her truly defeated?

the obsIdIan pass FOUR 14TH- TO 15TH-LEVEL PCS Once, we were riends. She used her spells to ward our grove against the darkness in the woods. It was the mirror that turned her mind to covetous thoughts; she saw its power and changed. We have kept the mirror safe for an era, but her soldiers grow strong—and now something makes for our tree we cannot repel. If her aberration reaches the grove, the mirror will be hers, and then we will all know what lies at the tip of the wickedest branches.

Background A fey village in an ancient grove has been repelling the aggression of a sorcerer living in the nearby mountain. he village leader, Eusim Bladewreathe, is very concerned that the enchanted mirror that the faeries protect will be taken by the sorcerer. he mirror, also known as the Bending Glass, is a powerful artifact, made to amplify magic. Eusim has received word that the sorcerer has created a monstrous siege weapon and is moving its two halves across a nearby pass. he sorcerer’s soldiers have reinforced the forest side of the pass to secure the area for the arrival of the siege weapon’s power source. If the two halves are joined, the resulting weapon would be near impossible to stop. Eusim ofers the PCs permanent access to the faerie’s teleportation portal if they agree to prevent the siege weapon from being constructed. Arriving at the front line, the PCs must break the fortiied positions of the sorcerer’s clockwork soldiers and stand before a true juggernaut: the salt golem.

ADVENTURE ELEMENT A: EUSIM BLADEWREATHE NPC: Eusim Bladewreathe, ancient, severe, weary, and waning A fading amber light emanates rom this small, concerned faerie. His wings curl slightly at the tip, and, unlike those of his kin, they are slightly rayed. His voice sounds of rain falling on a forest canopy. Eusim brought the Bending Glass to the grove many centuries ago. He swore to a fey god that he would keep it safe; its power to amplify magic was deemed too dangerous for mortal hands. In his small village, he has worked tirelessly to ensure the mirror

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was kept out of sight. He cast a spell that hid the mirror in the grove’s great tree; it is bound there—one with the boughs and the roots. he grove has a small portal enchanted with teleportation magic that allows two-way travel between the material world and the wild dimension of the fey. He ofers free travel through the portal to the PCs if they agree to stop the sorcerer’s siege weapon. He reveals the following information: • he Obsidian Pass is half a day’s travel to the east. • he sorcerer’s soldiers reinforce the forest side of the pass. • he siege weapon has two halves; the irst is already across the pass. • he second half now makes its way down from the mountains—a massive golem crated to be the siege weapon’s engine.

ADVENTURE ELEMENT B: POWER OF THE GROVE Spending time in Eusim’s grove has the following efects: • For 1 week, all PCs gain the monk’s timeless body ability. • All PCs gain the ability to cast misty step in place of a move action; this ability may be used only once.

ADVENTURE ELEMENT C: THE JUGGERNAUT IS FORMED he golem steps into the harness of the massive bladed drill. A terrible whine ampliies to an unbearable volume before stopping abruptly. he ground trembles as the jugernaut stands upright. hough the juggernaut defends itself, its primary target is the grove. It does not pursue the PCs if they retreat. If the salt golem in area 1 reaches the other half of the siege weapon, the following occurs instantly:

• •

• •

he salt golem is completely healed and any conditions on it are removed. he salt golem gains resistance to slashing, bludgeoning, piercing, cold, and ire damage. he salt golem is weak to electrical atacks. he salt golem gains Annihilating Swathe, a melee weapon atack: +11 to hit, reach 5 t., up to 3 targets. Hit: 12 (4d6) slashing damage.

FOUR 14TH- TO 15TH-LEVEL PCS

ADVENTURE ELEMENT D: FIGHT CHOREOGRAPHY Use the following as a round-by-round tactical guide or as a loose narrative sequence, depending on your style of play: Round 1. Begins when the PCs engage the soldiers. Two veterans collaborate to use the arcane canon (see area 1) while the other two ire crossbows. he clockwork myrmidons rush to engage in melee. Round 2. At the top of the pass, moving slowly and deliberately, a towering humanoid igure appears; its footsteps can be felt even at a distance. he salt golem appears (at A) and begins its journey to the irst half of the siege weapon (at B). he golem moves 40 t. per round, using both its actions to move. If engaged in melee, the golem ceases its journey and defends itself. If there are no adjacent enemies, it uses its actions to continue moving toward its destination. Round 4. Uncontested, the golem travels the 120 t. required to reach the irst half of the siege weapon. Refer to adventure element C.

AREA 1: THE OBSIDIAN PASS he trees and loam give way to rocky soil at the edge of the forest. A jaged mountain range dominates the eastern sky; snowcapped peaks are shrouded in swit-moving clouds. A wide pass descends into a fortiied camp. he spiked barricades and rough stone walls encircle a wicked bladed drill atached to a large leather harness. Figures move behind the walls.

here are 2 clockwork myrmidons and 4 veterans inside the camp. hey guard the irst half of the siege weapon with their lives. he object has been magically strengthened (AC 15, hp 90). Destroying the harness and its bladed drill prevents the juggernaut from forming, but it does not stop the arrival of the salt golem. One veteran keeps watch at all times. If atacked, the myrmidons are deployed irst and engage in melee while the veterans stay behind the walls (partial cover) and atack with their heavy crossbows. he soldiers do their best to prevent the PCs from hampering the approach of the golem. he myrmidons use their grease spray strategically and the veterans use the arcane cannon to slow the PCs’ advance. Arcane Cannon. Two veterans can coordinate to use the arcane cannon provided by their mistress. he cannon can be destroyed (AC 12, hp 25). Firing the cannon requires the action of both veterans. Arcane Pulse. Ranged weapon atack: +7 to hit, 60/120 t. range, one target. Hit: 8 arcane damage and the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 round. Consult adventure element D for information on running the ight.

Conclusion Clearly the threat of the sorcerer remains. hat vengeance does she seek to enact upon the PCs for their meddling? hat terrible evil does she unleash should she possess the Bending Glass?

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Deinitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modiication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identiied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but speciically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or efects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiied as Product identity by the owner of the Product Identity, and which speciically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must aix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have suicient rights to grant the rights conveyed by this License.

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6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identiication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so afected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Prepared: A Dozen Adventures for Fifth Edition. Copyright 2016, Open Design; Author Jon Sawatsky.

ARE YOU

12 MINI-ADVENTURES FOR LEVELS 1 TO 15

PREPARED? As you approach the time of your next gaming session, you might find that you’re stumped for ideas of what scenario to run and want some inspiration. Or perhaps you and your friends decide to start an impromptu game session and need to set up something quickly. Maybe your GM has to drop out of the session for some reason, but you all still wish to game. Whatever the reason, you can, with only a little effort, prepare yourself for a quick 5th Edition session by reading one of the engaging scenarios provided within this book. Dimensional improbabilities, juggernauts, haunted celebrations, and more await you, along with suggestions of where to take the story next.

The scenarios in this book feature creatures from the 5th Edition Monster Manual and from Tome of Beasts SO, WHAT ARE YOU WAITING FOR? IT’S TIME TO GET PREPARED!

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Prepared! A Dozen Adventures For Fifth Edition - PDFCOFFEE.COM (2024)

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