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Curse
of
Syllani
A
challenging
adventure
for
characters
level
1-4.
BACKGROUND FOR DM
It started with a wealthy and powerful family who
settled in these uninhabited lands, on the far
outskirts of the Sword Coast. There were two
brothers, sons of the settlers. One was Dervak,
and the younger brother Grohm. Both sought the
affections of a beautiful farm girl named Syllani,
who grew up with the brothers.
Over time, it was Grohm who gained the upper
hand, and the commitment of Syllani. However, it
was Dervak who gained the power, assuming rule
over the local lands from his deceased father.
Although this was no kingdom, Dervak had power
equal to a king. He was akin to a mayor, or
constable, and the farmers and craftsmen looked
to his family for guidance, laws, and structure.
Dervak forsake them all, focusing his studies on
dark arts and necromancy. In a short time, he
seemed to withdraw, becoming unsocial and
unstable. His twisted mind was unable to accept
the loss of Syllani. As in many tragic tales, if he
couldnt have the maiden, then no one could.
Dervak murdered Syllani and his own brother
Grohm. He burned the maidens body and put her
ashes in a gold urn. For his brother, he turned to
the black arts and ancient tomes, performing a
despicable ritual that would curse Grohm forever.
Dervak created a temple, with a tomb beneath,
and buried his brothers body there along with the
urn holding Syllanis ashes. But Dark Magic has
its own will, and Grohm became a Mummy,
haunting the dungeon tomb. And Syllani returned
as a horrid haunt, wailing through the empty halls
as a Banshee. Both victims of Dervaks rage, they
are now denizens of a long forgotten tomb; angry
undying lovers waiting for a chance for
vengeance, or some kind of release.
Dervak was thrown out as the Lord of these lands,
replaced by a more democratic approach. For
many years, he vanished. Then, a few years ago, a
tower appeared in the Southeast. Rumors spread,
of farmers spotting the outcast necromancer.
Oscar Chacon (Order #10593540)
Oscar Chacon (Order #10593540)
B. ORC SKIRMISH
If the party followed tracks from area A, they will
find a band of Orcs camped here (read the boxed
text below). If they did not find the Orc tracks or
follow them, then skip the text and roll on the
encounter table below. Either way, it can be
assumed the events from area A and the travel to
this location have lingered into nightfall.
The
Orc
tracks
lead
deeper
into
the
Mushroom
Woodlands,
leading
you
further
and
further
from
any
manmade
path.
At
last,
you
come
to
a
spot
where
a
bonfire
lights
up
the
area
ahead
of
you.
Huddled
close
around
the
burning
logs,
you
see
(4)
Orcs.
They
appear
to
be
eating,
but
their
weapons
are
close
by.
E. RIVERTOWN
The
path
winds
in
a
Easterly
direction,
continuing
through
open
fields
and
rolling
hills.
It
ends
at
a
quaint,
old-fashioned
village
called
Rivertown.
At
least,
thats
what
the
rickety
old
sign
out
front
says.
There
are
people
milling
about
here
and
there,
with
just
a
few
buildings
set
amidst
several
acres
of
crops.
their faces will pale and the PCs will have the full
attention of the committee. What the Elders know is
the history of Dervak, and how he killed his brother
Grohm and Grohms beloved Syllani. They will tell
you the family of Dervak settled these lands, but the
boy went mad, eventually playing with dark powers
that he could not control. They know of the strange
tower to the South, but little else. Based on this, the
DM should role play this dialogue on the basis that
the Elders know the full history of Dervak, Grohm,
Syllani and even the rumors that Grohm and Syllani
now haunt a Temple to the Southeast. If talk of the
Medallion of the Sun comes up, one of the Elders
knows there is a medallion in the supply house that
vaguely meets that description, and he will point the
party in that direction. The Elders have Commoner
stats and will have nothing of value, although there
are some decorations in the town hall that could be
taken and sold in a larger town for 220GP total.
H. SOUTH HILL
The
Southern
path
leads
straight
into
the
small
village
of
South
Hill.
It
is
a
tiny
hamlet,
just
like
Rivertown.
As
you
get
closer
to
South
Hill,
you
can
hear
screams
and
yelling.
You
see
villagers
running
around,
some
of
them
being
chased
by
vile
invaders.
A
few
of
the
buildings
are
already
smoking
These huts will burn during the battle with the Orcs.
In time, they will consist of scorched wood and
stone, little more than smoldering ruins. Some may
have bodies nearby, but its impossible to tell if
there was anyone inside.
#3 Supply House
This
larger
building
is
still
intact.
It
holds
supplies
for
the
town,
including
grain,
salted
meats,
barrels
of
mead,
and
more.
One
area
holds
farming
utensils
and
basic
tools,
while
another
has
some
weapons
and
armor.
I. DERVAKS TOWER
A
tall,
stone
tower
rises
up
in
the
distance.
It
is
set
against
a
backdrop
of
rising
cliffs
and
grey,
stormy
clouds.
The
very
air
seems
thick
with
death,
and
the
weather
turns
to
a
drizzling
rain
as
if
to
impede
your
progress.
Maybe
its
a
warning,
or
perhaps
this
is
just
a
cold,
dark
and
dreary
part
of
the
countryside
Oscar Chacon (Order #10593540)
When the PCs come into this room, the door behind
them will lock. All of the doors leading from the
chamber will be impassable. They cannot be
dispelled, picked, or battered down. However, there
are pressure plates in the floor. These look like the
type of pads that would be used for traps, but they
are actually used to open the doors. The plates are
centered in the room, in a N/S/E/W pattern. The pad
that correlates to the door (ex. North) will open the
double doors to the South, etc. Other than these trip
plates, there is nothing else in the room. The plates
need to have 10 lbs or more on them to detent, and
if the weight is removed, the door(s) lock again.
#5 Personal Chamber West
This
chamber
is
fairly
simple,
just
a
rectangular
room
with
items
stacked
up.
A
glance
at
the
supplies,
and
knowledge
of
burial
traditions,
indicate
this
is
a
room
for
storing
the
belongings
of
the
dead.
There
are
religious
items,
ceremonial
trinkets,
and
basic
keepsakes
of
little
to
no
value.
As
in
previous
rooms,
it
appears
this
crypt
has
been
undisturbed.
Oscar Chacon (Order #10593540)
10
THE CONCLUSION
What happens when the curse is lifted? If the ashes
of Syllani are combined with the body of Grohm, in
the same coffin/sarcophagus, read the following
excerpt to the PCs.
As
the
lid
is
placed
over
the
coffin,
a
fog
seems
to
rise
from
the
floor.
Tendrils
of
mist
engulf
the
sarcophagus.
There
is
a
droning
sound,
that
grows
louder
and
louder,
and
then
fades
away
like
a
sigh
of
death.
Then,
all
is
silent,
and
the
air
itself
seems
lighter.
Its
as
if
a
burden
was
removed
from
the
world,
and
slivers
of
light
have
permeated
the
shadows.
Grohm
and
Syllani
are
free
of
their
curse,
and
their
spirits
allowed
to
fly
home.
Oscar Chacon (Order #10593540)
11
Oscar Chacon (Order #10593540)
12
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4
6
5
9
8
1
2
3
Oscar Chacon (Order #10593540)
8
4
13
Oscar Chacon (Order #10593540)
14