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Duskwood Artifacts

Even if both Abercrombie and Morbent are


#1 Torch of the Holy flame necromancer's they dont cooperate Morbent being
arrogant and a having a grater vision and ideals that
Lore surpass mortality , while Abercrombie is driven by his
madness deceiving anyone who can in hope of shaping
Also Known as Morbet's Bane , it is a powerful artifact that the surrounding land making it more like Duskwood.
was made to disable the shield of the necromancer/lich In Morbent's absence Abercrombie is gonna try
Morbent Fell. It's use in lore is to weaken the necromancer corrupting the Holy Torch but because of his semi undead
enough so that he can be defeated , it also i used as a seal state he cannot get to close to his shack (note that this
over the Raven Hill Cemetery to keep the undead inside it curse should not have effect on the Forsaken race) he will
dormant (most notable the undead the the Dawning Wood try deceiving the PC's (or anyone else) to go inside and
Catacombs). It's location is the necromancer's house disable the torch corrupting it and letting the undead
Forlorn Rowe and it has been placed there by the loose into the the neighbouring zones.
commander of the nightwatch and later protected by
One of the way's for the PC's to stop the constant wave
Mathias Shaw and Flynn Fairwind from a necromancer
of undead flooding form the cemetery is seeking the Druid
seeking to steal and corrupt the holy torch. Its appearance
guarding the Twilight Grove and make him cleanse the
resembles more a mace rather than a torch with the tip
corrupted torch with the help of the residing moonwell
giving off a radiant shine.
preforming a 24 hour ritual and placing the Holy torch
back into its place. Speaking to he Druid can start the

In game use second artifact Quest The Scythe of Elune

For my campaign this item has act's as a glorified +2 wand


of the war mage but also and it has and additional effect
for sealing and countering undead . It is planted in the
basement of the necromancer and aplified by runes
making a big portion of the undead be exhausted (lvl 5)
and the ones unaffected by its magic are unable to leave
the cemetery. Most notable roamer Mor'Ladim .
Additionally is the torch is not used as a seal its light
reaches up to 30ft bright and 50 ft dim light , while an
undead creature of CR 2 or less its in its bright light radius
the creature gains an exhaustion lvl of up to 3 gaining
disadvantage on attack rolls , saving throw ,ability
check's and speed halved.

Catalyst for a Quest & lore


Discrepancy
In my game the reason why the seal is able to not be
tampered with in Morbent's home is because he left
Duskwood in search of lich hood the seal on the land is a
good thing in his perspective keeping the land in control
while he is away. Abercrombie (The Embalmer) is a kind
alchemist who was once a resident of Grand Hamlet
(DarkShire) who has been driven mad by the death of his
wife Eliza after witch he attained a more shallow form of
immortality planting his still beating hearth in the chest of
his dead spouse reviving her as a ghoul with a constant
hunger for flesh , while his spouse is a alive Abercrombie
cannot killed his beating hearth acting as a sort of
phylactery for him.
Abercrombie also has reputation for tricking people into
doing his bidding , triking adventurer's into helping him
build the infamous Stitches.

Part 2 | Your Introduction


#2 The Scythe of Elune
You know the Lunar Strike Cantrip while attuned.

Lore (Staff of Elune)

