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Tongue
A Fifth Edition adventure for
four to five 7th–8th level PCs
◀◁⸺◆⸺▷▶
PART TWO
unreliable at others.
EN World EN5ider
Chapter 2: The Tomb of
Ipo Aisun-aiji
Ipo Aisun-Aiji was a companion of Queen Pami- Mitk’s Motivations
etac, and remained so until meeting his end. He The otherwordly entity has intricate plans in place
was one of the qfirst mnemonics, a sect of warriors that are only now coming to fruition centuries after
that gain mastery over the mind by perfecting their its last appearance. Mitk’ is aware of the mnemonics,
physical bodies. Unbeknownst to the Aptals of to- the search for its history by Hirsli Aptal, and most
day, the monarchy and nearby temple of cerebral of all the doings of Kurtaric Kahraman. Its proxy Kit
soldiers were great allies and aided one another Mha acts to counterbalance the mind warrior’s influ-
in an event forgotten in time, only remembered ence on events by embroiling the PCs in the ongoing
by the mnemonics and held as a sacred event: the conflicts that will raise his patron. By leaving his mas-
Great Supposition. In a ritual that ultimately ended ter’s tome in a tomb of the mnemonics, he puts the
his life, Ipo Aisun-Aiji destroyed both himself and means to unleash Mitk’ into the protective security of
the very idea of a monstrous force from beyond— the adventurers while simultaneously casting a dark
or so they thought. shadow onto the legacy left by Ipo Aisun-Aiji that fur-
Mitk’, an entity that only exists as thought, is the ther isolates the order.
pernicious nemesis that the mnemonic contained
with his dying breath. Over the centuries how-
ever it has eroded the seals that separate it from Entrance to the Crypt
the Material Plane, slowly seeping into the realm The crypt’s entrance's unwelcoming appearance is
and infecting any so unwise as to seek forbidden meant to dissuade troublemakers and thieves.
knowledge—Kit Mha (see the Index for his sta-
tistics) was one such foolish individual. The elf’s After descending rough-hewn stone stairs for several
original name is as lost as his sanity, and he has miles, you see the baleful red glow of unnatural torches
been acting on Mitk’s behalf for several centuries, in the darkness far below. The flickering light reveals
carefully sowing the seeds of the conscious idea’s crude markings scraped along the walls the nearer you
plots. Hirsli Aptal is indeed quite brilliant but get to the illuminated doorway at the bottom of the
without the subtle clues placed by the mad oracle steps. Each of the depictions are of some type of hu-
she never would have broken the deranged cipher manoid striking other creatures and drawing something
of the Kitabu Mitk’. Once Kurtaric stole the book away—it isn’t easy to tell, but it looks as though all of
and hid it within the tomb of his great ancestor, Kit them aggregate toward the unnaturally dark archway
Mha (aided by his patron in the nether) infiltrated where an imposing and vicious maw leers down on any-
the crypt, modifying the ancient markings with- one that dares enter.
in and using rituals to summon forth dangerous
beasts that further indemnify the mnemonics to The crypt is not rigged with traps but it does have
ensure that Mitk’s grand plans play out as intended. its own inherent dangers exacerbated by the
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Chapter 3:
Assassinated Aptals
The adventurers are welcomed into Aptal Manor, Entering the room from whence it came you find the
given luxurious guest rooms, and treated to a limp body of Gorsal Aptal, his skull brutally caved in.
sumptuous feast, night of carousing, and whatever King Halfviti is in a fit as High Mage Apdomat attempts to
minor boons they ask of King Halfviti or his reti- calm him and the Master of the Guard surveys the scene.
nue of nobles. Minor figures from the region are in Everyone in the room looks about with some amount
attendance and make sure to interact with the PCs, of paranoia, and the guards on patrol are standing dis-
getting a measure of the city’s recent heroes—Lord armed in the corner, answering a barrage of questions
Percival Budalist (an assassin), Duke Girman Kai, from their superiors with flustered, exasperated replies.