You can cast the following spells through the use of


The Scythe of Elune is a mystical artifact created from your charges: (Staff of Elune)
Goldrinn's fang and the Staff of Elune. It is described as an
Starfall (6th lvl) - 6 charges
ancient weapon - a twisted and gnarled branch of wood
Starsurge(3rd lvl) - 3 charges
covered with runes that could be older than even the
Moonbeam (2nd lvl to a max of 4th)- 2 (2-4) charges
Kaldorei (Night Elf). Those who are not careful enough can
(expending 1 extra charge for each lvl above 2nd)
easily be overwhelmed by Goldrinn's spirit, which infuses
Banishment(4th lvl to a max of 8th) - 4 (4-8) charges
the scythe.
(expending 1 extra charge for each lvl above 4th)
Throughout its history,The Scythe of Elune has changed
hands many times. One temporary holder of the scythe Summoning 2 Feral Worgen (Warcraft Manual of
was a timid (and extremely lucky) resident of Duskwood Monsters) spending 4 charges of the Scythe. The spell
named Jitters. Jitters discovered the weapon in an old mine work's like Conjure Woodland Beings . If the player tries
called Roland's Doom which unleashed the worgen in the to summon more than 2 (or 4 DM choise) at once he is
area of Duskwood. forced to do a Charisma Saving throw (DC 17) or
The Scythe is sought by many entity's some with good else the Worgen Brake free from the spell and are no
some with evil intentions those include : The Dark Riders longer bound to the Emerald Dream.
who seek to gather all sorts of magical artifacts and store
them in the abandoned tower known as Karazhan ; a dark Summoning a Spectral Avatar of Goldrinn taking the
mage known as Morganth who resides in Tower of Ilgalar form of a giant spectral wolf , expending 6 charges
in Redridge Mountains is known to have interest in the and uses the statblock of Guardian Wolf
scythe as well ; The Wolf Cult with its leader Alpha Prime
Druid Friendly Feature attuning :
also have close ties with the origins of the scythe ; Brink
With the use of the Scythe you can temporary shape
Spannercrank a gnome in the service of the Si:7 who was
shift into the forbidden form. 10 charges (5 charges for
sent to retrieve several magical artifacts, he is to deliver
druid ( lasting for 10 minutes)
the Scythe of Elune to a night elf , most likely Valorn
Stillbough ; many would seek the power of such an artifact The Pack From Its power and ferocity embody the
so it is safe to assume more entity's desire the scythe.... uncontrollable fury of the wolf , it can rely both on raw
strength and agility. You can use your choice of Strength
or Dexterity for attack and damage rolls.

In game use .
Armor Class 14 + Dexterity modifier and
The Scythe of Elune (Requires attunement Heavy, Constiturion modifier
reach, two-handed, 6lb. ) : As stated before the Scythe Speed 40 ft.; climb 40 ft.
is sought by many , when a creature tries to attune to the Darkvision. You gain darkvision 60 ft.
it it must succeed a DC 17 Wisdom saving throw or else Keen Smell. You have advantage on Wisdom
entities like The Dark Rider's and Member's of the Wolf (Perception) checks that rely on smell.
Cult are alerted about its location. Whether he succeeds or Pounce. If you move at least 20 feet straight toward a
not the user is shown foggy visions of the past related to creature right before hitting it with a weapon attack, the
the War of the Satyr after which a sort of communication creature must succeed on a Strength saving throw (DC 10
with the Worgen who are tied to the Emerald dream is + Dex modifier + proficiency) . On a failed save, the
formed , not by speech but spiritual means . creature is knocked prone and the next attack you make
The Scythe of Elune deal's 1d12 of damage and provides before the end of your turn deals an extra 2d8 damage.
a +3 bonus to both spell attacks and melee attacks Multiattack. When you take the Attack action to make
bloodlust and ferocity from the fang balancing out with a weapon attack, you can use a bonus action to attack with
the more tame staff of Elune. a different weapon. Actions
The Scythe has 16 charges, and regains 2d8 + 2 Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit:
expended charges daily at dawn. If you expend the last (1d8 + modifier) piercing damage. If the target is a
charge, roll a d20. On a 1, The Fang of Goldrinn reject's its humanoid, it must succeed on a DC 12 Constitution saving
union with Elune and the artifact brakes in 2 but only the throw or gain the worgen curse.
staff retains its power , on a 20 the Scythe regains 2d8+2
charges.
While attuned to this weapon you gain the
following:

While attuned to this weapon you are infused by the


divine power of Elune dealing an extra dice of damage
with any spell you cast (Ex:Moonbeam cast at lvl 2
deal's 3d8 insread of 2d8 ) (Staff of Elune)
Claw. Melee Weapon Attack: Reach 5 ft., one target. Hit: Note that this Form counts as a Druid Shapeshift
(2d8 + modifier) slashing damage. for the purpouse of using Features

Danger's of the Pack Form


The Nightbane Pack are the Worgen that represent the
Those who undergo the transformation thus tend to lose Wolf Cult in Duskwood, The Locations where they reside at
their minds to the form's feral animal instincts. are : Roland's Doom Location of the Scythe and Nefaru
While you are in the pack form at the start of each round The Den Mothet one of the 4 main figures of the
you must make a Wisdom saving throw (DC 15) not to Nightbane Pack , Normally Gutspill is located in the mine
be quelled by your rage if you fail you attack the nearest too but i like placing him in Manor Mistmantle place that
target and you cant see the difference between friend and only later becomes a location were the pack resides,
foe until you succeed another Wisdom saving throw . Gutspill is also one of the 4 figures on the Nightbane Pack
The druid cannot revert back to his normal form unless but compared to the other's he smaller my preference is
the 10 minute's have passed in addition at the end of the to play his character more cunning and more inclined in
10 minute's mark roll a d20 , on a 1 you become a feral engaging in conversation with PC's striking deals or
Worgen , after which if you are cured you loose the ability deceiving them.
to turn into the Pack form Rotting Orchard is the 3rd residence of the pack , an
Player Characters as Feral Worgens : A humanoid abandoned farm near Roland's Doom.
bit by a worgen must succeed on a DC 12 Constitution Marus is the second in command in the pack before
saving throw or be cursed. The curse has no effect on Gutspill , i use him as more of a ranger then a worgen
undead beings, such as the forsaken. A character bit often times and pair him Fenros who is the last of the 4
begins to show the effects of the curse after 1d4 days, at prominent wolf figures of the pack , my suggestion for him
which point the character is transformed into a feral is using the werebear stats and make him more of a brute
worgen. It gains a Strength of 15 if their score isn't already character.
higher, and their alignment changes to Chaotic Evil. The It is hinted that the Forsaken work together with the
cursed character also gains the following indefinite Wolf Cult against the Gilneas worgen so that can also be
madness, "I hunger for the taste of blood and will kill used as a hood for both Alliance and Horde party's .
anyone to taste it once more." The character remains a
feral worgen until a greater restoration spell or more
Marus , Gutspill , Nefaru , Fenros
powerful magic rids the character of their indefinite
madness, at which point alignment returns to what it was
before being bit, and the character gains the Two Forms
feature and the Worgen Form Traits of the Worgen race.

Catalyst for a Quest & lore


Discrepancy
In Duskwood there are a number of party's that are
searching for the Scythe and can interact with the player's.
On the Alliance Side we have Brink Spannercrank a
gnome in the service of the Si:7 who was sent to retrieve
several magical artifacts . He can be introduced in several
way's , but your best bet would be for your players to
encounter him while traveling throw the forest or directly
contacted by the Si:7 to back him up.
Also on the Alliance side a lot of Elven figures are
interested in the recovery of the Scythe most notably
Belysra Starbreeze who played a role in the creation of the
scythe and is looking to end its legacy .
On a more Neutral Stand point there are the resident's
of Drakshire among the resident's of Duskwood Jitters can
be found pretty much anywhere you want him to be inside
of duskwood and he can tell you about were the last time
the scythe was seen (Roland's Doom) and about the Dark
Rider's who he witnessed.
The Dark Riders is one of the party's who can interfere
at any time with the recovery of the Scythe and they make
for good combat encounters.
Extra notes (random)
Twinblade of the Spellbreaker
Spellbreaker twinblade (requires attunement)
1d6 slashing 5 lb. Special, versatile (1d8)
A + 1 to hit and damage and can cast counterspell (3rd
lvl) once per long rest it also can be used as spell casting
focus
1st lvl Awaken adds an extra use per day of the
counter spell ability . (2 total)
To evolve the blade needs to counter a 4th lvl or higher
spell and drench itself in the blood of the caster killing
him. unlocks the next lvl of Awaken
Awaken lvl 2 adds an extra use per day of the counter
spell ability (3 total)
To evolve the blade needs to counter a 5th lvl or higher
spell and drench itself in the blood of the caster killing
him. unlocks the next lvl of Awaken
Awaken lvl 3 Counter spell its cast at 4th lvl
To evolve the blade needs to counter a 6th lvl or higher
spell and drench itself in the blood of the caster killing
him. unlocks the next lvl of Awaken
Awaken lvl 4 Counter spell its cast at 5th lvl
To evolve the blade needs to counter a 7th lvl or higher
spell and drench itself in the blood of the caster killing
him. unlocks the next lvl of Awaken
Awaken lvl 5 + a new gem slot (Prototype Sistem)
To evolve the blade needs to counter a 7th lvl or higher
spell and drench itself in the blood of the caster killing
him. unlocks the next lvl of Awaken
Extra evolution deal's 1d6 to 1d8 / 1d8 to 1d10 ( DM
can chose if , when or how this happens )

Inspired by "Tyloris's : Kelen's Dagger of


Escape"
Dagger of Subtlety (requires attunement)
While attuned to this dagger, as a bonus action you
can appear in a cloud of smoke behind any creature you
can see within 30 ft of you. (I dont know how if this is
worded correctly but tis supposed to work like the
Shadowstep of the Subtlety rogue).
Captain Grayson Flintlock Pistol

Lore
Grayson was once a pirate captain of a ship until his life
was ended upon the perilous rocks of Westfall's coastline
because the Lighthouse was black that night.
When his life was ended, he had no clue what the
afterlife held for him. He traveled as a ghostly pirate
captain to the Lighthouse and watched, helpless, as Old
Murk-Eye led the attack and scared the keeper's family off.
They returned and re-lit the flame but Old Murk-Eye
coerced the weaker-minded murlocs to raid the
Lighthouse with him once again. The second time the
family was not so lucky, and before his eyes they perished
helplessly.
With no one to keep watch on the flame, the
responsibility has fallen upon him. His afterlife plight is to
see that no others follow his destiny.

"Leave or else you will die , you have no


buissniess here , let serve my eternal
punishment or die trying to free me"

In game use
Captain Grayson Flintlock Pistol (Light,range 60/150,
1d10 Cold damage,3 lb.)
This Flintlock is made out of metal and its handle is
ornate with black and gold.
The Pistol dose not require any type of ammunition and
dose not make loud noises when fired . The weapon fires a
ghost bullet that inflicts frostbite on the enemy's skin on
impact dealing 1d10 Cold damage . In addition the user
may speak the command word as a bonus action
transforming the pistol into a pirate clothing item (Hat ,
Eye patch , Bandana) , The item can go back and forth
between its 2 forms.

Catalyst for a Quest & lore


Discrepancy
Captain Grayson Flintlock Pistol Can be obtained from
an optional side quest that starts in the Westfall
Lighthouse
Path 1: Anger the ghost or attack it on sight to face the
wrath of it and the Spirit of foolish adventurers who have
tried before (Statblock = CR5 Wraith Monster Manual).
Slaying the ghost you obtain the Flintlock and the
Westfall lighthouse wont give light anymore if not manned.
Path 2: Act the ghost's revenge and kill the Old Murk-
Eye and his band of murloc's . The murloc den can be on
anywhere on the westfall coast or in the many Shipwreck's
on the Longshore coastline (Elven destroyers).
Returning to the lighthouse after the player's will be
rewarded with by the ghost with its famous flintlock but
the ghost will still keep the lighthouse light open until
someone else is manning the place.
 
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