and Baroness Tenvi Sahasika. All have a need for
a group of adventurers from time to time, and each No one knows how someone could have entered
is eager to trade stories of epic journeys across the Gorsal’s room and no one is above suspicion—
realm from their days exploring the land (before though it remains uncertain of how exactly it
retirement in the regions around Bellek). could have been done. Anyone that makes a DC 13
Wisdom (Medicine) check confirms that his time
With the memories of the nobles restored King Halfviti of death was about 7 hours before the body was
calls for a grand banquet and the lords of the nearby discovered. When questioned, the guards nearby
towns make all haste to be in attendance for the grand can't remember anything suspicious happening—
event—and grand it is. The halls of Aptal Manor are filled because Kurtaric ripped the event of his arrival
with beautiful music from across the ages and realm, from their minds. The guards know a blue-robed
exotic drinks, and perfectly prepared foods of delicacies figure spoke to them and that Gorsal was mur-
both familiar and new. The revelry is far more raucous dered in his sleep with a brutal strike; otherwise
than one would expect for the City of Scholars, and the they can’t offer any useful information.
wine flows late into the evening well after most of the The mnemonic has learned that the Aptals hired
nobles of Bellek retire. adventurers and have somehow cured themselves
of amnesia. With no recourse he begins to sys-
The next morning, to the horror of King Halfviti tematically assassinate the Aptals, two each night
and the remainder of the Aptals, the body of Gor- after the first. There are seven Aptals living in the
sal is found lifeless and inert in his room. manor (including King Halfviti), and Kahraman
is no longer taking any chances. If nobody inter-
A piercing scream erupts from the southwestern corri- venes, the Aptal line will end much sooner than
dors of the castle! anyone expected.
Chapter 4: Banding
Behind Bellek
The threat of the invaders is quite real—bands of Trained Citizens
vergeten warriors wander through the realms and A vast majority of the denizens of Bellek’s satellite
there’s a 30% chance during every day of travel that settlements are proficient in combat or professions
the adventurers run into a patrol of them (1d4+2 that grant them class levels and—if the need arises
vergeten soldiers and 1 vergeten commander). and they can be swayed to do battle—can be mobi-
They fight to the death and use precision tactics, lized into an army.
focusing their attacks on the weakest target after
the second round of combat. If the vergeten notice
the PCs first, they stalk them for a while and at- Settlements
tempt to ambush the party as they rest. Bellek and the settlements near it play a large role
Each of the three settlements—Budal, Sahasi, in Tip of the Tongue, and to make them easier for
and Zakai—is about 30 miles from Bellek. They are GMs to use they each follow the same basic rules.
all ruled over by one of the nobles previously met For example, Bellek is a city that is Aging, Friendly,
by the party, adventurers from that region that Historical, Scholarly and Wealthy. Ability checks
have retired and now manage towns that support made that the GM deems relevant to one of those
the City of Scholars. five words gain a +3 bonus or take a –3 penalty
As the party travels through the smaller towns, (based on whether or not that quality of the city
Kurtaric Kahraman attempts to isolate PCs or has a positive or negative effect on the task, if it
ambush them as they sleep, trying to strip away has any effect at all).
their memories of Mitk’ and contain the dam- Marketplace. Settlements that are without a
age the adventurers are inadvertently causing. If hedge wizard, particularly wealthy merchant, or
combat ensues he retreats at the first opportunity, magic item shop may still have a few unique items
disappearing into the settlement’s citizenry like of value owned by retired adventurers or kept as
a walking ghost. Furthermore, the likelihood of treasured family heirlooms. In these instances it
encountering vergeten while travelling between may require more than gold for a PC to acquire a
towns increases by 10% for every one of the three magic item but it gives a general measure of how
they visit (to a maximum of 60%). likely the party is to find one in a gritty campaign
setting. For a standard campaign setting double
the amount of items listed in this column and for
a populous campaign setting triple them instead.
Table: Settlements
Size Words Modifier Gritty Standard Populous Marketplace
Hamlet 1 +1 6–12 10–19 25–49 —
Outpost 2 +1 13–24 20–49 50–99 1d4 common potions
Village 3 +2 25–49 50–79 100–249 2d4 common potions, 1 common magic
item
Town 4 +2 50–99 80–149 250–499 2d4 common potions, 1d4 common
magic items
City 5 +3 100–299 150–499 500–1,499 Various common potions, 2d6 common
magic items, 1d4 uncommon magic
items
Metropolis 6 +4 300+ 500+ 1,500+ Various common potions, 3d8 common
magic items, 2d6 uncommon magic
items, 1d4 rare magic items
Amidst the chaos of the enormous battle one figure foreheads of all the warriors still standing on battlefield,
directs the alien forces—a deranged elf surrounded coalescing as a terrifying, howling laugh booms off of
by swirling spirits gestures wildly at the otherworldly the mountainside and a gargantuan face appears above
armies, sometimes casting spells to hamper the defend- Bellek. Scores of warriors are swatted away as the red-
ers or outright strip the leading warriors of their lives. dish energy expands to enormous size and it becomes
In turn the elf notices you as well and yells at his sub- clear that the War for Ideas has not yet ended.
ordinates, commanding them in a harsh alien language
that no mortal native’s tongue should utter. Over the After one or two rounds of combat with the god-
din of battle you can hear him scream in Common how- like entity the spirit of the mnemonic appears and
ever as he points at you aggressively in a voice tinged by disperses itself, placing Kurtaric weapons into the
madness, screaming, “you unwitting fools! You are the hands of each of the PCs (of the type they normally
architects of your own destruction!” use in melee or ranged combat) and fully restor-
ing the party’s hit points (though not spell slots,
Once the party has successfully routed the armies or uses of any class features). Each is capable of
of vergeten it seems the day has been won—but draining intellect, a property essential for undo-
only briefly. Mitk’, being an infectious idea, need- ing Mitk’ or its presence within any creature that
ed only to spread knowledge of itself to manifest knows of it.
in the realms material. By gathering together Attacks against Mitk’ using a Kurtaric weapon are
armies to oppose him (and killing Kurtaric Kah- made with advantage and score a critical hit on a
raman) the PCs have created a huge resonance for roll of 18–20. Mitk’ is otherwise immune to spells
the strange creature to occupy, bringing it into the and effects that reduce a creature’s Intelligence
Material Plane and down onto the City of Scholars! score. Each successful hit against Mitk’ consumes
1 charge from the Kurtaric weapon.
As the last of the aliens fall beneath the blades of the
defenders and cry out their death throes the sun finally As the armies of Bellek engage the alien force, a swirl of
sets and all seems well—but then dark, roiling clouds ap- cyan energy erupts from the City of Scholars and gathers
pear from out of nowhere and blot out the center of the across the battlefield from Mitk’. The face of the old man
battlefield. The very seams of reality break apart in a rift assassinated by the aliens briefly forms before breaking
miles long as streams of ethereal energy rise from the apart into millions of reflective shards. Weapons form
Aftermath: The
Forbidden Inquisition
The mnemonics are quite sure they will be able to Conclusion
once again wipe the memories of Mitk’ from the Like all good things Tip of the Tongue must come to
minds of the populace (as their ancestors had to an end somewhere—this is it. That doesn’t mean
centuries ago) but only for the citizens of Bellek. the adventure has to conclude though, and this is
The soldiers from the armies of the satellite cit- a great opportunity for GMs to seed a plethora of
ies are another matter entirely and though orders new plots!
were issued swiftly, half the survivors have already Tracking down all the survivors from the battle
disbanded. The cerebral warriors are unable to de- shouldn’t become a true focus unless the party
vote any attention to the memories of these soldiers strongly engages with it. Instead allow these en-
and it is up to the PCs to track down and strip the counters to be fewer in number and a means to
thoughts of Mitk’ from their minds (or kill them). advance the PCs to a larger story or the next ad-
Every member of the party is given an ancient venture! Between the myriad different NPCs to be
elixir that insulates them from the invasive en- tracked down and the Spire of Knowledge nearby,
tity, and they should have enough charges in their the adventurers have both the motivation and
Kurtaric weapons to see the deed done. Many of the means to research potential quests and locales of
survivors are otherwise destined to turn insane both the realms nearby and beyond, leading the
but there are always a few that survive to spread party to anywhere in the known world—and may-
the knowledge of the creature, and should it ap- be farther. e
pear again so soon and without any army prepared
to fight it—nevermind the spirit of a powerful an-
cient protector—the world is surely doomed.